2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
30 #include "dpsoftrast.h"
34 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
37 mempool_t *r_main_mempool;
38 rtexturepool_t *r_main_texturepool;
40 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
42 static qboolean r_loadnormalmap;
43 static qboolean r_loadgloss;
45 static qboolean r_loaddds;
46 static qboolean r_savedds;
47 static qboolean r_gpuskeletal;
54 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
55 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
56 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
57 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
58 cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
59 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
60 cvar_t r_motionblur_velocityfactor = {CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
61 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
62 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
63 cvar_t r_motionblur_mousefactor = {CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
64 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
65 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
67 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
68 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
69 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
70 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
71 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
73 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
74 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
75 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
76 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
77 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
78 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
79 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
80 cvar_t r_transparent_alphatocoverage = {0, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
81 cvar_t r_transparent_sortsurfacesbynearest = {0, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
82 cvar_t r_transparent_useplanardistance = {0, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
83 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
84 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
85 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
86 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
87 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
88 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
89 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
90 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
91 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
92 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
93 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
94 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
95 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
96 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
97 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
98 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
99 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
100 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
101 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
102 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
103 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
104 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
105 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
106 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
107 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
109 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
110 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
111 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
113 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
114 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
115 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
116 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
117 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
118 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
119 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
120 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
121 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
122 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
123 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
124 cvar_t r_shadows_shadowmapbias = {CVAR_SAVE, "r_shadows_shadowmapbias", "-1", "sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON."};
125 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
126 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
127 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
128 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
129 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
130 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
131 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
132 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
133 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
134 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
135 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
136 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
137 cvar_t r_celshading = {CVAR_SAVE, "r_celshading", "0", "cartoon-style light shading (OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
138 cvar_t r_celoutlines = {CVAR_SAVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred; OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
140 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
141 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
142 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
143 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
144 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
145 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
146 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
147 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
149 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
150 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
152 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
153 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
154 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
156 cvar_t r_usedepthtextures = {CVAR_SAVE, "r_usedepthtextures", "1", "use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware"};
157 cvar_t r_viewfbo = {CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
158 cvar_t r_viewscale = {CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
159 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
160 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
161 cvar_t r_viewscale_fpsscaling_multiply = {CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
162 cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
163 cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
164 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
166 cvar_t r_glsl_skeletal = {CVAR_SAVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"};
167 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
168 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
169 cvar_t r_glsl_offsetmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
170 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
171 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
172 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
173 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
174 cvar_t r_glsl_offsetmapping_lod = {CVAR_SAVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
175 cvar_t r_glsl_offsetmapping_lod_distance = {CVAR_SAVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
176 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
177 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
178 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
179 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
180 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
181 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
182 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
183 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
184 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
186 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
187 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
188 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
189 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
190 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
191 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
192 cvar_t r_water_lowquality = {0, "r_water_lowquality", "0", "special option to accelerate water rendering, 1 disables shadows and particles, 2 disables all dynamic lights"};
193 cvar_t r_water_hideplayer = {CVAR_SAVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
194 cvar_t r_water_fbo = {CVAR_SAVE, "r_water_fbo", "1", "enables use of render to texture for water effects, otherwise copy to texture is used (slower)"};
196 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
197 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
198 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
199 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
201 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
202 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
204 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
205 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
206 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
207 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
208 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
209 cvar_t r_bloom_scenebrightness = {CVAR_SAVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
211 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
212 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
213 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
214 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
215 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
216 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
217 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
218 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
219 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
220 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
222 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
224 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
226 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
228 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
230 cvar_t r_batch_multidraw = {CVAR_SAVE, "r_batch_multidraw", "1", "issue multiple glDrawElements calls when rendering a batch of surfaces with the same texture (otherwise the index data is copied to make it one draw)"};
231 cvar_t r_batch_multidraw_mintriangles = {CVAR_SAVE, "r_batch_multidraw_mintriangles", "0", "minimum number of triangles to activate multidraw path (copying small groups of triangles may be faster)"};
232 cvar_t r_batch_debugdynamicvertexpath = {CVAR_SAVE, "r_batch_debugdynamicvertexpath", "0", "force the dynamic batching code path for debugging purposes"};
233 cvar_t r_batch_dynamicbuffer = {CVAR_SAVE, "r_batch_dynamicbuffer", "0", "use vertex/index buffers for drawing dynamic and copytriangles batches"};
235 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
236 cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
238 cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer, requires mod_q3shader_force_terrain_alphaflag on."};
240 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
241 cvar_t r_buffermegs[R_BUFFERDATA_COUNT] =
243 {CVAR_SAVE, "r_buffermegs_vertex", "4", "vertex buffer size for one frame"},
244 {CVAR_SAVE, "r_buffermegs_index16", "1", "index buffer size for one frame (16bit indices)"},
245 {CVAR_SAVE, "r_buffermegs_index32", "1", "index buffer size for one frame (32bit indices)"},
246 {CVAR_SAVE, "r_buffermegs_uniform", "0.25", "uniform buffer size for one frame"},
249 extern cvar_t v_glslgamma;
250 extern cvar_t v_glslgamma_2d;
252 extern qboolean v_flipped_state;
254 r_framebufferstate_t r_fb;
256 /// shadow volume bsp struct with automatically growing nodes buffer
259 int r_uniformbufferalignment = 32; // dynamically updated to match GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
261 rtexture_t *r_texture_blanknormalmap;
262 rtexture_t *r_texture_white;
263 rtexture_t *r_texture_grey128;
264 rtexture_t *r_texture_black;
265 rtexture_t *r_texture_notexture;
266 rtexture_t *r_texture_whitecube;
267 rtexture_t *r_texture_normalizationcube;
268 rtexture_t *r_texture_fogattenuation;
269 rtexture_t *r_texture_fogheighttexture;
270 rtexture_t *r_texture_gammaramps;
271 unsigned int r_texture_gammaramps_serial;
272 //rtexture_t *r_texture_fogintensity;
273 rtexture_t *r_texture_reflectcube;
275 // TODO: hash lookups?
276 typedef struct cubemapinfo_s
283 int r_texture_numcubemaps;
284 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
286 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
287 unsigned int r_numqueries;
288 unsigned int r_maxqueries;
290 typedef struct r_qwskincache_s
292 char name[MAX_QPATH];
293 skinframe_t *skinframe;
297 static r_qwskincache_t *r_qwskincache;
298 static int r_qwskincache_size;
300 /// vertex coordinates for a quad that covers the screen exactly
301 extern const float r_screenvertex3f[12];
302 extern const float r_d3dscreenvertex3f[12];
303 const float r_screenvertex3f[12] =
310 const float r_d3dscreenvertex3f[12] =
318 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
321 for (i = 0;i < verts;i++)
332 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
335 for (i = 0;i < verts;i++)
345 // FIXME: move this to client?
348 if (gamemode == GAME_NEHAHRA)
350 Cvar_Set("gl_fogenable", "0");
351 Cvar_Set("gl_fogdensity", "0.2");
352 Cvar_Set("gl_fogred", "0.3");
353 Cvar_Set("gl_foggreen", "0.3");
354 Cvar_Set("gl_fogblue", "0.3");
356 r_refdef.fog_density = 0;
357 r_refdef.fog_red = 0;
358 r_refdef.fog_green = 0;
359 r_refdef.fog_blue = 0;
360 r_refdef.fog_alpha = 1;
361 r_refdef.fog_start = 0;
362 r_refdef.fog_end = 16384;
363 r_refdef.fog_height = 1<<30;
364 r_refdef.fog_fadedepth = 128;
365 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
368 static void R_BuildBlankTextures(void)
370 unsigned char data[4];
371 data[2] = 128; // normal X
372 data[1] = 128; // normal Y
373 data[0] = 255; // normal Z
374 data[3] = 255; // height
375 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
380 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
385 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
390 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
393 static void R_BuildNoTexture(void)
396 unsigned char pix[16][16][4];
397 // this makes a light grey/dark grey checkerboard texture
398 for (y = 0;y < 16;y++)
400 for (x = 0;x < 16;x++)
402 if ((y < 8) ^ (x < 8))
418 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
421 static void R_BuildWhiteCube(void)
423 unsigned char data[6*1*1*4];
424 memset(data, 255, sizeof(data));
425 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
428 static void R_BuildNormalizationCube(void)
432 vec_t s, t, intensity;
435 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
436 for (side = 0;side < 6;side++)
438 for (y = 0;y < NORMSIZE;y++)
440 for (x = 0;x < NORMSIZE;x++)
442 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
443 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
478 intensity = 127.0f / sqrt(DotProduct(v, v));
479 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
480 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
481 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
482 data[((side*64+y)*64+x)*4+3] = 255;
486 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
490 static void R_BuildFogTexture(void)
494 unsigned char data1[FOGWIDTH][4];
495 //unsigned char data2[FOGWIDTH][4];
498 r_refdef.fogmasktable_start = r_refdef.fog_start;
499 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
500 r_refdef.fogmasktable_range = r_refdef.fogrange;
501 r_refdef.fogmasktable_density = r_refdef.fog_density;
503 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
504 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
506 d = (x * r - r_refdef.fogmasktable_start);
507 if(developer_extra.integer)
508 Con_DPrintf("%f ", d);
510 if (r_fog_exp2.integer)
511 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
513 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
514 if(developer_extra.integer)
515 Con_DPrintf(" : %f ", alpha);
516 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
517 if(developer_extra.integer)
518 Con_DPrintf(" = %f\n", alpha);
519 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
522 for (x = 0;x < FOGWIDTH;x++)
524 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
529 //data2[x][0] = 255 - b;
530 //data2[x][1] = 255 - b;
531 //data2[x][2] = 255 - b;
534 if (r_texture_fogattenuation)
536 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
537 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
541 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
542 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
546 static void R_BuildFogHeightTexture(void)
548 unsigned char *inpixels;
556 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
557 if (r_refdef.fogheighttexturename[0])
558 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
561 r_refdef.fog_height_tablesize = 0;
562 if (r_texture_fogheighttexture)
563 R_FreeTexture(r_texture_fogheighttexture);
564 r_texture_fogheighttexture = NULL;
565 if (r_refdef.fog_height_table2d)
566 Mem_Free(r_refdef.fog_height_table2d);
567 r_refdef.fog_height_table2d = NULL;
568 if (r_refdef.fog_height_table1d)
569 Mem_Free(r_refdef.fog_height_table1d);
570 r_refdef.fog_height_table1d = NULL;
574 r_refdef.fog_height_tablesize = size;
575 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
576 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
577 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
579 // LordHavoc: now the magic - what is that table2d for? it is a cooked
580 // average fog color table accounting for every fog layer between a point
581 // and the camera. (Note: attenuation is handled separately!)
582 for (y = 0;y < size;y++)
584 for (x = 0;x < size;x++)
590 for (j = x;j <= y;j++)
592 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
598 for (j = x;j >= y;j--)
600 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
605 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
606 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
607 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
608 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
611 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
614 //=======================================================================================================================================================
616 static const char *builtinshaderstrings[] =
618 #include "shader_glsl.h"
622 const char *builtinhlslshaderstrings[] =
624 #include "shader_hlsl.h"
628 char *glslshaderstring = NULL;
629 char *hlslshaderstring = NULL;
631 //=======================================================================================================================================================
633 typedef struct shaderpermutationinfo_s
638 shaderpermutationinfo_t;
640 typedef struct shadermodeinfo_s
642 const char *filename;
648 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
649 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
651 {"#define USEDIFFUSE\n", " diffuse"},
652 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
653 {"#define USEVIEWTINT\n", " viewtint"},
654 {"#define USECOLORMAPPING\n", " colormapping"},
655 {"#define USESATURATION\n", " saturation"},
656 {"#define USEFOGINSIDE\n", " foginside"},
657 {"#define USEFOGOUTSIDE\n", " fogoutside"},
658 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
659 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
660 {"#define USEGAMMARAMPS\n", " gammaramps"},
661 {"#define USECUBEFILTER\n", " cubefilter"},
662 {"#define USEGLOW\n", " glow"},
663 {"#define USEBLOOM\n", " bloom"},
664 {"#define USESPECULAR\n", " specular"},
665 {"#define USEPOSTPROCESSING\n", " postprocessing"},
666 {"#define USEREFLECTION\n", " reflection"},
667 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
668 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
669 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
670 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
671 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
672 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
673 {"#define USEALPHAKILL\n", " alphakill"},
674 {"#define USEREFLECTCUBE\n", " reflectcube"},
675 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
676 {"#define USEBOUNCEGRID\n", " bouncegrid"},
677 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
678 {"#define USETRIPPY\n", " trippy"},
679 {"#define USEDEPTHRGB\n", " depthrgb"},
680 {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
681 {"#define USESKELETAL\n", " skeletal"}
684 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
685 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
687 {"glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
688 {"glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
689 {"glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
690 {"glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
691 {"glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
692 {"glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
693 {"glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
694 {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
695 {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
696 {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
697 {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
698 {"glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
699 {"glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
700 {"glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
701 {"glsl/default.glsl", "#define MODE_WATER\n", " water"},
702 {"glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
703 {"glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
706 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
708 {"hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
709 {"hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
710 {"hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
711 {"hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
712 {"hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
713 {"hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
714 {"hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
715 {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
716 {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
717 {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
718 {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
719 {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
720 {"hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
721 {"hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
722 {"hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
723 {"hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
724 {"hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
727 struct r_glsl_permutation_s;
728 typedef struct r_glsl_permutation_s
731 struct r_glsl_permutation_s *hashnext;
733 unsigned int permutation;
735 /// indicates if we have tried compiling this permutation already
737 /// 0 if compilation failed
739 // texture units assigned to each detected uniform
740 int tex_Texture_First;
741 int tex_Texture_Second;
742 int tex_Texture_GammaRamps;
743 int tex_Texture_Normal;
744 int tex_Texture_Color;
745 int tex_Texture_Gloss;
746 int tex_Texture_Glow;
747 int tex_Texture_SecondaryNormal;
748 int tex_Texture_SecondaryColor;
749 int tex_Texture_SecondaryGloss;
750 int tex_Texture_SecondaryGlow;
751 int tex_Texture_Pants;
752 int tex_Texture_Shirt;
753 int tex_Texture_FogHeightTexture;
754 int tex_Texture_FogMask;
755 int tex_Texture_Lightmap;
756 int tex_Texture_Deluxemap;
757 int tex_Texture_Attenuation;
758 int tex_Texture_Cube;
759 int tex_Texture_Refraction;
760 int tex_Texture_Reflection;
761 int tex_Texture_ShadowMap2D;
762 int tex_Texture_CubeProjection;
763 int tex_Texture_ScreenNormalMap;
764 int tex_Texture_ScreenDiffuse;
765 int tex_Texture_ScreenSpecular;
766 int tex_Texture_ReflectMask;
767 int tex_Texture_ReflectCube;
768 int tex_Texture_BounceGrid;
769 /// locations of detected uniforms in program object, or -1 if not found
770 int loc_Texture_First;
771 int loc_Texture_Second;
772 int loc_Texture_GammaRamps;
773 int loc_Texture_Normal;
774 int loc_Texture_Color;
775 int loc_Texture_Gloss;
776 int loc_Texture_Glow;
777 int loc_Texture_SecondaryNormal;
778 int loc_Texture_SecondaryColor;
779 int loc_Texture_SecondaryGloss;
780 int loc_Texture_SecondaryGlow;
781 int loc_Texture_Pants;
782 int loc_Texture_Shirt;
783 int loc_Texture_FogHeightTexture;
784 int loc_Texture_FogMask;
785 int loc_Texture_Lightmap;
786 int loc_Texture_Deluxemap;
787 int loc_Texture_Attenuation;
788 int loc_Texture_Cube;
789 int loc_Texture_Refraction;
790 int loc_Texture_Reflection;
791 int loc_Texture_ShadowMap2D;
792 int loc_Texture_CubeProjection;
793 int loc_Texture_ScreenNormalMap;
794 int loc_Texture_ScreenDiffuse;
795 int loc_Texture_ScreenSpecular;
796 int loc_Texture_ReflectMask;
797 int loc_Texture_ReflectCube;
798 int loc_Texture_BounceGrid;
800 int loc_BloomBlur_Parameters;
802 int loc_Color_Ambient;
803 int loc_Color_Diffuse;
804 int loc_Color_Specular;
808 int loc_DeferredColor_Ambient;
809 int loc_DeferredColor_Diffuse;
810 int loc_DeferredColor_Specular;
811 int loc_DeferredMod_Diffuse;
812 int loc_DeferredMod_Specular;
813 int loc_DistortScaleRefractReflect;
816 int loc_FogHeightFade;
818 int loc_FogPlaneViewDist;
819 int loc_FogRangeRecip;
822 int loc_LightPosition;
823 int loc_OffsetMapping_ScaleSteps;
824 int loc_OffsetMapping_LodDistance;
825 int loc_OffsetMapping_Bias;
827 int loc_ReflectColor;
828 int loc_ReflectFactor;
829 int loc_ReflectOffset;
830 int loc_RefractColor;
832 int loc_ScreenCenterRefractReflect;
833 int loc_ScreenScaleRefractReflect;
834 int loc_ScreenToDepth;
835 int loc_ShadowMap_Parameters;
836 int loc_ShadowMap_TextureScale;
837 int loc_SpecularPower;
838 int loc_Skeletal_Transform12;
843 int loc_ViewTintColor;
845 int loc_ModelToLight;
847 int loc_BackgroundTexMatrix;
848 int loc_ModelViewProjectionMatrix;
849 int loc_ModelViewMatrix;
850 int loc_PixelToScreenTexCoord;
851 int loc_ModelToReflectCube;
852 int loc_ShadowMapMatrix;
853 int loc_BloomColorSubtract;
854 int loc_NormalmapScrollBlend;
855 int loc_BounceGridMatrix;
856 int loc_BounceGridIntensity;
857 /// uniform block bindings
858 int ubibind_Skeletal_Transform12_UniformBlock;
859 /// uniform block indices
860 int ubiloc_Skeletal_Transform12_UniformBlock;
862 r_glsl_permutation_t;
864 #define SHADERPERMUTATION_HASHSIZE 256
867 // non-degradable "lightweight" shader parameters to keep the permutations simpler
868 // these can NOT degrade! only use for simple stuff
871 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
872 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
873 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
874 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
875 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
876 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
877 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
878 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
879 SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
880 SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
881 SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
882 SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
883 SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
884 SHADERSTATICPARM_FXAA = 13 ///< fast approximate anti aliasing
886 #define SHADERSTATICPARMS_COUNT 14
888 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
889 static int shaderstaticparms_count = 0;
891 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
892 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
894 extern qboolean r_shadow_shadowmapsampler;
895 extern int r_shadow_shadowmappcf;
896 qboolean R_CompileShader_CheckStaticParms(void)
898 static int r_compileshader_staticparms_save[1];
899 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
900 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
903 if (r_glsl_saturation_redcompensate.integer)
904 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
905 if (r_glsl_vertextextureblend_usebothalphas.integer)
906 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
907 if (r_shadow_glossexact.integer)
908 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
909 if (r_glsl_postprocess.integer)
911 if (r_glsl_postprocess_uservec1_enable.integer)
912 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
913 if (r_glsl_postprocess_uservec2_enable.integer)
914 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
915 if (r_glsl_postprocess_uservec3_enable.integer)
916 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
917 if (r_glsl_postprocess_uservec4_enable.integer)
918 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
921 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_FXAA);
922 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
923 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
925 if (r_shadow_shadowmapsampler)
926 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
927 if (r_shadow_shadowmappcf > 1)
928 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
929 else if (r_shadow_shadowmappcf)
930 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
931 if (r_celshading.integer)
932 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
933 if (r_celoutlines.integer)
934 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
936 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
939 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
940 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
941 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
943 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
944 static void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
946 shaderstaticparms_count = 0;
949 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
950 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
951 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
952 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
953 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
954 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
955 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
956 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
957 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
958 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
959 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
960 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
961 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
962 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_FXAA, "USEFXAA");
965 /// information about each possible shader permutation
966 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
967 /// currently selected permutation
968 r_glsl_permutation_t *r_glsl_permutation;
969 /// storage for permutations linked in the hash table
970 memexpandablearray_t r_glsl_permutationarray;
972 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
974 //unsigned int hashdepth = 0;
975 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
976 r_glsl_permutation_t *p;
977 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
979 if (p->mode == mode && p->permutation == permutation)
981 //if (hashdepth > 10)
982 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
987 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
989 p->permutation = permutation;
990 p->hashnext = r_glsl_permutationhash[mode][hashindex];
991 r_glsl_permutationhash[mode][hashindex] = p;
992 //if (hashdepth > 10)
993 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
997 static char *R_ShaderStrCat(const char **strings)
1000 const char **p = strings;
1003 for (p = strings;(t = *p);p++)
1006 s = string = (char *)Mem_Alloc(r_main_mempool, len);
1008 for (p = strings;(t = *p);p++)
1018 static char *R_GetShaderText(const char *filename, qboolean printfromdisknotice, qboolean builtinonly)
1021 if (!filename || !filename[0])
1023 // LordHavoc: note that FS_LoadFile appends a 0 byte to make it a valid string, so does R_ShaderStrCat
1024 if (!strcmp(filename, "glsl/default.glsl"))
1027 return R_ShaderStrCat(builtinshaderstrings);
1028 if (!glslshaderstring)
1030 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1031 if (glslshaderstring)
1032 Con_DPrintf("Loading shaders from file %s...\n", filename);
1034 glslshaderstring = R_ShaderStrCat(builtinshaderstrings);
1036 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
1037 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
1038 return shaderstring;
1040 if (!strcmp(filename, "hlsl/default.hlsl"))
1043 return R_ShaderStrCat(builtinhlslshaderstrings);
1044 if (!hlslshaderstring)
1046 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1047 if (hlslshaderstring)
1048 Con_DPrintf("Loading shaders from file %s...\n", filename);
1050 hlslshaderstring = R_ShaderStrCat(builtinhlslshaderstrings);
1052 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
1053 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
1054 return shaderstring;
1056 // we don't have builtin strings for any other files
1059 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1062 if (printfromdisknotice)
1063 Con_DPrintf("from disk %s... ", filename);
1064 return shaderstring;
1066 return shaderstring;
1069 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1074 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
1076 char permutationname[256];
1077 int vertstrings_count = 0;
1078 int geomstrings_count = 0;
1079 int fragstrings_count = 0;
1080 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1081 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1082 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1089 permutationname[0] = 0;
1090 sourcestring = R_GetShaderText(modeinfo->filename, true, false);
1092 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1094 // we need 140 for r_glsl_skeletal (GL_ARB_uniform_buffer_object)
1095 if(vid.support.glshaderversion >= 140)
1097 vertstrings_list[vertstrings_count++] = "#version 140\n";
1098 geomstrings_list[geomstrings_count++] = "#version 140\n";
1099 fragstrings_list[fragstrings_count++] = "#version 140\n";
1100 vertstrings_list[vertstrings_count++] = "#define GLSL140\n";
1101 geomstrings_list[geomstrings_count++] = "#define GLSL140\n";
1102 fragstrings_list[fragstrings_count++] = "#define GLSL140\n";
1104 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1105 else if(vid.support.glshaderversion >= 130)
1107 vertstrings_list[vertstrings_count++] = "#version 130\n";
1108 geomstrings_list[geomstrings_count++] = "#version 130\n";
1109 fragstrings_list[fragstrings_count++] = "#version 130\n";
1110 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1111 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1112 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1115 // the first pretext is which type of shader to compile as
1116 // (later these will all be bound together as a program object)
1117 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1118 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1119 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1121 // the second pretext is the mode (for example a light source)
1122 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1123 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1124 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1125 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1127 // now add all the permutation pretexts
1128 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1130 if (permutation & (1<<i))
1132 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1133 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1134 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1135 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1139 // keep line numbers correct
1140 vertstrings_list[vertstrings_count++] = "\n";
1141 geomstrings_list[geomstrings_count++] = "\n";
1142 fragstrings_list[fragstrings_count++] = "\n";
1147 R_CompileShader_AddStaticParms(mode, permutation);
1148 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1149 vertstrings_count += shaderstaticparms_count;
1150 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1151 geomstrings_count += shaderstaticparms_count;
1152 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1153 fragstrings_count += shaderstaticparms_count;
1155 // now append the shader text itself
1156 vertstrings_list[vertstrings_count++] = sourcestring;
1157 geomstrings_list[geomstrings_count++] = sourcestring;
1158 fragstrings_list[fragstrings_count++] = sourcestring;
1160 // compile the shader program
1161 if (vertstrings_count + geomstrings_count + fragstrings_count)
1162 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1166 qglUseProgram(p->program);CHECKGLERROR
1167 // look up all the uniform variable names we care about, so we don't
1168 // have to look them up every time we set them
1173 GLint activeuniformindex = 0;
1174 GLint numactiveuniforms = 0;
1175 char uniformname[128];
1176 GLsizei uniformnamelength = 0;
1177 GLint uniformsize = 0;
1178 GLenum uniformtype = 0;
1179 memset(uniformname, 0, sizeof(uniformname));
1180 qglGetProgramiv(p->program, GL_ACTIVE_UNIFORMS, &numactiveuniforms);
1181 Con_Printf("Shader has %i uniforms\n", numactiveuniforms);
1182 for (activeuniformindex = 0;activeuniformindex < numactiveuniforms;activeuniformindex++)
1184 qglGetActiveUniform(p->program, activeuniformindex, sizeof(uniformname) - 1, &uniformnamelength, &uniformsize, &uniformtype, uniformname);
1185 Con_Printf("Uniform %i name \"%s\" size %i type %i\n", (int)activeuniformindex, uniformname, (int)uniformsize, (int)uniformtype);
1190 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1191 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1192 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1193 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1194 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1195 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1196 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1197 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1198 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1199 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1200 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1201 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1202 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1203 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1204 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1205 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1206 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1207 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1208 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1209 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1210 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1211 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1212 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1213 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1214 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1215 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1216 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1217 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1218 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1219 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1220 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1221 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1222 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1223 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1224 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1225 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1226 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1227 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1228 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1229 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1230 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1231 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1232 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1233 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1234 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1235 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1236 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1237 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1238 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1239 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1240 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1241 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1242 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1243 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1244 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1245 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1246 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1247 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1248 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1249 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1250 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1251 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1252 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1253 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1254 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1255 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1256 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1257 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1258 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1259 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1260 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1261 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1262 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1263 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1264 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1265 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1266 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1267 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1268 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1269 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1270 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1271 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1272 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1273 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1274 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1275 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1276 // initialize the samplers to refer to the texture units we use
1277 p->tex_Texture_First = -1;
1278 p->tex_Texture_Second = -1;
1279 p->tex_Texture_GammaRamps = -1;
1280 p->tex_Texture_Normal = -1;
1281 p->tex_Texture_Color = -1;
1282 p->tex_Texture_Gloss = -1;
1283 p->tex_Texture_Glow = -1;
1284 p->tex_Texture_SecondaryNormal = -1;
1285 p->tex_Texture_SecondaryColor = -1;
1286 p->tex_Texture_SecondaryGloss = -1;
1287 p->tex_Texture_SecondaryGlow = -1;
1288 p->tex_Texture_Pants = -1;
1289 p->tex_Texture_Shirt = -1;
1290 p->tex_Texture_FogHeightTexture = -1;
1291 p->tex_Texture_FogMask = -1;
1292 p->tex_Texture_Lightmap = -1;
1293 p->tex_Texture_Deluxemap = -1;
1294 p->tex_Texture_Attenuation = -1;
1295 p->tex_Texture_Cube = -1;
1296 p->tex_Texture_Refraction = -1;
1297 p->tex_Texture_Reflection = -1;
1298 p->tex_Texture_ShadowMap2D = -1;
1299 p->tex_Texture_CubeProjection = -1;
1300 p->tex_Texture_ScreenNormalMap = -1;
1301 p->tex_Texture_ScreenDiffuse = -1;
1302 p->tex_Texture_ScreenSpecular = -1;
1303 p->tex_Texture_ReflectMask = -1;
1304 p->tex_Texture_ReflectCube = -1;
1305 p->tex_Texture_BounceGrid = -1;
1306 // bind the texture samplers in use
1308 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1309 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1310 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1311 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1312 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1313 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1314 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1315 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1316 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1317 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1318 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1319 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1320 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1321 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1322 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1323 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1324 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1325 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1326 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1327 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1328 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1329 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1330 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1331 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1332 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1333 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1334 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1335 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1336 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1337 // get the uniform block indices so we can bind them
1338 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1339 if (vid.support.arb_uniform_buffer_object)
1340 p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
1343 p->ubiloc_Skeletal_Transform12_UniformBlock = -1;
1344 // clear the uniform block bindings
1345 p->ubibind_Skeletal_Transform12_UniformBlock = -1;
1346 // bind the uniform blocks in use
1348 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1349 if (p->ubiloc_Skeletal_Transform12_UniformBlock >= 0) {p->ubibind_Skeletal_Transform12_UniformBlock = ubibind;qglUniformBlockBinding(p->program, p->ubiloc_Skeletal_Transform12_UniformBlock, ubibind);ubibind++;}
1351 // we're done compiling and setting up the shader, at least until it is used
1353 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1356 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1360 Mem_Free(sourcestring);
1363 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1365 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1366 if (r_glsl_permutation != perm)
1368 r_glsl_permutation = perm;
1369 if (!r_glsl_permutation->program)
1371 if (!r_glsl_permutation->compiled)
1373 Con_DPrintf("Compiling shader mode %u permutation %u\n", mode, permutation);
1374 R_GLSL_CompilePermutation(perm, mode, permutation);
1376 if (!r_glsl_permutation->program)
1378 // remove features until we find a valid permutation
1380 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1382 // reduce i more quickly whenever it would not remove any bits
1383 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1384 if (!(permutation & j))
1387 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1388 if (!r_glsl_permutation->compiled)
1389 R_GLSL_CompilePermutation(perm, mode, permutation);
1390 if (r_glsl_permutation->program)
1393 if (i >= SHADERPERMUTATION_COUNT)
1395 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1396 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1397 qglUseProgram(0);CHECKGLERROR
1398 return; // no bit left to clear, entire mode is broken
1403 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1405 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1406 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1407 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1415 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1416 extern D3DCAPS9 vid_d3d9caps;
1419 struct r_hlsl_permutation_s;
1420 typedef struct r_hlsl_permutation_s
1422 /// hash lookup data
1423 struct r_hlsl_permutation_s *hashnext;
1425 unsigned int permutation;
1427 /// indicates if we have tried compiling this permutation already
1429 /// NULL if compilation failed
1430 IDirect3DVertexShader9 *vertexshader;
1431 IDirect3DPixelShader9 *pixelshader;
1433 r_hlsl_permutation_t;
1435 typedef enum D3DVSREGISTER_e
1437 D3DVSREGISTER_TexMatrix = 0, // float4x4
1438 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1439 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1440 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1441 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1442 D3DVSREGISTER_ModelToLight = 20, // float4x4
1443 D3DVSREGISTER_EyePosition = 24,
1444 D3DVSREGISTER_FogPlane = 25,
1445 D3DVSREGISTER_LightDir = 26,
1446 D3DVSREGISTER_LightPosition = 27,
1450 typedef enum D3DPSREGISTER_e
1452 D3DPSREGISTER_Alpha = 0,
1453 D3DPSREGISTER_BloomBlur_Parameters = 1,
1454 D3DPSREGISTER_ClientTime = 2,
1455 D3DPSREGISTER_Color_Ambient = 3,
1456 D3DPSREGISTER_Color_Diffuse = 4,
1457 D3DPSREGISTER_Color_Specular = 5,
1458 D3DPSREGISTER_Color_Glow = 6,
1459 D3DPSREGISTER_Color_Pants = 7,
1460 D3DPSREGISTER_Color_Shirt = 8,
1461 D3DPSREGISTER_DeferredColor_Ambient = 9,
1462 D3DPSREGISTER_DeferredColor_Diffuse = 10,
1463 D3DPSREGISTER_DeferredColor_Specular = 11,
1464 D3DPSREGISTER_DeferredMod_Diffuse = 12,
1465 D3DPSREGISTER_DeferredMod_Specular = 13,
1466 D3DPSREGISTER_DistortScaleRefractReflect = 14,
1467 D3DPSREGISTER_EyePosition = 15, // unused
1468 D3DPSREGISTER_FogColor = 16,
1469 D3DPSREGISTER_FogHeightFade = 17,
1470 D3DPSREGISTER_FogPlane = 18,
1471 D3DPSREGISTER_FogPlaneViewDist = 19,
1472 D3DPSREGISTER_FogRangeRecip = 20,
1473 D3DPSREGISTER_LightColor = 21,
1474 D3DPSREGISTER_LightDir = 22, // unused
1475 D3DPSREGISTER_LightPosition = 23,
1476 D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1477 D3DPSREGISTER_PixelSize = 25,
1478 D3DPSREGISTER_ReflectColor = 26,
1479 D3DPSREGISTER_ReflectFactor = 27,
1480 D3DPSREGISTER_ReflectOffset = 28,
1481 D3DPSREGISTER_RefractColor = 29,
1482 D3DPSREGISTER_Saturation = 30,
1483 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1484 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1485 D3DPSREGISTER_ScreenToDepth = 33,
1486 D3DPSREGISTER_ShadowMap_Parameters = 34,
1487 D3DPSREGISTER_ShadowMap_TextureScale = 35,
1488 D3DPSREGISTER_SpecularPower = 36,
1489 D3DPSREGISTER_UserVec1 = 37,
1490 D3DPSREGISTER_UserVec2 = 38,
1491 D3DPSREGISTER_UserVec3 = 39,
1492 D3DPSREGISTER_UserVec4 = 40,
1493 D3DPSREGISTER_ViewTintColor = 41,
1494 D3DPSREGISTER_PixelToScreenTexCoord = 42,
1495 D3DPSREGISTER_BloomColorSubtract = 43,
1496 D3DPSREGISTER_ViewToLight = 44, // float4x4
1497 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1498 D3DPSREGISTER_NormalmapScrollBlend = 52,
1499 D3DPSREGISTER_OffsetMapping_LodDistance = 53,
1500 D3DPSREGISTER_OffsetMapping_Bias = 54,
1505 /// information about each possible shader permutation
1506 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1507 /// currently selected permutation
1508 r_hlsl_permutation_t *r_hlsl_permutation;
1509 /// storage for permutations linked in the hash table
1510 memexpandablearray_t r_hlsl_permutationarray;
1512 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1514 //unsigned int hashdepth = 0;
1515 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1516 r_hlsl_permutation_t *p;
1517 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1519 if (p->mode == mode && p->permutation == permutation)
1521 //if (hashdepth > 10)
1522 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1527 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1529 p->permutation = permutation;
1530 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1531 r_hlsl_permutationhash[mode][hashindex] = p;
1532 //if (hashdepth > 10)
1533 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1538 //#include <d3dx9shader.h>
1539 //#include <d3dx9mesh.h>
1541 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1543 DWORD *vsbin = NULL;
1544 DWORD *psbin = NULL;
1545 fs_offset_t vsbinsize;
1546 fs_offset_t psbinsize;
1547 // IDirect3DVertexShader9 *vs = NULL;
1548 // IDirect3DPixelShader9 *ps = NULL;
1549 ID3DXBuffer *vslog = NULL;
1550 ID3DXBuffer *vsbuffer = NULL;
1551 ID3DXConstantTable *vsconstanttable = NULL;
1552 ID3DXBuffer *pslog = NULL;
1553 ID3DXBuffer *psbuffer = NULL;
1554 ID3DXConstantTable *psconstanttable = NULL;
1557 char temp[MAX_INPUTLINE];
1558 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1560 qboolean debugshader = gl_paranoid.integer != 0;
1561 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1562 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1565 vsbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1566 psbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1568 if ((!vsbin && vertstring) || (!psbin && fragstring))
1570 const char* dllnames_d3dx9 [] =
1594 dllhandle_t d3dx9_dll = NULL;
1595 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1596 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1597 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1598 dllfunction_t d3dx9_dllfuncs[] =
1600 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
1601 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
1602 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
1605 // LordHavoc: the June 2010 SDK lacks these macros to make ID3DXBuffer usable in C, and to make it work in both C and C++ the macros are needed...
1606 #ifndef ID3DXBuffer_GetBufferPointer
1607 #if !defined(__cplusplus) || defined(CINTERFACE)
1608 #define ID3DXBuffer_GetBufferPointer(p) (p)->lpVtbl->GetBufferPointer(p)
1609 #define ID3DXBuffer_GetBufferSize(p) (p)->lpVtbl->GetBufferSize(p)
1610 #define ID3DXBuffer_Release(p) (p)->lpVtbl->Release(p)
1612 #define ID3DXBuffer_GetBufferPointer(p) (p)->GetBufferPointer()
1613 #define ID3DXBuffer_GetBufferSize(p) (p)->GetBufferSize()
1614 #define ID3DXBuffer_Release(p) (p)->Release()
1617 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1619 DWORD shaderflags = 0;
1621 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1622 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1623 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1624 if (vertstring && vertstring[0])
1628 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vertstring, strlen(vertstring));
1629 vsresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1632 vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1635 vsbinsize = ID3DXBuffer_GetBufferSize(vsbuffer);
1636 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1637 memcpy(vsbin, ID3DXBuffer_GetBufferPointer(vsbuffer), vsbinsize);
1638 ID3DXBuffer_Release(vsbuffer);
1642 strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(vslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(vslog)));
1643 Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1644 ID3DXBuffer_Release(vslog);
1647 if (fragstring && fragstring[0])
1651 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), fragstring, strlen(fragstring));
1652 psresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1655 psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1658 psbinsize = ID3DXBuffer_GetBufferSize(psbuffer);
1659 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1660 memcpy(psbin, ID3DXBuffer_GetBufferPointer(psbuffer), psbinsize);
1661 ID3DXBuffer_Release(psbuffer);
1665 strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(pslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(pslog)));
1666 Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1667 ID3DXBuffer_Release(pslog);
1670 Sys_UnloadLibrary(&d3dx9_dll);
1673 Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
1677 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1678 if (FAILED(vsresult))
1679 Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1680 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1681 if (FAILED(psresult))
1682 Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1684 // free the shader data
1685 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1686 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1689 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1692 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
1693 int vertstring_length = 0;
1694 int geomstring_length = 0;
1695 int fragstring_length = 0;
1698 char *vertstring, *geomstring, *fragstring;
1699 char permutationname[256];
1700 char cachename[256];
1701 int vertstrings_count = 0;
1702 int geomstrings_count = 0;
1703 int fragstrings_count = 0;
1704 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1705 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1706 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1711 p->vertexshader = NULL;
1712 p->pixelshader = NULL;
1714 permutationname[0] = 0;
1716 sourcestring = R_GetShaderText(modeinfo->filename, true, false);
1718 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1719 strlcat(cachename, "hlsl/", sizeof(cachename));
1721 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1722 vertstrings_count = 0;
1723 geomstrings_count = 0;
1724 fragstrings_count = 0;
1725 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1726 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1727 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1729 // the first pretext is which type of shader to compile as
1730 // (later these will all be bound together as a program object)
1731 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1732 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1733 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1735 // the second pretext is the mode (for example a light source)
1736 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1737 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1738 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1739 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1740 strlcat(cachename, modeinfo->name, sizeof(cachename));
1742 // now add all the permutation pretexts
1743 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1745 if (permutation & (1<<i))
1747 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1748 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1749 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1750 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1751 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1755 // keep line numbers correct
1756 vertstrings_list[vertstrings_count++] = "\n";
1757 geomstrings_list[geomstrings_count++] = "\n";
1758 fragstrings_list[fragstrings_count++] = "\n";
1763 R_CompileShader_AddStaticParms(mode, permutation);
1764 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1765 vertstrings_count += shaderstaticparms_count;
1766 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1767 geomstrings_count += shaderstaticparms_count;
1768 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1769 fragstrings_count += shaderstaticparms_count;
1771 // replace spaces in the cachename with _ characters
1772 for (i = 0;cachename[i];i++)
1773 if (cachename[i] == ' ')
1776 // now append the shader text itself
1777 vertstrings_list[vertstrings_count++] = sourcestring;
1778 geomstrings_list[geomstrings_count++] = sourcestring;
1779 fragstrings_list[fragstrings_count++] = sourcestring;
1781 vertstring_length = 0;
1782 for (i = 0;i < vertstrings_count;i++)
1783 vertstring_length += strlen(vertstrings_list[i]);
1784 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1785 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
1786 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1788 geomstring_length = 0;
1789 for (i = 0;i < geomstrings_count;i++)
1790 geomstring_length += strlen(geomstrings_list[i]);
1791 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1792 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
1793 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1795 fragstring_length = 0;
1796 for (i = 0;i < fragstrings_count;i++)
1797 fragstring_length += strlen(fragstrings_list[i]);
1798 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1799 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
1800 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1802 // try to load the cached shader, or generate one
1803 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1805 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1806 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1808 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
1812 Mem_Free(vertstring);
1814 Mem_Free(geomstring);
1816 Mem_Free(fragstring);
1818 Mem_Free(sourcestring);
1821 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1822 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1823 static inline void hlslVSSetParameter4f(D3DVSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1824 static inline void hlslVSSetParameter3f(D3DVSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1825 static inline void hlslVSSetParameter2f(D3DVSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1826 static inline void hlslVSSetParameter1f(D3DVSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1828 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1829 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1830 static inline void hlslPSSetParameter4f(D3DPSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1831 static inline void hlslPSSetParameter3f(D3DPSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1832 static inline void hlslPSSetParameter2f(D3DPSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1833 static inline void hlslPSSetParameter1f(D3DPSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1835 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1837 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1838 if (r_hlsl_permutation != perm)
1840 r_hlsl_permutation = perm;
1841 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1843 if (!r_hlsl_permutation->compiled)
1844 R_HLSL_CompilePermutation(perm, mode, permutation);
1845 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1847 // remove features until we find a valid permutation
1849 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1851 // reduce i more quickly whenever it would not remove any bits
1852 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1853 if (!(permutation & j))
1856 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1857 if (!r_hlsl_permutation->compiled)
1858 R_HLSL_CompilePermutation(perm, mode, permutation);
1859 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1862 if (i >= SHADERPERMUTATION_COUNT)
1864 //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1865 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1866 return; // no bit left to clear, entire mode is broken
1870 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1871 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1873 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1874 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1875 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1879 static void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1881 DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1882 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1883 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1884 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1887 void R_GLSL_Restart_f(void)
1889 unsigned int i, limit;
1890 if (glslshaderstring)
1891 Mem_Free(glslshaderstring);
1892 glslshaderstring = NULL;
1893 if (hlslshaderstring)
1894 Mem_Free(hlslshaderstring);
1895 hlslshaderstring = NULL;
1896 switch(vid.renderpath)
1898 case RENDERPATH_D3D9:
1901 r_hlsl_permutation_t *p;
1902 r_hlsl_permutation = NULL;
1903 limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1904 for (i = 0;i < limit;i++)
1906 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1908 if (p->vertexshader)
1909 IDirect3DVertexShader9_Release(p->vertexshader);
1911 IDirect3DPixelShader9_Release(p->pixelshader);
1912 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1915 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1919 case RENDERPATH_D3D10:
1920 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1922 case RENDERPATH_D3D11:
1923 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1925 case RENDERPATH_GL20:
1926 case RENDERPATH_GLES2:
1928 r_glsl_permutation_t *p;
1929 r_glsl_permutation = NULL;
1930 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1931 for (i = 0;i < limit;i++)
1933 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1935 GL_Backend_FreeProgram(p->program);
1936 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1939 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1942 case RENDERPATH_GL11:
1943 case RENDERPATH_GL13:
1944 case RENDERPATH_GLES1:
1946 case RENDERPATH_SOFT:
1951 static void R_GLSL_DumpShader_f(void)
1953 int i, language, mode, dupe;
1955 shadermodeinfo_t *modeinfo;
1958 for (language = 0;language < 2;language++)
1960 modeinfo = (language == 0 ? glslshadermodeinfo : hlslshadermodeinfo);
1961 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1963 // don't dump the same file multiple times (most or all shaders come from the same file)
1964 for (dupe = mode - 1;dupe >= 0;dupe--)
1965 if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename))
1969 text = R_GetShaderText(modeinfo[mode].filename, false, true);
1972 file = FS_OpenRealFile(modeinfo[mode].filename, "w", false);
1975 FS_Print(file, "/* The engine may define the following macros:\n");
1976 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1977 for (i = 0;i < SHADERMODE_COUNT;i++)
1978 FS_Print(file, modeinfo[i].pretext);
1979 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1980 FS_Print(file, shaderpermutationinfo[i].pretext);
1981 FS_Print(file, "*/\n");
1982 FS_Print(file, text);
1984 Con_Printf("%s written\n", modeinfo[mode].filename);
1987 Con_Printf("failed to write to %s\n", modeinfo[mode].filename);
1993 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
1995 unsigned int permutation = 0;
1996 if (r_trippy.integer && !notrippy)
1997 permutation |= SHADERPERMUTATION_TRIPPY;
1998 permutation |= SHADERPERMUTATION_VIEWTINT;
2000 permutation |= SHADERPERMUTATION_DIFFUSE;
2002 permutation |= SHADERPERMUTATION_SPECULAR;
2003 if (texturemode == GL_MODULATE)
2004 permutation |= SHADERPERMUTATION_COLORMAPPING;
2005 else if (texturemode == GL_ADD)
2006 permutation |= SHADERPERMUTATION_GLOW;
2007 else if (texturemode == GL_DECAL)
2008 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2009 if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
2010 permutation |= SHADERPERMUTATION_GAMMARAMPS;
2011 if (suppresstexalpha)
2012 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2014 texturemode = GL_MODULATE;
2015 if (vid.allowalphatocoverage)
2016 GL_AlphaToCoverage(false);
2017 switch (vid.renderpath)
2019 case RENDERPATH_D3D9:
2021 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
2022 R_Mesh_TexBind(GL20TU_FIRST , first );
2023 R_Mesh_TexBind(GL20TU_SECOND, second);
2024 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
2025 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
2028 case RENDERPATH_D3D10:
2029 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2031 case RENDERPATH_D3D11:
2032 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2034 case RENDERPATH_GL20:
2035 case RENDERPATH_GLES2:
2036 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
2037 if (r_glsl_permutation->tex_Texture_First >= 0)
2038 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
2039 if (r_glsl_permutation->tex_Texture_Second >= 0)
2040 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
2041 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
2042 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
2044 case RENDERPATH_GL13:
2045 case RENDERPATH_GLES1:
2046 R_Mesh_TexBind(0, first );
2047 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2048 R_Mesh_TexMatrix(0, NULL);
2049 R_Mesh_TexBind(1, second);
2052 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
2053 R_Mesh_TexMatrix(1, NULL);
2056 case RENDERPATH_GL11:
2057 R_Mesh_TexBind(0, first );
2058 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2059 R_Mesh_TexMatrix(0, NULL);
2061 case RENDERPATH_SOFT:
2062 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
2063 R_Mesh_TexBind(GL20TU_FIRST , first );
2064 R_Mesh_TexBind(GL20TU_SECOND, second);
2069 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
2071 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false);
2074 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal)
2076 unsigned int permutation = 0;
2077 if (r_trippy.integer && !notrippy)
2078 permutation |= SHADERPERMUTATION_TRIPPY;
2080 permutation |= SHADERPERMUTATION_DEPTHRGB;
2082 permutation |= SHADERPERMUTATION_SKELETAL;
2084 if (vid.allowalphatocoverage)
2085 GL_AlphaToCoverage(false);
2086 switch (vid.renderpath)
2088 case RENDERPATH_D3D9:
2090 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2093 case RENDERPATH_D3D10:
2094 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2096 case RENDERPATH_D3D11:
2097 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2099 case RENDERPATH_GL20:
2100 case RENDERPATH_GLES2:
2101 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2102 #ifndef USE_GLES2 /* FIXME: GLES3 only */
2103 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);
2106 case RENDERPATH_GL13:
2107 case RENDERPATH_GLES1:
2108 R_Mesh_TexBind(0, 0);
2109 R_Mesh_TexBind(1, 0);
2111 case RENDERPATH_GL11:
2112 R_Mesh_TexBind(0, 0);
2114 case RENDERPATH_SOFT:
2115 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2120 extern qboolean r_shadow_usingdeferredprepass;
2121 extern rtexture_t *r_shadow_attenuationgradienttexture;
2122 extern rtexture_t *r_shadow_attenuation2dtexture;
2123 extern rtexture_t *r_shadow_attenuation3dtexture;
2124 extern qboolean r_shadow_usingshadowmap2d;
2125 extern qboolean r_shadow_usingshadowmaportho;
2126 extern float r_shadow_shadowmap_texturescale[2];
2127 extern float r_shadow_shadowmap_parameters[4];
2128 extern qboolean r_shadow_shadowmapvsdct;
2129 extern rtexture_t *r_shadow_shadowmap2ddepthbuffer;
2130 extern rtexture_t *r_shadow_shadowmap2ddepthtexture;
2131 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2132 extern matrix4x4_t r_shadow_shadowmapmatrix;
2133 extern int r_shadow_shadowmaplod; // changes for each light based on distance
2134 extern int r_shadow_prepass_width;
2135 extern int r_shadow_prepass_height;
2136 extern rtexture_t *r_shadow_prepassgeometrydepthbuffer;
2137 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2138 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2139 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2141 #define BLENDFUNC_ALLOWS_COLORMOD 1
2142 #define BLENDFUNC_ALLOWS_FOG 2
2143 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
2144 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2145 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2146 static int R_BlendFuncFlags(int src, int dst)
2150 // a blendfunc allows colormod if:
2151 // a) it can never keep the destination pixel invariant, or
2152 // b) it can keep the destination pixel invariant, and still can do so if colormodded
2153 // this is to prevent unintended side effects from colormod
2155 // a blendfunc allows fog if:
2156 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2157 // this is to prevent unintended side effects from fog
2159 // these checks are the output of fogeval.pl
2161 r |= BLENDFUNC_ALLOWS_COLORMOD;
2162 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2163 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2164 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2165 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2166 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2167 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2168 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2169 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2170 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2171 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2172 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2173 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2174 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2175 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2176 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2177 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2178 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2179 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2180 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2181 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2182 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2187 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
2189 // select a permutation of the lighting shader appropriate to this
2190 // combination of texture, entity, light source, and fogging, only use the
2191 // minimum features necessary to avoid wasting rendering time in the
2192 // fragment shader on features that are not being used
2193 unsigned int permutation = 0;
2194 unsigned int mode = 0;
2196 static float dummy_colormod[3] = {1, 1, 1};
2197 float *colormod = rsurface.colormod;
2199 matrix4x4_t tempmatrix;
2200 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2201 if (r_trippy.integer && !notrippy)
2202 permutation |= SHADERPERMUTATION_TRIPPY;
2203 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2204 permutation |= SHADERPERMUTATION_ALPHAKILL;
2205 if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2206 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2207 if (rsurfacepass == RSURFPASS_BACKGROUND)
2209 // distorted background
2210 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2212 mode = SHADERMODE_WATER;
2213 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2214 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2215 if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2217 // this is the right thing to do for wateralpha
2218 GL_BlendFunc(GL_ONE, GL_ZERO);
2219 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2223 // this is the right thing to do for entity alpha
2224 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2225 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2228 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2230 mode = SHADERMODE_REFRACTION;
2231 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2232 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2233 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2234 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2238 mode = SHADERMODE_GENERIC;
2239 permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
2240 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2241 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2243 if (vid.allowalphatocoverage)
2244 GL_AlphaToCoverage(false);
2246 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2248 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2250 switch(rsurface.texture->offsetmapping)
2252 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2253 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2254 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2255 case OFFSETMAPPING_OFF: break;
2258 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2259 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2260 // normalmap (deferred prepass), may use alpha test on diffuse
2261 mode = SHADERMODE_DEFERREDGEOMETRY;
2262 GL_BlendFunc(GL_ONE, GL_ZERO);
2263 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2264 if (vid.allowalphatocoverage)
2265 GL_AlphaToCoverage(false);
2267 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2269 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2271 switch(rsurface.texture->offsetmapping)
2273 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2274 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2275 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2276 case OFFSETMAPPING_OFF: break;
2279 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2280 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2281 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2282 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2284 mode = SHADERMODE_LIGHTSOURCE;
2285 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2286 permutation |= SHADERPERMUTATION_CUBEFILTER;
2287 if (diffusescale > 0)
2288 permutation |= SHADERPERMUTATION_DIFFUSE;
2289 if (specularscale > 0)
2290 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2291 if (r_refdef.fogenabled)
2292 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2293 if (rsurface.texture->colormapping)
2294 permutation |= SHADERPERMUTATION_COLORMAPPING;
2295 if (r_shadow_usingshadowmap2d)
2297 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2298 if(r_shadow_shadowmapvsdct)
2299 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2301 if (r_shadow_shadowmap2ddepthbuffer)
2302 permutation |= SHADERPERMUTATION_DEPTHRGB;
2304 if (rsurface.texture->reflectmasktexture)
2305 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2306 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2307 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2308 if (vid.allowalphatocoverage)
2309 GL_AlphaToCoverage(false);
2311 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2313 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2315 switch(rsurface.texture->offsetmapping)
2317 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2318 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2319 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2320 case OFFSETMAPPING_OFF: break;
2323 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2324 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2325 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2326 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2327 // unshaded geometry (fullbright or ambient model lighting)
2328 mode = SHADERMODE_FLATCOLOR;
2329 ambientscale = diffusescale = specularscale = 0;
2330 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2331 permutation |= SHADERPERMUTATION_GLOW;
2332 if (r_refdef.fogenabled)
2333 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2334 if (rsurface.texture->colormapping)
2335 permutation |= SHADERPERMUTATION_COLORMAPPING;
2336 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2338 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2339 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2341 if (r_shadow_shadowmap2ddepthbuffer)
2342 permutation |= SHADERPERMUTATION_DEPTHRGB;
2344 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2345 permutation |= SHADERPERMUTATION_REFLECTION;
2346 if (rsurface.texture->reflectmasktexture)
2347 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2348 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2349 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2350 // when using alphatocoverage, we don't need alphakill
2351 if (vid.allowalphatocoverage)
2353 if (r_transparent_alphatocoverage.integer)
2355 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2356 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2359 GL_AlphaToCoverage(false);
2362 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2364 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2366 switch(rsurface.texture->offsetmapping)
2368 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2369 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2370 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2371 case OFFSETMAPPING_OFF: break;
2374 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2375 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2376 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2377 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2378 // directional model lighting
2379 mode = SHADERMODE_LIGHTDIRECTION;
2380 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2381 permutation |= SHADERPERMUTATION_GLOW;
2382 permutation |= SHADERPERMUTATION_DIFFUSE;
2383 if (specularscale > 0)
2384 permutation |= SHADERPERMUTATION_SPECULAR;
2385 if (r_refdef.fogenabled)
2386 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2387 if (rsurface.texture->colormapping)
2388 permutation |= SHADERPERMUTATION_COLORMAPPING;
2389 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2391 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2392 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2394 if (r_shadow_shadowmap2ddepthbuffer)
2395 permutation |= SHADERPERMUTATION_DEPTHRGB;
2397 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2398 permutation |= SHADERPERMUTATION_REFLECTION;
2399 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2400 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2401 if (rsurface.texture->reflectmasktexture)
2402 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2403 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2405 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2406 if (r_shadow_bouncegriddirectional)
2407 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2409 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2410 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2411 // when using alphatocoverage, we don't need alphakill
2412 if (vid.allowalphatocoverage)
2414 if (r_transparent_alphatocoverage.integer)
2416 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2417 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2420 GL_AlphaToCoverage(false);
2423 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2425 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2427 switch(rsurface.texture->offsetmapping)
2429 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2430 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2431 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2432 case OFFSETMAPPING_OFF: break;
2435 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2436 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2437 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2438 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2439 // ambient model lighting
2440 mode = SHADERMODE_LIGHTDIRECTION;
2441 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2442 permutation |= SHADERPERMUTATION_GLOW;
2443 if (r_refdef.fogenabled)
2444 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2445 if (rsurface.texture->colormapping)
2446 permutation |= SHADERPERMUTATION_COLORMAPPING;
2447 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2449 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2450 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2452 if (r_shadow_shadowmap2ddepthbuffer)
2453 permutation |= SHADERPERMUTATION_DEPTHRGB;
2455 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2456 permutation |= SHADERPERMUTATION_REFLECTION;
2457 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2458 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2459 if (rsurface.texture->reflectmasktexture)
2460 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2461 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2463 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2464 if (r_shadow_bouncegriddirectional)
2465 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2467 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2468 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2469 // when using alphatocoverage, we don't need alphakill
2470 if (vid.allowalphatocoverage)
2472 if (r_transparent_alphatocoverage.integer)
2474 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2475 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2478 GL_AlphaToCoverage(false);
2483 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2485 switch(rsurface.texture->offsetmapping)
2487 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2488 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2489 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2490 case OFFSETMAPPING_OFF: break;
2493 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2494 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2495 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2496 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2498 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2499 permutation |= SHADERPERMUTATION_GLOW;
2500 if (r_refdef.fogenabled)
2501 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2502 if (rsurface.texture->colormapping)
2503 permutation |= SHADERPERMUTATION_COLORMAPPING;
2504 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2506 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2507 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2509 if (r_shadow_shadowmap2ddepthbuffer)
2510 permutation |= SHADERPERMUTATION_DEPTHRGB;
2512 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2513 permutation |= SHADERPERMUTATION_REFLECTION;
2514 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2515 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2516 if (rsurface.texture->reflectmasktexture)
2517 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2518 if (FAKELIGHT_ENABLED)
2520 // fake lightmapping (q1bsp, q3bsp, fullbright map)
2521 mode = SHADERMODE_FAKELIGHT;
2522 permutation |= SHADERPERMUTATION_DIFFUSE;
2523 if (specularscale > 0)
2524 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2526 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2528 // deluxemapping (light direction texture)
2529 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2530 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2532 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2533 permutation |= SHADERPERMUTATION_DIFFUSE;
2534 if (specularscale > 0)
2535 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2537 else if (r_glsl_deluxemapping.integer >= 2)
2539 // fake deluxemapping (uniform light direction in tangentspace)
2540 if (rsurface.uselightmaptexture)
2541 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2543 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2544 permutation |= SHADERPERMUTATION_DIFFUSE;
2545 if (specularscale > 0)
2546 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2548 else if (rsurface.uselightmaptexture)
2550 // ordinary lightmapping (q1bsp, q3bsp)
2551 mode = SHADERMODE_LIGHTMAP;
2555 // ordinary vertex coloring (q3bsp)
2556 mode = SHADERMODE_VERTEXCOLOR;
2558 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2560 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2561 if (r_shadow_bouncegriddirectional)
2562 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2564 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2565 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2566 // when using alphatocoverage, we don't need alphakill
2567 if (vid.allowalphatocoverage)
2569 if (r_transparent_alphatocoverage.integer)
2571 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2572 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2575 GL_AlphaToCoverage(false);
2578 if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2579 colormod = dummy_colormod;
2580 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2581 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2582 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2583 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2584 switch(vid.renderpath)
2586 case RENDERPATH_D3D9:
2588 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2589 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmesh_vertexbuffer, rsurface.batchvertexmesh_bufferoffset);
2590 R_SetupShader_SetPermutationHLSL(mode, permutation);
2591 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2592 if (mode == SHADERMODE_LIGHTSOURCE)
2594 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2595 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2599 if (mode == SHADERMODE_LIGHTDIRECTION)
2601 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2604 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2605 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2606 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2607 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2608 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2610 if (mode == SHADERMODE_LIGHTSOURCE)
2612 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2613 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2614 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2615 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2616 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2618 // additive passes are only darkened by fog, not tinted
2619 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2620 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2624 if (mode == SHADERMODE_FLATCOLOR)
2626 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2628 else if (mode == SHADERMODE_LIGHTDIRECTION)
2630 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
2631 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2632 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2633 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2634 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2635 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2636 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2640 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2641 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2642 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2643 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2644 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2646 // additive passes are only darkened by fog, not tinted
2647 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2648 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2650 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2651 hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2652 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2653 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2654 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2655 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2656 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2657 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2658 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2659 if (mode == SHADERMODE_WATER)
2660 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2662 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2663 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2664 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2665 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2666 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2667 if (rsurface.texture->pantstexture)
2668 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2670 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2671 if (rsurface.texture->shirttexture)
2672 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2674 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2675 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2676 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2677 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2678 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2679 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2680 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2681 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2682 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2683 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2685 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2686 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias);
2687 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2688 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2690 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2691 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2692 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2693 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2694 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2695 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2696 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2697 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2698 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2699 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2700 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2701 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2702 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2703 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2704 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2705 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2706 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2707 if (rsurfacepass == RSURFPASS_BACKGROUND)
2709 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2710 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2711 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2715 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2717 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2718 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2719 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2720 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2722 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2723 if (rsurface.rtlight)
2725 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2726 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2731 case RENDERPATH_D3D10:
2732 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2734 case RENDERPATH_D3D11:
2735 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2737 case RENDERPATH_GL20:
2738 case RENDERPATH_GLES2:
2739 if (!vid.useinterleavedarrays)
2741 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);
2742 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2743 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2744 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2745 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2746 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2747 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2748 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2749 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2750 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
2751 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
2755 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0) | (rsurface.entityskeletaltransform3x4 ? BATCHNEED_VERTEXMESH_SKELETAL : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2756 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmesh_vertexbuffer, rsurface.batchvertexmesh_bufferoffset);
2758 // this has to be after RSurf_PrepareVerticesForBatch
2759 if (rsurface.batchskeletaltransform3x4buffer)
2760 permutation |= SHADERPERMUTATION_SKELETAL;
2761 R_SetupShader_SetPermutationGLSL(mode, permutation);
2762 #ifndef USE_GLES2 /* FIXME: GLES3 only */
2763 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);
2765 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2766 if (mode == SHADERMODE_LIGHTSOURCE)
2768 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2769 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2770 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2771 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2772 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2773 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2775 // additive passes are only darkened by fog, not tinted
2776 if (r_glsl_permutation->loc_FogColor >= 0)
2777 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2778 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2782 if (mode == SHADERMODE_FLATCOLOR)
2784 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2786 else if (mode == SHADERMODE_LIGHTDIRECTION)
2788 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2789 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2790 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2791 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2792 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2793 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2794 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2798 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2799 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2800 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2801 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2802 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2804 // additive passes are only darkened by fog, not tinted
2805 if (r_glsl_permutation->loc_FogColor >= 0)
2807 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2808 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2810 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2812 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2813 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]);
2814 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]);
2815 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2816 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2817 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2818 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2819 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2820 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2822 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2823 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2824 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2825 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2826 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2828 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2829 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2830 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2831 if (r_glsl_permutation->loc_Color_Pants >= 0)
2833 if (rsurface.texture->pantstexture)
2834 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2836 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2838 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2840 if (rsurface.texture->shirttexture)
2841 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2843 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2845 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]);
2846 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2847 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2848 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2849 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2850 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2851 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2852 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2853 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2855 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);
2856 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
2857 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]);
2858 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2859 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegridmatrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2860 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
2862 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2863 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2864 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2865 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , rsurface.texture->nmaptexture );
2866 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , rsurface.texture->basetexture );
2867 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , rsurface.texture->glosstexture );
2868 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , rsurface.texture->glowtexture );
2869 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , rsurface.texture->backgroundnmaptexture );
2870 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );
2871 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );
2872 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );
2873 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , rsurface.texture->pantstexture );
2874 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , rsurface.texture->shirttexture );
2875 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , rsurface.texture->reflectmasktexture );
2876 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2877 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2878 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2879 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2880 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2881 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2882 if (rsurfacepass == RSURFPASS_BACKGROUND)
2884 if (r_glsl_permutation->tex_Texture_Refraction >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2885 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2886 if (r_glsl_permutation->tex_Texture_Reflection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2890 if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2892 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2893 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2894 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2895 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2897 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
2898 if (rsurface.rtlight)
2900 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2901 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2904 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
2907 case RENDERPATH_GL11:
2908 case RENDERPATH_GL13:
2909 case RENDERPATH_GLES1:
2911 case RENDERPATH_SOFT:
2912 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);
2913 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2914 R_SetupShader_SetPermutationSoft(mode, permutation);
2915 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2916 if (mode == SHADERMODE_LIGHTSOURCE)
2918 {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2919 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2920 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2921 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2922 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2923 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2925 // additive passes are only darkened by fog, not tinted
2926 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2927 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2931 if (mode == SHADERMODE_FLATCOLOR)
2933 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2935 else if (mode == SHADERMODE_LIGHTDIRECTION)
2937 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2938 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2939 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2940 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2941 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2942 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2943 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2947 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2948 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2949 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2950 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2951 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2953 // additive passes are only darkened by fog, not tinted
2954 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2955 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2957 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2958 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2959 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2960 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2961 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2962 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2963 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2964 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
2965 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2966 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2968 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2969 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2970 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2971 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2972 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2974 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2975 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2976 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2977 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2979 if (rsurface.texture->pantstexture)
2980 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2982 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2984 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2986 if (rsurface.texture->shirttexture)
2987 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2989 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2991 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2992 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2993 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2994 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2995 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
2996 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2997 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2998 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2999 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
3001 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
3002 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias);
3003 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3004 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3006 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
3007 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
3008 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
3009 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
3010 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
3011 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
3012 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
3013 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
3014 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
3015 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
3016 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
3017 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
3018 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
3019 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
3020 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
3021 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
3022 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3023 if (rsurfacepass == RSURFPASS_BACKGROUND)
3025 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
3026 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
3027 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
3031 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
3033 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3034 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
3035 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
3036 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
3038 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
3039 if (rsurface.rtlight)
3041 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3042 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3049 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
3051 // select a permutation of the lighting shader appropriate to this
3052 // combination of texture, entity, light source, and fogging, only use the
3053 // minimum features necessary to avoid wasting rendering time in the
3054 // fragment shader on features that are not being used
3055 unsigned int permutation = 0;
3056 unsigned int mode = 0;
3057 const float *lightcolorbase = rtlight->currentcolor;
3058 float ambientscale = rtlight->ambientscale;
3059 float diffusescale = rtlight->diffusescale;
3060 float specularscale = rtlight->specularscale;
3061 // this is the location of the light in view space
3062 vec3_t viewlightorigin;
3063 // this transforms from view space (camera) to light space (cubemap)
3064 matrix4x4_t viewtolight;
3065 matrix4x4_t lighttoview;
3066 float viewtolight16f[16];
3068 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
3069 if (rtlight->currentcubemap != r_texture_whitecube)
3070 permutation |= SHADERPERMUTATION_CUBEFILTER;
3071 if (diffusescale > 0)
3072 permutation |= SHADERPERMUTATION_DIFFUSE;
3073 if (specularscale > 0 && r_shadow_gloss.integer > 0)
3074 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
3075 if (r_shadow_usingshadowmap2d)
3077 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
3078 if (r_shadow_shadowmapvsdct)
3079 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
3081 if (r_shadow_shadowmap2ddepthbuffer)
3082 permutation |= SHADERPERMUTATION_DEPTHRGB;
3084 if (vid.allowalphatocoverage)
3085 GL_AlphaToCoverage(false);
3086 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3087 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3088 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
3089 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3090 switch(vid.renderpath)
3092 case RENDERPATH_D3D9:
3094 R_SetupShader_SetPermutationHLSL(mode, permutation);
3095 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3096 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3097 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3098 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3099 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3100 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3101 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3102 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3103 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3104 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3106 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3107 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3108 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3109 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3110 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3113 case RENDERPATH_D3D10:
3114 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3116 case RENDERPATH_D3D11:
3117 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3119 case RENDERPATH_GL20:
3120 case RENDERPATH_GLES2:
3121 R_SetupShader_SetPermutationGLSL(mode, permutation);
3122 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3123 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
3124 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3125 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3126 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3127 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3128 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3129 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);
3130 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]);
3131 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
3133 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
3134 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
3135 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
3136 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
3137 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
3139 case RENDERPATH_GL11:
3140 case RENDERPATH_GL13:
3141 case RENDERPATH_GLES1:
3143 case RENDERPATH_SOFT:
3144 R_SetupShader_SetPermutationGLSL(mode, permutation);
3145 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3146 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1 , 1, false, viewtolight16f);
3147 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3148 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3149 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3150 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3151 DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3152 DPSOFTRAST_Uniform1f( DPSOFTRAST_UNIFORM_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3153 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3154 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3156 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3157 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3158 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3159 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3160 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3165 #define SKINFRAME_HASH 1024
3169 int loadsequence; // incremented each level change
3170 memexpandablearray_t array;
3171 skinframe_t *hash[SKINFRAME_HASH];
3174 r_skinframe_t r_skinframe;
3176 void R_SkinFrame_PrepareForPurge(void)
3178 r_skinframe.loadsequence++;
3179 // wrap it without hitting zero
3180 if (r_skinframe.loadsequence >= 200)
3181 r_skinframe.loadsequence = 1;
3184 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3188 // mark the skinframe as used for the purging code
3189 skinframe->loadsequence = r_skinframe.loadsequence;
3192 void R_SkinFrame_Purge(void)
3196 for (i = 0;i < SKINFRAME_HASH;i++)
3198 for (s = r_skinframe.hash[i];s;s = s->next)
3200 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3202 if (s->merged == s->base)
3204 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3205 R_PurgeTexture(s->stain );s->stain = NULL;
3206 R_PurgeTexture(s->merged);s->merged = NULL;
3207 R_PurgeTexture(s->base );s->base = NULL;
3208 R_PurgeTexture(s->pants );s->pants = NULL;
3209 R_PurgeTexture(s->shirt );s->shirt = NULL;
3210 R_PurgeTexture(s->nmap );s->nmap = NULL;
3211 R_PurgeTexture(s->gloss );s->gloss = NULL;
3212 R_PurgeTexture(s->glow );s->glow = NULL;
3213 R_PurgeTexture(s->fog );s->fog = NULL;
3214 R_PurgeTexture(s->reflect);s->reflect = NULL;
3215 s->loadsequence = 0;
3221 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3223 char basename[MAX_QPATH];
3225 Image_StripImageExtension(name, basename, sizeof(basename));
3227 if( last == NULL ) {
3229 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3230 item = r_skinframe.hash[hashindex];
3235 // linearly search through the hash bucket
3236 for( ; item ; item = item->next ) {
3237 if( !strcmp( item->basename, basename ) ) {
3244 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3248 char basename[MAX_QPATH];
3250 Image_StripImageExtension(name, basename, sizeof(basename));
3252 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3253 for (item = r_skinframe.hash[hashindex];item;item = item->next)
3254 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
3258 rtexture_t *dyntexture;
3259 // check whether its a dynamic texture
3260 dyntexture = CL_GetDynTexture( basename );
3261 if (!add && !dyntexture)
3263 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3264 memset(item, 0, sizeof(*item));
3265 strlcpy(item->basename, basename, sizeof(item->basename));
3266 item->base = dyntexture; // either NULL or dyntexture handle
3267 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
3268 item->comparewidth = comparewidth;
3269 item->compareheight = compareheight;
3270 item->comparecrc = comparecrc;
3271 item->next = r_skinframe.hash[hashindex];
3272 r_skinframe.hash[hashindex] = item;
3274 else if (textureflags & TEXF_FORCE_RELOAD)
3276 rtexture_t *dyntexture;
3277 // check whether its a dynamic texture
3278 dyntexture = CL_GetDynTexture( basename );
3279 if (!add && !dyntexture)
3281 if (item->merged == item->base)
3282 item->merged = NULL;
3283 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3284 R_PurgeTexture(item->stain );item->stain = NULL;
3285 R_PurgeTexture(item->merged);item->merged = NULL;
3286 R_PurgeTexture(item->base );item->base = NULL;
3287 R_PurgeTexture(item->pants );item->pants = NULL;
3288 R_PurgeTexture(item->shirt );item->shirt = NULL;
3289 R_PurgeTexture(item->nmap );item->nmap = NULL;
3290 R_PurgeTexture(item->gloss );item->gloss = NULL;
3291 R_PurgeTexture(item->glow );item->glow = NULL;
3292 R_PurgeTexture(item->fog );item->fog = NULL;
3293 R_PurgeTexture(item->reflect);item->reflect = NULL;
3294 item->loadsequence = 0;
3296 else if( item->base == NULL )
3298 rtexture_t *dyntexture;
3299 // check whether its a dynamic texture
3300 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
3301 dyntexture = CL_GetDynTexture( basename );
3302 item->base = dyntexture; // either NULL or dyntexture handle
3305 R_SkinFrame_MarkUsed(item);
3309 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3311 unsigned long long avgcolor[5], wsum; \
3319 for(pix = 0; pix < cnt; ++pix) \
3322 for(comp = 0; comp < 3; ++comp) \
3324 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3327 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3329 for(comp = 0; comp < 3; ++comp) \
3330 avgcolor[comp] += getpixel * w; \
3333 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3334 avgcolor[4] += getpixel; \
3336 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3338 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3339 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3340 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3341 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3344 extern cvar_t gl_picmip;
3345 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3348 unsigned char *pixels;
3349 unsigned char *bumppixels;
3350 unsigned char *basepixels = NULL;
3351 int basepixels_width = 0;
3352 int basepixels_height = 0;
3353 skinframe_t *skinframe;
3354 rtexture_t *ddsbase = NULL;
3355 qboolean ddshasalpha = false;
3356 float ddsavgcolor[4];
3357 char basename[MAX_QPATH];
3358 int miplevel = R_PicmipForFlags(textureflags);
3359 int savemiplevel = miplevel;
3363 if (cls.state == ca_dedicated)
3366 // return an existing skinframe if already loaded
3367 // if loading of the first image fails, don't make a new skinframe as it
3368 // would cause all future lookups of this to be missing
3369 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3370 if (skinframe && skinframe->base)
3373 Image_StripImageExtension(name, basename, sizeof(basename));
3375 // check for DDS texture file first
3376 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
3378 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3379 if (basepixels == NULL)
3383 // FIXME handle miplevel
3385 if (developer_loading.integer)
3386 Con_Printf("loading skin \"%s\"\n", name);
3388 // we've got some pixels to store, so really allocate this new texture now
3390 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3391 textureflags &= ~TEXF_FORCE_RELOAD;
3392 skinframe->stain = NULL;
3393 skinframe->merged = NULL;
3394 skinframe->base = NULL;
3395 skinframe->pants = NULL;
3396 skinframe->shirt = NULL;
3397 skinframe->nmap = NULL;
3398 skinframe->gloss = NULL;
3399 skinframe->glow = NULL;
3400 skinframe->fog = NULL;
3401 skinframe->reflect = NULL;
3402 skinframe->hasalpha = false;
3406 skinframe->base = ddsbase;
3407 skinframe->hasalpha = ddshasalpha;
3408 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3409 if (r_loadfog && skinframe->hasalpha)
3410 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);
3411 //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]);
3415 basepixels_width = image_width;
3416 basepixels_height = image_height;
3417 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);
3418 if (textureflags & TEXF_ALPHA)
3420 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3422 if (basepixels[j] < 255)
3424 skinframe->hasalpha = true;
3428 if (r_loadfog && skinframe->hasalpha)
3430 // has transparent pixels
3431 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3432 for (j = 0;j < image_width * image_height * 4;j += 4)
3437 pixels[j+3] = basepixels[j+3];
3439 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);
3443 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3445 //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]);
3446 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3447 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3448 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3449 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3455 mymiplevel = savemiplevel;
3456 if (r_loadnormalmap)
3457 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);
3458 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3460 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3461 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3462 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3463 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3466 // _norm is the name used by tenebrae and has been adopted as standard
3467 if (r_loadnormalmap && skinframe->nmap == NULL)
3469 mymiplevel = savemiplevel;
3470 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3472 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);
3476 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3478 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3479 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3480 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);
3482 Mem_Free(bumppixels);
3484 else if (r_shadow_bumpscale_basetexture.value > 0)
3486 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3487 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3488 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);
3492 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3493 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3497 // _luma is supported only for tenebrae compatibility
3498 // _glow is the preferred name
3499 mymiplevel = savemiplevel;
3500 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
3502 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);
3504 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3505 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3507 Mem_Free(pixels);pixels = NULL;
3510 mymiplevel = savemiplevel;
3511 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3513 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);
3515 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3516 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3522 mymiplevel = savemiplevel;
3523 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3525 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);
3527 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3528 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3534 mymiplevel = savemiplevel;
3535 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3537 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);
3539 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3540 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3546 mymiplevel = savemiplevel;
3547 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3549 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);
3551 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3552 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3559 Mem_Free(basepixels);
3564 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3565 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3568 unsigned char *temp1, *temp2;
3569 skinframe_t *skinframe;
3572 if (cls.state == ca_dedicated)
3575 // if already loaded just return it, otherwise make a new skinframe
3576 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3577 if (skinframe->base)
3579 textureflags &= ~TEXF_FORCE_RELOAD;
3581 skinframe->stain = NULL;
3582 skinframe->merged = NULL;
3583 skinframe->base = NULL;
3584 skinframe->pants = NULL;
3585 skinframe->shirt = NULL;
3586 skinframe->nmap = NULL;
3587 skinframe->gloss = NULL;
3588 skinframe->glow = NULL;
3589 skinframe->fog = NULL;
3590 skinframe->reflect = NULL;
3591 skinframe->hasalpha = false;
3593 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3597 if (developer_loading.integer)
3598 Con_Printf("loading 32bit skin \"%s\"\n", name);
3600 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3602 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3603 temp2 = temp1 + width * height * 4;
3604 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3605 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3608 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3609 if (textureflags & TEXF_ALPHA)
3611 for (i = 3;i < width * height * 4;i += 4)
3613 if (skindata[i] < 255)
3615 skinframe->hasalpha = true;
3619 if (r_loadfog && skinframe->hasalpha)
3621 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3622 memcpy(fogpixels, skindata, width * height * 4);
3623 for (i = 0;i < width * height * 4;i += 4)
3624 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3625 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3626 Mem_Free(fogpixels);
3630 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3631 //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]);
3636 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3640 skinframe_t *skinframe;
3642 if (cls.state == ca_dedicated)
3645 // if already loaded just return it, otherwise make a new skinframe
3646 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3647 if (skinframe->base)
3649 //textureflags &= ~TEXF_FORCE_RELOAD;
3651 skinframe->stain = NULL;
3652 skinframe->merged = NULL;
3653 skinframe->base = NULL;
3654 skinframe->pants = NULL;
3655 skinframe->shirt = NULL;
3656 skinframe->nmap = NULL;
3657 skinframe->gloss = NULL;
3658 skinframe->glow = NULL;
3659 skinframe->fog = NULL;
3660 skinframe->reflect = NULL;
3661 skinframe->hasalpha = false;
3663 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3667 if (developer_loading.integer)
3668 Con_Printf("loading quake skin \"%s\"\n", name);
3670 // 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)
3671 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3672 memcpy(skinframe->qpixels, skindata, width*height);
3673 skinframe->qwidth = width;
3674 skinframe->qheight = height;
3677 for (i = 0;i < width * height;i++)
3678 featuresmask |= palette_featureflags[skindata[i]];
3680 skinframe->hasalpha = false;
3681 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3682 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3683 skinframe->qgeneratemerged = true;
3684 skinframe->qgeneratebase = skinframe->qhascolormapping;
3685 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3687 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3688 //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]);
3693 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3697 unsigned char *skindata;
3700 if (!skinframe->qpixels)
3703 if (!skinframe->qhascolormapping)
3704 colormapped = false;
3708 if (!skinframe->qgeneratebase)
3713 if (!skinframe->qgeneratemerged)
3717 width = skinframe->qwidth;
3718 height = skinframe->qheight;
3719 skindata = skinframe->qpixels;
3721 if (skinframe->qgeneratenmap)
3723 unsigned char *temp1, *temp2;
3724 skinframe->qgeneratenmap = false;
3725 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3726 temp2 = temp1 + width * height * 4;
3727 // use either a custom palette or the quake palette
3728 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
3729 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3730 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3734 if (skinframe->qgenerateglow)
3736 skinframe->qgenerateglow = false;
3737 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
3742 skinframe->qgeneratebase = false;
3743 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);
3744 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);
3745 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);
3749 skinframe->qgeneratemerged = false;
3750 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);
3753 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3755 Mem_Free(skinframe->qpixels);
3756 skinframe->qpixels = NULL;
3760 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)
3763 skinframe_t *skinframe;
3766 if (cls.state == ca_dedicated)
3769 // if already loaded just return it, otherwise make a new skinframe
3770 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3771 if (skinframe->base)
3773 textureflags &= ~TEXF_FORCE_RELOAD;
3775 skinframe->stain = NULL;
3776 skinframe->merged = NULL;
3777 skinframe->base = NULL;
3778 skinframe->pants = NULL;
3779 skinframe->shirt = NULL;
3780 skinframe->nmap = NULL;
3781 skinframe->gloss = NULL;
3782 skinframe->glow = NULL;
3783 skinframe->fog = NULL;
3784 skinframe->reflect = NULL;
3785 skinframe->hasalpha = false;
3787 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3791 if (developer_loading.integer)
3792 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3794 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3795 if (textureflags & TEXF_ALPHA)
3797 for (i = 0;i < width * height;i++)
3799 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3801 skinframe->hasalpha = true;
3805 if (r_loadfog && skinframe->hasalpha)
3806 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3809 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3810 //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]);
3815 skinframe_t *R_SkinFrame_LoadMissing(void)
3817 skinframe_t *skinframe;
3819 if (cls.state == ca_dedicated)
3822 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3823 skinframe->stain = NULL;
3824 skinframe->merged = NULL;
3825 skinframe->base = NULL;
3826 skinframe->pants = NULL;
3827 skinframe->shirt = NULL;
3828 skinframe->nmap = NULL;
3829 skinframe->gloss = NULL;
3830 skinframe->glow = NULL;
3831 skinframe->fog = NULL;
3832 skinframe->reflect = NULL;
3833 skinframe->hasalpha = false;
3835 skinframe->avgcolor[0] = rand() / RAND_MAX;
3836 skinframe->avgcolor[1] = rand() / RAND_MAX;
3837 skinframe->avgcolor[2] = rand() / RAND_MAX;
3838 skinframe->avgcolor[3] = 1;
3843 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3844 typedef struct suffixinfo_s
3847 qboolean flipx, flipy, flipdiagonal;
3850 static suffixinfo_t suffix[3][6] =
3853 {"px", false, false, false},
3854 {"nx", false, false, false},
3855 {"py", false, false, false},
3856 {"ny", false, false, false},
3857 {"pz", false, false, false},
3858 {"nz", false, false, false}
3861 {"posx", false, false, false},
3862 {"negx", false, false, false},
3863 {"posy", false, false, false},
3864 {"negy", false, false, false},
3865 {"posz", false, false, false},
3866 {"negz", false, false, false}
3869 {"rt", true, false, true},
3870 {"lf", false, true, true},
3871 {"ft", true, true, false},
3872 {"bk", false, false, false},
3873 {"up", true, false, true},
3874 {"dn", true, false, true}
3878 static int componentorder[4] = {0, 1, 2, 3};
3880 static rtexture_t *R_LoadCubemap(const char *basename)
3882 int i, j, cubemapsize;
3883 unsigned char *cubemappixels, *image_buffer;
3884 rtexture_t *cubemaptexture;
3886 // must start 0 so the first loadimagepixels has no requested width/height
3888 cubemappixels = NULL;
3889 cubemaptexture = NULL;
3890 // keep trying different suffix groups (posx, px, rt) until one loads
3891 for (j = 0;j < 3 && !cubemappixels;j++)
3893 // load the 6 images in the suffix group
3894 for (i = 0;i < 6;i++)
3896 // generate an image name based on the base and and suffix
3897 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3899 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3901 // an image loaded, make sure width and height are equal
3902 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3904 // if this is the first image to load successfully, allocate the cubemap memory
3905 if (!cubemappixels && image_width >= 1)
3907 cubemapsize = image_width;
3908 // note this clears to black, so unavailable sides are black
3909 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3911 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3913 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);
3916 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3918 Mem_Free(image_buffer);
3922 // if a cubemap loaded, upload it
3925 if (developer_loading.integer)
3926 Con_Printf("loading cubemap \"%s\"\n", basename);
3928 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
3929 Mem_Free(cubemappixels);
3933 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3934 if (developer_loading.integer)
3936 Con_Printf("(tried tried images ");
3937 for (j = 0;j < 3;j++)
3938 for (i = 0;i < 6;i++)
3939 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3940 Con_Print(" and was unable to find any of them).\n");
3943 return cubemaptexture;
3946 rtexture_t *R_GetCubemap(const char *basename)
3949 for (i = 0;i < r_texture_numcubemaps;i++)
3950 if (r_texture_cubemaps[i] != NULL)
3951 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3952 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3953 if (i >= MAX_CUBEMAPS || !r_main_mempool)
3954 return r_texture_whitecube;
3955 r_texture_numcubemaps++;
3956 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3957 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3958 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3959 return r_texture_cubemaps[i]->texture;
3962 static void R_Main_FreeViewCache(void)
3964 if (r_refdef.viewcache.entityvisible)
3965 Mem_Free(r_refdef.viewcache.entityvisible);
3966 if (r_refdef.viewcache.world_pvsbits)
3967 Mem_Free(r_refdef.viewcache.world_pvsbits);
3968 if (r_refdef.viewcache.world_leafvisible)
3969 Mem_Free(r_refdef.viewcache.world_leafvisible);
3970 if (r_refdef.viewcache.world_surfacevisible)
3971 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3972 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3975 static void R_Main_ResizeViewCache(void)
3977 int numentities = r_refdef.scene.numentities;
3978 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3979 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3980 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3981 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3982 if (r_refdef.viewcache.maxentities < numentities)
3984 r_refdef.viewcache.maxentities = numentities;
3985 if (r_refdef.viewcache.entityvisible)
3986 Mem_Free(r_refdef.viewcache.entityvisible);
3987 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3989 if (r_refdef.viewcache.world_numclusters != numclusters)
3991 r_refdef.viewcache.world_numclusters = numclusters;
3992 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3993 if (r_refdef.viewcache.world_pvsbits)
3994 Mem_Free(r_refdef.viewcache.world_pvsbits);
3995 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3997 if (r_refdef.viewcache.world_numleafs != numleafs)
3999 r_refdef.viewcache.world_numleafs = numleafs;
4000 if (r_refdef.viewcache.world_leafvisible)
4001 Mem_Free(r_refdef.viewcache.world_leafvisible);
4002 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
4004 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
4006 r_refdef.viewcache.world_numsurfaces = numsurfaces;
4007 if (r_refdef.viewcache.world_surfacevisible)
4008 Mem_Free(r_refdef.viewcache.world_surfacevisible);
4009 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
4013 extern rtexture_t *loadingscreentexture;
4014 static void gl_main_start(void)
4016 loadingscreentexture = NULL;
4017 r_texture_blanknormalmap = NULL;
4018 r_texture_white = NULL;
4019 r_texture_grey128 = NULL;
4020 r_texture_black = NULL;
4021 r_texture_whitecube = NULL;
4022 r_texture_normalizationcube = NULL;
4023 r_texture_fogattenuation = NULL;
4024 r_texture_fogheighttexture = NULL;
4025 r_texture_gammaramps = NULL;
4026 r_texture_numcubemaps = 0;
4027 r_uniformbufferalignment = 32;
4029 r_loaddds = r_texture_dds_load.integer != 0;
4030 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
4032 switch(vid.renderpath)
4034 case RENDERPATH_GL20:
4035 case RENDERPATH_D3D9:
4036 case RENDERPATH_D3D10:
4037 case RENDERPATH_D3D11:
4038 case RENDERPATH_SOFT:
4039 case RENDERPATH_GLES2:
4040 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4041 Cvar_SetValueQuick(&gl_combine, 1);
4042 Cvar_SetValueQuick(&r_glsl, 1);
4043 r_loadnormalmap = true;
4046 #ifdef GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
4047 if (vid.support.arb_uniform_buffer_object)
4048 qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
4051 case RENDERPATH_GL13:
4052 case RENDERPATH_GLES1:
4053 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4054 Cvar_SetValueQuick(&gl_combine, 1);
4055 Cvar_SetValueQuick(&r_glsl, 0);
4056 r_loadnormalmap = false;
4057 r_loadgloss = false;
4060 case RENDERPATH_GL11:
4061 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4062 Cvar_SetValueQuick(&gl_combine, 0);
4063 Cvar_SetValueQuick(&r_glsl, 0);
4064 r_loadnormalmap = false;
4065 r_loadgloss = false;
4071 R_FrameData_Reset();
4072 R_BufferData_Reset();
4076 memset(r_queries, 0, sizeof(r_queries));
4078 r_qwskincache = NULL;
4079 r_qwskincache_size = 0;
4081 // due to caching of texture_t references, the collision cache must be reset
4082 Collision_Cache_Reset(true);
4084 // set up r_skinframe loading system for textures
4085 memset(&r_skinframe, 0, sizeof(r_skinframe));
4086 r_skinframe.loadsequence = 1;
4087 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4089 r_main_texturepool = R_AllocTexturePool();
4090 R_BuildBlankTextures();
4092 if (vid.support.arb_texture_cube_map)
4095 R_BuildNormalizationCube();
4097 r_texture_fogattenuation = NULL;
4098 r_texture_fogheighttexture = NULL;
4099 r_texture_gammaramps = NULL;
4100 //r_texture_fogintensity = NULL;
4101 memset(&r_fb, 0, sizeof(r_fb));
4102 r_glsl_permutation = NULL;
4103 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4104 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4105 glslshaderstring = NULL;
4107 r_hlsl_permutation = NULL;
4108 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4109 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4111 hlslshaderstring = NULL;
4112 memset(&r_svbsp, 0, sizeof (r_svbsp));
4114 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4115 r_texture_numcubemaps = 0;
4117 r_refdef.fogmasktable_density = 0;
4120 // For Steelstorm Android
4121 // FIXME CACHE the program and reload
4122 // FIXME see possible combinations for SS:BR android
4123 Con_DPrintf("Compiling most used shaders for SS:BR android... START\n");
4124 R_SetupShader_SetPermutationGLSL(0, 12);
4125 R_SetupShader_SetPermutationGLSL(0, 13);
4126 R_SetupShader_SetPermutationGLSL(0, 8388621);
4127 R_SetupShader_SetPermutationGLSL(3, 0);
4128 R_SetupShader_SetPermutationGLSL(3, 2048);
4129 R_SetupShader_SetPermutationGLSL(5, 0);
4130 R_SetupShader_SetPermutationGLSL(5, 2);
4131 R_SetupShader_SetPermutationGLSL(5, 2048);
4132 R_SetupShader_SetPermutationGLSL(5, 8388608);
4133 R_SetupShader_SetPermutationGLSL(11, 1);
4134 R_SetupShader_SetPermutationGLSL(11, 2049);
4135 R_SetupShader_SetPermutationGLSL(11, 8193);
4136 R_SetupShader_SetPermutationGLSL(11, 10241);
4137 Con_DPrintf("Compiling most used shaders for SS:BR android... END\n");
4141 static void gl_main_shutdown(void)
4144 R_FrameData_Reset();
4145 R_BufferData_Reset();
4147 R_Main_FreeViewCache();
4149 switch(vid.renderpath)
4151 case RENDERPATH_GL11:
4152 case RENDERPATH_GL13:
4153 case RENDERPATH_GL20:
4154 case RENDERPATH_GLES1:
4155 case RENDERPATH_GLES2:
4156 #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
4158 qglDeleteQueriesARB(r_maxqueries, r_queries);
4161 case RENDERPATH_D3D9:
4162 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4164 case RENDERPATH_D3D10:
4165 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4167 case RENDERPATH_D3D11:
4168 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4170 case RENDERPATH_SOFT:
4176 memset(r_queries, 0, sizeof(r_queries));
4178 r_qwskincache = NULL;
4179 r_qwskincache_size = 0;
4181 // clear out the r_skinframe state
4182 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4183 memset(&r_skinframe, 0, sizeof(r_skinframe));
4186 Mem_Free(r_svbsp.nodes);
4187 memset(&r_svbsp, 0, sizeof (r_svbsp));
4188 R_FreeTexturePool(&r_main_texturepool);
4189 loadingscreentexture = NULL;
4190 r_texture_blanknormalmap = NULL;
4191 r_texture_white = NULL;
4192 r_texture_grey128 = NULL;
4193 r_texture_black = NULL;
4194 r_texture_whitecube = NULL;
4195 r_texture_normalizationcube = NULL;
4196 r_texture_fogattenuation = NULL;
4197 r_texture_fogheighttexture = NULL;
4198 r_texture_gammaramps = NULL;
4199 r_texture_numcubemaps = 0;
4200 //r_texture_fogintensity = NULL;
4201 memset(&r_fb, 0, sizeof(r_fb));
4204 r_glsl_permutation = NULL;
4205 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4206 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4207 glslshaderstring = NULL;
4209 r_hlsl_permutation = NULL;
4210 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4211 Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4213 hlslshaderstring = NULL;
4216 static void gl_main_newmap(void)
4218 // FIXME: move this code to client
4219 char *entities, entname[MAX_QPATH];
4221 Mem_Free(r_qwskincache);
4222 r_qwskincache = NULL;
4223 r_qwskincache_size = 0;
4226 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4227 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4229 CL_ParseEntityLump(entities);
4233 if (cl.worldmodel->brush.entities)
4234 CL_ParseEntityLump(cl.worldmodel->brush.entities);
4236 R_Main_FreeViewCache();
4238 R_FrameData_Reset();
4239 R_BufferData_Reset();
4242 void GL_Main_Init(void)
4245 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4247 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4248 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4249 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4250 if (gamemode == GAME_NEHAHRA)
4252 Cvar_RegisterVariable (&gl_fogenable);
4253 Cvar_RegisterVariable (&gl_fogdensity);
4254 Cvar_RegisterVariable (&gl_fogred);
4255 Cvar_RegisterVariable (&gl_foggreen);
4256 Cvar_RegisterVariable (&gl_fogblue);
4257 Cvar_RegisterVariable (&gl_fogstart);
4258 Cvar_RegisterVariable (&gl_fogend);
4259 Cvar_RegisterVariable (&gl_skyclip);
4261 Cvar_RegisterVariable(&r_motionblur);
4262 Cvar_RegisterVariable(&r_damageblur);
4263 Cvar_RegisterVariable(&r_motionblur_averaging);
4264 Cvar_RegisterVariable(&r_motionblur_randomize);
4265 Cvar_RegisterVariable(&r_motionblur_minblur);
4266 Cvar_RegisterVariable(&r_motionblur_maxblur);
4267 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4268 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4269 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4270 Cvar_RegisterVariable(&r_motionblur_mousefactor);
4271 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4272 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4273 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4274 Cvar_RegisterVariable(&r_equalize_entities_minambient);
4275 Cvar_RegisterVariable(&r_equalize_entities_by);
4276 Cvar_RegisterVariable(&r_equalize_entities_to);
4277 Cvar_RegisterVariable(&r_depthfirst);
4278 Cvar_RegisterVariable(&r_useinfinitefarclip);
4279 Cvar_RegisterVariable(&r_farclip_base);
4280 Cvar_RegisterVariable(&r_farclip_world);
4281 Cvar_RegisterVariable(&r_nearclip);
4282 Cvar_RegisterVariable(&r_deformvertexes);
4283 Cvar_RegisterVariable(&r_transparent);
4284 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4285 Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
4286 Cvar_RegisterVariable(&r_transparent_useplanardistance);
4287 Cvar_RegisterVariable(&r_showoverdraw);
4288 Cvar_RegisterVariable(&r_showbboxes);
4289 Cvar_RegisterVariable(&r_showsurfaces);
4290 Cvar_RegisterVariable(&r_showtris);
4291 Cvar_RegisterVariable(&r_shownormals);
4292 Cvar_RegisterVariable(&r_showlighting);
4293 Cvar_RegisterVariable(&r_showshadowvolumes);
4294 Cvar_RegisterVariable(&r_showcollisionbrushes);
4295 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4296 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4297 Cvar_RegisterVariable(&r_showdisabledepthtest);
4298 Cvar_RegisterVariable(&r_drawportals);
4299 Cvar_RegisterVariable(&r_drawentities);
4300 Cvar_RegisterVariable(&r_draw2d);
4301 Cvar_RegisterVariable(&r_drawworld);
4302 Cvar_RegisterVariable(&r_cullentities_trace);
4303 Cvar_RegisterVariable(&r_cullentities_trace_samples);
4304 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4305 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4306 Cvar_RegisterVariable(&r_cullentities_trace_delay);
4307 Cvar_RegisterVariable(&r_sortentities);
4308 Cvar_RegisterVariable(&r_drawviewmodel);
4309 Cvar_RegisterVariable(&r_drawexteriormodel);
4310 Cvar_RegisterVariable(&r_speeds);
4311 Cvar_RegisterVariable(&r_fullbrights);
4312 Cvar_RegisterVariable(&r_wateralpha);
4313 Cvar_RegisterVariable(&r_dynamic);
4314 Cvar_RegisterVariable(&r_fakelight);
4315 Cvar_RegisterVariable(&r_fakelight_intensity);
4316 Cvar_RegisterVariable(&r_fullbright);
4317 Cvar_RegisterVariable(&r_shadows);
4318 Cvar_RegisterVariable(&r_shadows_darken);
4319 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4320 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4321 Cvar_RegisterVariable(&r_shadows_throwdistance);
4322 Cvar_RegisterVariable(&r_shadows_throwdirection);
4323 Cvar_RegisterVariable(&r_shadows_focus);
4324 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4325 Cvar_RegisterVariable(&r_shadows_shadowmapbias);
4326 Cvar_RegisterVariable(&r_q1bsp_skymasking);
4327 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4328 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4329 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4330 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4331 Cvar_RegisterVariable(&r_fog_exp2);
4332 Cvar_RegisterVariable(&r_fog_clear);
4333 Cvar_RegisterVariable(&r_drawfog);
4334 Cvar_RegisterVariable(&r_transparentdepthmasking);
4335 Cvar_RegisterVariable(&r_transparent_sortmindist);
4336 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4337 Cvar_RegisterVariable(&r_transparent_sortarraysize);
4338 Cvar_RegisterVariable(&r_texture_dds_load);
4339 Cvar_RegisterVariable(&r_texture_dds_save);
4340 Cvar_RegisterVariable(&r_textureunits);
4341 Cvar_RegisterVariable(&gl_combine);
4342 Cvar_RegisterVariable(&r_usedepthtextures);
4343 Cvar_RegisterVariable(&r_viewfbo);
4344 Cvar_RegisterVariable(&r_viewscale);
4345 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4346 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4347 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4348 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4349 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4350 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4351 Cvar_RegisterVariable(&r_glsl);
4352 Cvar_RegisterVariable(&r_glsl_deluxemapping);
4353 Cvar_RegisterVariable(&r_glsl_offsetmapping);
4354 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4355 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4356 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4357 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4358 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4359 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
4360 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
4361 Cvar_RegisterVariable(&r_glsl_postprocess);
4362 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4363 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4364 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4365 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4366 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4367 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4368 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4369 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4370 Cvar_RegisterVariable(&r_celshading);
4371 Cvar_RegisterVariable(&r_celoutlines);
4373 Cvar_RegisterVariable(&r_water);
4374 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4375 Cvar_RegisterVariable(&r_water_clippingplanebias);
4376 Cvar_RegisterVariable(&r_water_refractdistort);
4377 Cvar_RegisterVariable(&r_water_reflectdistort);
4378 Cvar_RegisterVariable(&r_water_scissormode);
4379 Cvar_RegisterVariable(&r_water_lowquality);
4380 Cvar_RegisterVariable(&r_water_hideplayer);
4381 Cvar_RegisterVariable(&r_water_fbo);
4383 Cvar_RegisterVariable(&r_lerpsprites);
4384 Cvar_RegisterVariable(&r_lerpmodels);
4385 Cvar_RegisterVariable(&r_lerplightstyles);
4386 Cvar_RegisterVariable(&r_waterscroll);
4387 Cvar_RegisterVariable(&r_bloom);
4388 Cvar_RegisterVariable(&r_bloom_colorscale);
4389 Cvar_RegisterVariable(&r_bloom_brighten);
4390 Cvar_RegisterVariable(&r_bloom_blur);
4391 Cvar_RegisterVariable(&r_bloom_resolution);
4392 Cvar_RegisterVariable(&r_bloom_colorexponent);
4393 Cvar_RegisterVariable(&r_bloom_colorsubtract);
4394 Cvar_RegisterVariable(&r_bloom_scenebrightness);
4395 Cvar_RegisterVariable(&r_hdr_scenebrightness);
4396 Cvar_RegisterVariable(&r_hdr_glowintensity);
4397 Cvar_RegisterVariable(&r_hdr_irisadaptation);
4398 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4399 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4400 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4401 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4402 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4403 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4404 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
4405 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4406 Cvar_RegisterVariable(&developer_texturelogging);
4407 Cvar_RegisterVariable(&gl_lightmaps);
4408 Cvar_RegisterVariable(&r_test);
4409 Cvar_RegisterVariable(&r_batch_multidraw);
4410 Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
4411 Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath);
4412 Cvar_RegisterVariable(&r_glsl_skeletal);
4413 Cvar_RegisterVariable(&r_glsl_saturation);
4414 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4415 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4416 Cvar_RegisterVariable(&r_framedatasize);
4417 for (i = 0;i < R_BUFFERDATA_COUNT;i++)
4418 Cvar_RegisterVariable(&r_buffermegs[i]);
4419 Cvar_RegisterVariable(&r_batch_dynamicbuffer);
4420 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4421 Cvar_SetValue("r_fullbrights", 0);
4422 #ifdef DP_MOBILETOUCH
4423 // GLES devices have terrible depth precision in general, so...
4424 Cvar_SetValueQuick(&r_nearclip, 4);
4425 Cvar_SetValueQuick(&r_farclip_base, 4096);
4426 Cvar_SetValueQuick(&r_farclip_world, 0);
4427 Cvar_SetValueQuick(&r_useinfinitefarclip, 0);
4429 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4432 void Render_Init(void)
4445 R_LightningBeams_Init();
4455 extern char *ENGINE_EXTENSIONS;
4458 gl_renderer = (const char *)qglGetString(GL_RENDERER);
4459 gl_vendor = (const char *)qglGetString(GL_VENDOR);
4460 gl_version = (const char *)qglGetString(GL_VERSION);
4461 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4465 if (!gl_platformextensions)
4466 gl_platformextensions = "";
4468 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4469 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4470 Con_Printf("GL_VERSION: %s\n", gl_version);
4471 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4472 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4474 VID_CheckExtensions();
4476 // LordHavoc: report supported extensions
4478 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4480 Con_DPrintf("\nQuakeC extensions for server and client: %s\n", vm_sv_extensions );
4483 // clear to black (loading plaque will be seen over this)
4484 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4488 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4492 if (r_trippy.integer)
4494 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4496 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
4499 p = r_refdef.view.frustum + i;
4504 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4508 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4512 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4516 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4520 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4524 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4528 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4532 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4540 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4544 if (r_trippy.integer)
4546 for (i = 0;i < numplanes;i++)
4553 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4557 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4561 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4565 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4569 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4573 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4577 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4581 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4589 //==================================================================================
4591 // LordHavoc: this stores temporary data used within the same frame
4593 typedef struct r_framedata_mem_s
4595 struct r_framedata_mem_s *purge; // older mem block to free on next frame
4596 size_t size; // how much usable space
4597 size_t current; // how much space in use
4598 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4599 size_t wantedsize; // how much space was allocated
4600 unsigned char *data; // start of real data (16byte aligned)
4604 static r_framedata_mem_t *r_framedata_mem;
4606 void R_FrameData_Reset(void)
4608 while (r_framedata_mem)
4610 r_framedata_mem_t *next = r_framedata_mem->purge;
4611 Mem_Free(r_framedata_mem);
4612 r_framedata_mem = next;
4616 static void R_FrameData_Resize(qboolean mustgrow)
4619 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4620 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4621 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize || mustgrow)
4623 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4624 newmem->wantedsize = wantedsize;
4625 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4626 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4627 newmem->current = 0;
4629 newmem->purge = r_framedata_mem;
4630 r_framedata_mem = newmem;
4634 void R_FrameData_NewFrame(void)
4636 R_FrameData_Resize(false);
4637 if (!r_framedata_mem)
4639 // if we ran out of space on the last frame, free the old memory now
4640 while (r_framedata_mem->purge)
4642 // repeatedly remove the second item in the list, leaving only head
4643 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4644 Mem_Free(r_framedata_mem->purge);
4645 r_framedata_mem->purge = next;
4647 // reset the current mem pointer
4648 r_framedata_mem->current = 0;
4649 r_framedata_mem->mark = 0;
4652 void *R_FrameData_Alloc(size_t size)
4657 // align to 16 byte boundary - the data pointer is already aligned, so we
4658 // only need to ensure the size of every allocation is also aligned
4659 size = (size + 15) & ~15;
4661 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4663 // emergency - we ran out of space, allocate more memory
4664 newvalue = bound(0.25f, r_framedatasize.value * 2.0f, 256.0f);
4665 // this might not be a growing it, but we'll allocate another buffer every time
4666 Cvar_SetValueQuick(&r_framedatasize, newvalue);
4667 R_FrameData_Resize(true);
4670 data = r_framedata_mem->data + r_framedata_mem->current;
4671 r_framedata_mem->current += size;
4673 // count the usage for stats
4674 r_refdef.stats[r_stat_framedatacurrent] = max(r_refdef.stats[r_stat_framedatacurrent], (int)r_framedata_mem->current);
4675 r_refdef.stats[r_stat_framedatasize] = max(r_refdef.stats[r_stat_framedatasize], (int)r_framedata_mem->size);
4677 return (void *)data;
4680 void *R_FrameData_Store(size_t size, void *data)
4682 void *d = R_FrameData_Alloc(size);
4684 memcpy(d, data, size);
4688 void R_FrameData_SetMark(void)
4690 if (!r_framedata_mem)
4692 r_framedata_mem->mark = r_framedata_mem->current;
4695 void R_FrameData_ReturnToMark(void)
4697 if (!r_framedata_mem)
4699 r_framedata_mem->current = r_framedata_mem->mark;
4702 //==================================================================================
4704 // avoid reusing the same buffer objects on consecutive frames
4705 #define R_BUFFERDATA_CYCLE 3
4707 typedef struct r_bufferdata_buffer_s
4709 struct r_bufferdata_buffer_s *purge; // older buffer to free on next frame
4710 size_t size; // how much usable space
4711 size_t current; // how much space in use
4712 r_meshbuffer_t *buffer; // the buffer itself
4714 r_bufferdata_buffer_t;
4716 static int r_bufferdata_cycle = 0; // incremented and wrapped each frame
4717 static r_bufferdata_buffer_t *r_bufferdata_buffer[R_BUFFERDATA_CYCLE][R_BUFFERDATA_COUNT];
4719 /// frees all dynamic buffers
4720 void R_BufferData_Reset(void)
4723 r_bufferdata_buffer_t **p, *mem;
4724 for (cycle = 0;cycle < R_BUFFERDATA_CYCLE;cycle++)
4726 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
4729 p = &r_bufferdata_buffer[cycle][type];
4735 R_Mesh_DestroyMeshBuffer(mem->buffer);
4742 // resize buffer as needed (this actually makes a new one, the old one will be recycled next frame)
4743 static void R_BufferData_Resize(r_bufferdata_type_t type, qboolean mustgrow, size_t minsize)
4745 r_bufferdata_buffer_t *mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
4747 float newvalue = r_buffermegs[type].value;
4749 // increase the cvar if we have to (but only if we already have a mem)
4750 if (mustgrow && mem)
4752 newvalue = bound(0.25f, newvalue, 256.0f);
4753 while (newvalue * 1024*1024 < minsize)
4756 // clamp the cvar to valid range
4757 newvalue = bound(0.25f, newvalue, 256.0f);
4758 if (r_buffermegs[type].value != newvalue)
4759 Cvar_SetValueQuick(&r_buffermegs[type], newvalue);
4761 // calculate size in bytes
4762 size = (size_t)(newvalue * 1024*1024);
4763 size = bound(131072, size, 256*1024*1024);
4765 // allocate a new buffer if the size is different (purge old one later)
4766 // or if we were told we must grow the buffer
4767 if (!mem || mem->size != size || mustgrow)
4769 mem = (r_bufferdata_buffer_t *)Mem_Alloc(r_main_mempool, sizeof(*mem));
4772 if (type == R_BUFFERDATA_VERTEX)
4773 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbuffervertex", false, false, true, false);
4774 else if (type == R_BUFFERDATA_INDEX16)
4775 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex16", true, false, true, true);
4776 else if (type == R_BUFFERDATA_INDEX32)
4777 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex32", true, false, true, false);
4778 else if (type == R_BUFFERDATA_UNIFORM)
4779 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferuniform", false, true, true, false);
4780 mem->purge = r_bufferdata_buffer[r_bufferdata_cycle][type];
4781 r_bufferdata_buffer[r_bufferdata_cycle][type] = mem;
4785 void R_BufferData_NewFrame(void)
4788 r_bufferdata_buffer_t **p, *mem;
4789 // cycle to the next frame's buffers
4790 r_bufferdata_cycle = (r_bufferdata_cycle + 1) % R_BUFFERDATA_CYCLE;
4791 // if we ran out of space on the last time we used these buffers, free the old memory now
4792 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
4794 if (r_bufferdata_buffer[r_bufferdata_cycle][type])
4796 R_BufferData_Resize((r_bufferdata_type_t)type, false, 131072);
4797 // free all but the head buffer, this is how we recycle obsolete
4798 // buffers after they are no longer in use
4799 p = &r_bufferdata_buffer[r_bufferdata_cycle][type]->purge;
4805 R_Mesh_DestroyMeshBuffer(mem->buffer);
4808 // reset the current offset
4809 r_bufferdata_buffer[r_bufferdata_cycle][type]->current = 0;
4814 r_meshbuffer_t *R_BufferData_Store(size_t datasize, const void *data, r_bufferdata_type_t type, int *returnbufferoffset)
4816 r_bufferdata_buffer_t *mem;
4820 *returnbufferoffset = 0;
4822 // align size to a byte boundary appropriate for the buffer type, this
4823 // makes all allocations have aligned start offsets
4824 if (type == R_BUFFERDATA_UNIFORM)
4825 padsize = (datasize + r_uniformbufferalignment - 1) & ~(r_uniformbufferalignment - 1);
4827 padsize = (datasize + 15) & ~15;
4829 // if we ran out of space in this buffer we must allocate a new one
4830 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)
4831 R_BufferData_Resize(type, true, padsize);
4833 // if the resize did not give us enough memory, fail
4834 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)
4835 Sys_Error("R_BufferData_Store: failed to create a new buffer of sufficient size\n");
4837 mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
4838 offset = mem->current;
4839 mem->current += padsize;
4841 // upload the data to the buffer at the chosen offset
4843 R_Mesh_UpdateMeshBuffer(mem->buffer, NULL, mem->size, false, 0);
4844 R_Mesh_UpdateMeshBuffer(mem->buffer, data, datasize, true, offset);
4846 // count the usage for stats
4847 r_refdef.stats[r_stat_bufferdatacurrent_vertex + type] = max(r_refdef.stats[r_stat_bufferdatacurrent_vertex + type], (int)mem->current);
4848 r_refdef.stats[r_stat_bufferdatasize_vertex + type] = max(r_refdef.stats[r_stat_bufferdatasize_vertex + type], (int)mem->size);
4850 // return the buffer offset
4851 *returnbufferoffset = offset;
4856 //==================================================================================
4858 // LordHavoc: animcache originally written by Echon, rewritten since then
4861 * Animation cache prevents re-generating mesh data for an animated model
4862 * multiple times in one frame for lighting, shadowing, reflections, etc.
4865 void R_AnimCache_Free(void)
4869 void R_AnimCache_ClearCache(void)
4872 entity_render_t *ent;
4874 for (i = 0;i < r_refdef.scene.numentities;i++)
4876 ent = r_refdef.scene.entities[i];
4877 ent->animcache_vertex3f = NULL;
4878 ent->animcache_vertex3f_vertexbuffer = NULL;
4879 ent->animcache_vertex3f_bufferoffset = 0;
4880 ent->animcache_normal3f = NULL;
4881 ent->animcache_normal3f_vertexbuffer = NULL;
4882 ent->animcache_normal3f_bufferoffset = 0;
4883 ent->animcache_svector3f = NULL;
4884 ent->animcache_svector3f_vertexbuffer = NULL;
4885 ent->animcache_svector3f_bufferoffset = 0;
4886 ent->animcache_tvector3f = NULL;
4887 ent->animcache_tvector3f_vertexbuffer = NULL;
4888 ent->animcache_tvector3f_bufferoffset = 0;
4889 ent->animcache_vertexmesh = NULL;
4890 ent->animcache_vertexmesh_vertexbuffer = NULL;
4891 ent->animcache_vertexmesh_bufferoffset = 0;
4892 ent->animcache_skeletaltransform3x4 = NULL;
4893 ent->animcache_skeletaltransform3x4buffer = NULL;
4894 ent->animcache_skeletaltransform3x4offset = 0;
4895 ent->animcache_skeletaltransform3x4size = 0;
4899 static void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4903 // check if we need the meshbuffers
4904 if (!vid.useinterleavedarrays)
4907 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4908 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4909 // TODO: upload vertexbuffer?
4910 if (ent->animcache_vertexmesh)
4912 r_refdef.stats[r_stat_animcache_vertexmesh_count] += 1;
4913 r_refdef.stats[r_stat_animcache_vertexmesh_vertices] += numvertices;
4914 r_refdef.stats[r_stat_animcache_vertexmesh_maxvertices] = max(r_refdef.stats[r_stat_animcache_vertexmesh_maxvertices], numvertices);
4915 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.data_vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4916 for (i = 0;i < numvertices;i++)
4917 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4918 if (ent->animcache_svector3f)
4919 for (i = 0;i < numvertices;i++)
4920 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4921 if (ent->animcache_tvector3f)
4922 for (i = 0;i < numvertices;i++)
4923 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4924 if (ent->animcache_normal3f)
4925 for (i = 0;i < numvertices;i++)
4926 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4930 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4932 dp_model_t *model = ent->model;
4935 // see if this ent is worth caching
4936 if (!model || !model->Draw || !model->AnimateVertices)
4938 // nothing to cache if it contains no animations and has no skeleton
4939 if (!model->surfmesh.isanimated && !(model->num_bones && ent->skeleton && ent->skeleton->relativetransforms))
4941 // see if it is already cached for gpuskeletal
4942 if (ent->animcache_skeletaltransform3x4)
4944 // see if it is already cached as a mesh
4945 if (ent->animcache_vertex3f)
4947 // check if we need to add normals or tangents
4948 if (ent->animcache_normal3f)
4949 wantnormals = false;
4950 if (ent->animcache_svector3f)
4951 wanttangents = false;
4952 if (!wantnormals && !wanttangents)
4956 // check which kind of cache we need to generate
4957 if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub)
4959 // cache the skeleton so the vertex shader can use it
4960 r_refdef.stats[r_stat_animcache_skeletal_count] += 1;
4961 r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones;
4962 r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones);
4963 ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
4964 Mod_Skeletal_BuildTransforms(model, ent->frameblend, ent->skeleton, NULL, ent->animcache_skeletaltransform3x4);
4965 // note: this can fail if the buffer is at the grow limit
4966 ent->animcache_skeletaltransform3x4size = sizeof(float[3][4]) * model->num_bones;
4967 ent->animcache_skeletaltransform3x4buffer = R_BufferData_Store(ent->animcache_skeletaltransform3x4size, ent->animcache_skeletaltransform3x4, R_BUFFERDATA_UNIFORM, &ent->animcache_skeletaltransform3x4offset);
4969 else if (ent->animcache_vertex3f)
4971 // mesh was already cached but we may need to add normals/tangents
4972 // (this only happens with multiple views, reflections, cameras, etc)
4973 if (wantnormals || wanttangents)
4975 numvertices = model->surfmesh.num_vertices;
4977 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4980 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4981 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4983 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4984 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4985 r_refdef.stats[r_stat_animcache_shade_count] += 1;
4986 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
4987 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
4992 // generate mesh cache
4993 numvertices = model->surfmesh.num_vertices;
4994 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4996 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4999 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
5000 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
5002 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
5003 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
5004 if (wantnormals || wanttangents)
5006 r_refdef.stats[r_stat_animcache_shade_count] += 1;
5007 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
5008 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
5010 r_refdef.stats[r_stat_animcache_shape_count] += 1;
5011 r_refdef.stats[r_stat_animcache_shape_vertices] += numvertices;
5012 r_refdef.stats[r_stat_animcache_shape_maxvertices] = max(r_refdef.stats[r_stat_animcache_shape_maxvertices], numvertices);
5017 void R_AnimCache_CacheVisibleEntities(void)
5020 qboolean wantnormals = true;
5021 qboolean wanttangents = !r_showsurfaces.integer;
5023 switch(vid.renderpath)
5025 case RENDERPATH_GL20:
5026 case RENDERPATH_D3D9:
5027 case RENDERPATH_D3D10:
5028 case RENDERPATH_D3D11:
5029 case RENDERPATH_GLES2:
5031 case RENDERPATH_GL11:
5032 case RENDERPATH_GL13:
5033 case RENDERPATH_GLES1:
5034 wanttangents = false;
5036 case RENDERPATH_SOFT:
5040 if (r_shownormals.integer)
5041 wanttangents = wantnormals = true;
5043 // TODO: thread this
5044 // NOTE: R_PrepareRTLights() also caches entities
5046 for (i = 0;i < r_refdef.scene.numentities;i++)
5047 if (r_refdef.viewcache.entityvisible[i])
5048 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
5051 //==================================================================================
5053 extern cvar_t r_overheadsprites_pushback;
5055 static void R_View_UpdateEntityLighting (void)
5058 entity_render_t *ent;
5059 vec3_t tempdiffusenormal, avg;
5060 vec_t f, fa, fd, fdd;
5061 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
5063 for (i = 0;i < r_refdef.scene.numentities;i++)
5065 ent = r_refdef.scene.entities[i];
5067 // skip unseen models
5068 if ((!r_refdef.viewcache.entityvisible[i] && skipunseen))
5072 if (ent->model && ent->model == cl.worldmodel)
5074 // TODO: use modellight for r_ambient settings on world?
5075 VectorSet(ent->modellight_ambient, 0, 0, 0);
5076 VectorSet(ent->modellight_diffuse, 0, 0, 0);
5077 VectorSet(ent->modellight_lightdir, 0, 0, 1);
5081 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
5083 // aleady updated by CSQC
5084 // TODO: force modellight on BSP models in this case?
5085 VectorCopy(ent->modellight_lightdir, tempdiffusenormal);
5089 // fetch the lighting from the worldmodel data
5090 VectorClear(ent->modellight_ambient);
5091 VectorClear(ent->modellight_diffuse);
5092 VectorClear(tempdiffusenormal);
5093 if (ent->flags & RENDER_LIGHT)
5096 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5098 // complete lightning for lit sprites
5099 // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
5100 if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
5102 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
5103 org[2] = org[2] + r_overheadsprites_pushback.value;
5104 R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5107 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
5109 if(ent->flags & RENDER_EQUALIZE)
5111 // first fix up ambient lighting...
5112 if(r_equalize_entities_minambient.value > 0)
5114 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
5117 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
5118 if(fa < r_equalize_entities_minambient.value * fd)
5121 // fa'/fd' = minambient
5122 // fa'+0.25*fd' = fa+0.25*fd
5124 // fa' = fd' * minambient
5125 // fd'*(0.25+minambient) = fa+0.25*fd
5127 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
5128 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
5130 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
5131 f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
5132 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
5133 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
5138 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
5140 fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
5141 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
5145 // adjust brightness and saturation to target
5146 avg[0] = avg[1] = avg[2] = fa / f;
5147 VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
5148 avg[0] = avg[1] = avg[2] = fd / f;
5149 VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
5155 VectorSet(ent->modellight_ambient, 1, 1, 1);
5158 // move the light direction into modelspace coordinates for lighting code
5159 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
5160 if(VectorLength2(ent->modellight_lightdir) == 0)
5161 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
5162 VectorNormalize(ent->modellight_lightdir);
5166 #define MAX_LINEOFSIGHTTRACES 64
5168 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
5171 vec3_t boxmins, boxmaxs;
5174 dp_model_t *model = r_refdef.scene.worldmodel;
5176 if (!model || !model->brush.TraceLineOfSight)
5179 // expand the box a little
5180 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
5181 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
5182 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
5183 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
5184 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
5185 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
5187 // return true if eye is inside enlarged box
5188 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
5192 VectorCopy(eye, start);
5193 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
5194 if (model->brush.TraceLineOfSight(model, start, end))
5197 // try various random positions
5198 for (i = 0;i < numsamples;i++)
5200 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
5201 if (model->brush.TraceLineOfSight(model, start, end))
5209 static void R_View_UpdateEntityVisible (void)
5214 entity_render_t *ent;
5216 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
5217 : r_fb.water.hideplayer ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
5218 : (chase_active.integer || r_fb.water.renderingscene) ? RENDER_VIEWMODEL
5219 : RENDER_EXTERIORMODEL;
5220 if (!r_drawviewmodel.integer)
5221 renderimask |= RENDER_VIEWMODEL;
5222 if (!r_drawexteriormodel.integer)
5223 renderimask |= RENDER_EXTERIORMODEL;
5224 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
5226 // worldmodel can check visibility
5227 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
5228 for (i = 0;i < r_refdef.scene.numentities;i++)
5230 ent = r_refdef.scene.entities[i];
5231 if (!(ent->flags & renderimask))
5232 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)))
5233 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))
5234 r_refdef.viewcache.entityvisible[i] = true;
5239 // no worldmodel or it can't check visibility
5240 for (i = 0;i < r_refdef.scene.numentities;i++)
5242 ent = r_refdef.scene.entities[i];
5243 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
5246 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
5247 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
5249 for (i = 0;i < r_refdef.scene.numentities;i++)
5251 if (!r_refdef.viewcache.entityvisible[i])
5253 ent = r_refdef.scene.entities[i];
5254 if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
5256 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
5258 continue; // temp entities do pvs only
5259 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
5260 ent->last_trace_visibility = realtime;
5261 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
5262 r_refdef.viewcache.entityvisible[i] = 0;
5268 /// only used if skyrendermasked, and normally returns false
5269 static int R_DrawBrushModelsSky (void)
5272 entity_render_t *ent;
5275 for (i = 0;i < r_refdef.scene.numentities;i++)
5277 if (!r_refdef.viewcache.entityvisible[i])
5279 ent = r_refdef.scene.entities[i];
5280 if (!ent->model || !ent->model->DrawSky)
5282 ent->model->DrawSky(ent);
5288 static void R_DrawNoModel(entity_render_t *ent);
5289 static void R_DrawModels(void)
5292 entity_render_t *ent;
5294 for (i = 0;i < r_refdef.scene.numentities;i++)
5296 if (!r_refdef.viewcache.entityvisible[i])
5298 ent = r_refdef.scene.entities[i];
5299 r_refdef.stats[r_stat_entities]++;
5301 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
5304 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
5305 Con_Printf("R_DrawModels\n");
5306 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]);
5307 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);
5308 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);
5311 if (ent->model && ent->model->Draw != NULL)
5312 ent->model->Draw(ent);
5318 static void R_DrawModelsDepth(void)
5321 entity_render_t *ent;
5323 for (i = 0;i < r_refdef.scene.numentities;i++)
5325 if (!r_refdef.viewcache.entityvisible[i])
5327 ent = r_refdef.scene.entities[i];
5328 if (ent->model && ent->model->DrawDepth != NULL)
5329 ent->model->DrawDepth(ent);
5333 static void R_DrawModelsDebug(void)
5336 entity_render_t *ent;
5338 for (i = 0;i < r_refdef.scene.numentities;i++)
5340 if (!r_refdef.viewcache.entityvisible[i])
5342 ent = r_refdef.scene.entities[i];
5343 if (ent->model && ent->model->DrawDebug != NULL)
5344 ent->model->DrawDebug(ent);
5348 static void R_DrawModelsAddWaterPlanes(void)
5351 entity_render_t *ent;
5353 for (i = 0;i < r_refdef.scene.numentities;i++)
5355 if (!r_refdef.viewcache.entityvisible[i])
5357 ent = r_refdef.scene.entities[i];
5358 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5359 ent->model->DrawAddWaterPlanes(ent);
5363 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}};
5365 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5367 if (r_hdr_irisadaptation.integer)
5372 vec3_t diffusenormal;
5374 vec_t brightness = 0.0f;
5379 VectorCopy(r_refdef.view.forward, forward);
5380 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
5382 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
5383 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
5384 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
5385 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5386 d = DotProduct(forward, diffusenormal);
5387 brightness += VectorLength(ambient);
5389 brightness += d * VectorLength(diffuse);
5391 brightness *= 1.0f / c;
5392 brightness += 0.00001f; // make sure it's never zero
5393 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5394 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5395 current = r_hdr_irisadaptation_value.value;
5397 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5398 else if (current > goal)
5399 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5400 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5401 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5403 else if (r_hdr_irisadaptation_value.value != 1.0f)
5404 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5407 static void R_View_SetFrustum(const int *scissor)
5410 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5411 vec3_t forward, left, up, origin, v;
5415 // flipped x coordinates (because x points left here)
5416 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5417 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5419 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5420 switch(vid.renderpath)
5422 case RENDERPATH_D3D9:
5423 case RENDERPATH_D3D10:
5424 case RENDERPATH_D3D11:
5425 // non-flipped y coordinates
5426 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5427 fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5429 case RENDERPATH_SOFT:
5430 case RENDERPATH_GL11:
5431 case RENDERPATH_GL13:
5432 case RENDERPATH_GL20:
5433 case RENDERPATH_GLES1:
5434 case RENDERPATH_GLES2:
5435 // non-flipped y coordinates
5436 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5437 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5442 // we can't trust r_refdef.view.forward and friends in reflected scenes
5443 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5446 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5447 r_refdef.view.frustum[0].normal[1] = 0 - 0;
5448 r_refdef.view.frustum[0].normal[2] = -1 - 0;
5449 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5450 r_refdef.view.frustum[1].normal[1] = 0 + 0;
5451 r_refdef.view.frustum[1].normal[2] = -1 + 0;
5452 r_refdef.view.frustum[2].normal[0] = 0 - 0;
5453 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5454 r_refdef.view.frustum[2].normal[2] = -1 - 0;
5455 r_refdef.view.frustum[3].normal[0] = 0 + 0;
5456 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5457 r_refdef.view.frustum[3].normal[2] = -1 + 0;
5461 zNear = r_refdef.nearclip;
5462 nudge = 1.0 - 1.0 / (1<<23);
5463 r_refdef.view.frustum[4].normal[0] = 0 - 0;
5464 r_refdef.view.frustum[4].normal[1] = 0 - 0;
5465 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5466 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5467 r_refdef.view.frustum[5].normal[0] = 0 + 0;
5468 r_refdef.view.frustum[5].normal[1] = 0 + 0;
5469 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5470 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5476 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5477 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5478 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5479 r_refdef.view.frustum[0].dist = m[15] - m[12];
5481 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5482 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5483 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5484 r_refdef.view.frustum[1].dist = m[15] + m[12];
5486 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5487 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5488 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5489 r_refdef.view.frustum[2].dist = m[15] - m[13];
5491 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5492 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5493 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5494 r_refdef.view.frustum[3].dist = m[15] + m[13];
5496 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5497 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5498 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5499 r_refdef.view.frustum[4].dist = m[15] - m[14];
5501 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5502 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5503 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5504 r_refdef.view.frustum[5].dist = m[15] + m[14];
5507 if (r_refdef.view.useperspective)
5509 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5510 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]);
5511 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]);
5512 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]);
5513 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]);
5515 // then the normals from the corners relative to origin
5516 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5517 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5518 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5519 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5521 // in a NORMAL view, forward cross left == up
5522 // in a REFLECTED view, forward cross left == down
5523 // so our cross products above need to be adjusted for a left handed coordinate system
5524 CrossProduct(forward, left, v);
5525 if(DotProduct(v, up) < 0)
5527 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5528 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5529 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5530 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5533 // Leaving those out was a mistake, those were in the old code, and they
5534 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5535 // I couldn't reproduce it after adding those normalizations. --blub
5536 VectorNormalize(r_refdef.view.frustum[0].normal);
5537 VectorNormalize(r_refdef.view.frustum[1].normal);
5538 VectorNormalize(r_refdef.view.frustum[2].normal);
5539 VectorNormalize(r_refdef.view.frustum[3].normal);
5541 // make the corners absolute
5542 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5543 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5544 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5545 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5548 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5550 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5551 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5552 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5553 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5554 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5558 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5559 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5560 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5561 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5562 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5563 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5564 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5565 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5566 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5567 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5569 r_refdef.view.numfrustumplanes = 5;
5571 if (r_refdef.view.useclipplane)
5573 r_refdef.view.numfrustumplanes = 6;
5574 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5577 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5578 PlaneClassify(r_refdef.view.frustum + i);
5580 // LordHavoc: note to all quake engine coders, Quake had a special case
5581 // for 90 degrees which assumed a square view (wrong), so I removed it,
5582 // Quake2 has it disabled as well.
5584 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5585 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5586 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5587 //PlaneClassify(&frustum[0]);
5589 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5590 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5591 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5592 //PlaneClassify(&frustum[1]);
5594 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5595 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5596 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5597 //PlaneClassify(&frustum[2]);
5599 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5600 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5601 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5602 //PlaneClassify(&frustum[3]);
5605 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5606 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5607 //PlaneClassify(&frustum[4]);
5610 static void R_View_UpdateWithScissor(const int *myscissor)
5612 R_Main_ResizeViewCache();
5613 R_View_SetFrustum(myscissor);
5614 R_View_WorldVisibility(r_refdef.view.useclipplane);
5615 R_View_UpdateEntityVisible();
5616 R_View_UpdateEntityLighting();
5619 static void R_View_Update(void)
5621 R_Main_ResizeViewCache();
5622 R_View_SetFrustum(NULL);
5623 R_View_WorldVisibility(r_refdef.view.useclipplane);
5624 R_View_UpdateEntityVisible();
5625 R_View_UpdateEntityLighting();
5628 float viewscalefpsadjusted = 1.0f;
5630 static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5632 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5633 scale = bound(0.03125f, scale, 1.0f);
5634 *outwidth = (int)ceil(width * scale);
5635 *outheight = (int)ceil(height * scale);
5638 void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5640 const float *customclipplane = NULL;
5642 int /*rtwidth,*/ rtheight, scaledwidth, scaledheight;
5643 if (r_refdef.view.useclipplane && allowwaterclippingplane)
5645 // LordHavoc: couldn't figure out how to make this approach the
5646 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5647 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5648 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5649 dist = r_refdef.view.clipplane.dist;
5650 plane[0] = r_refdef.view.clipplane.normal[0];
5651 plane[1] = r_refdef.view.clipplane.normal[1];
5652 plane[2] = r_refdef.view.clipplane.normal[2];
5654 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5657 //rtwidth = fbo ? R_TextureWidth(depthtexture ? depthtexture : colortexture) : vid.width;
5658 rtheight = fbo ? R_TextureHeight(depthtexture ? depthtexture : colortexture) : vid.height;
5660 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5661 if (!r_refdef.view.useperspective)
5662 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
5663 else if (vid.stencil && r_useinfinitefarclip.integer)
5664 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
5666 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
5667 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5668 R_SetViewport(&r_refdef.view.viewport);
5669 if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5671 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5672 float screenplane[4];
5673 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5674 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5675 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5676 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5677 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5681 void R_EntityMatrix(const matrix4x4_t *matrix)
5683 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5685 gl_modelmatrixchanged = false;
5686 gl_modelmatrix = *matrix;
5687 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5688 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5689 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5690 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5692 switch(vid.renderpath)
5694 case RENDERPATH_D3D9:
5696 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5697 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5700 case RENDERPATH_D3D10:
5701 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5703 case RENDERPATH_D3D11:
5704 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5706 case RENDERPATH_GL11:
5707 case RENDERPATH_GL13:
5708 case RENDERPATH_GLES1:
5710 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5713 case RENDERPATH_SOFT:
5714 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5715 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5717 case RENDERPATH_GL20:
5718 case RENDERPATH_GLES2:
5719 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5720 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5726 void R_ResetViewRendering2D_Common(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, float x2, float y2)
5728 r_viewport_t viewport;
5732 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5733 R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, x2, y2, -10, 100, NULL);
5734 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5735 R_SetViewport(&viewport);
5736 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5737 GL_Color(1, 1, 1, 1);
5738 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5739 GL_BlendFunc(GL_ONE, GL_ZERO);
5740 GL_ScissorTest(false);
5741 GL_DepthMask(false);
5742 GL_DepthRange(0, 1);
5743 GL_DepthTest(false);
5744 GL_DepthFunc(GL_LEQUAL);
5745 R_EntityMatrix(&identitymatrix);
5746 R_Mesh_ResetTextureState();
5747 GL_PolygonOffset(0, 0);
5748 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5749 switch(vid.renderpath)
5751 case RENDERPATH_GL11:
5752 case RENDERPATH_GL13:
5753 case RENDERPATH_GL20:
5754 case RENDERPATH_GLES1:
5755 case RENDERPATH_GLES2:
5756 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5758 case RENDERPATH_D3D9:
5759 case RENDERPATH_D3D10:
5760 case RENDERPATH_D3D11:
5761 case RENDERPATH_SOFT:
5764 GL_CullFace(GL_NONE);
5769 void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5773 R_ResetViewRendering2D_Common(fbo, depthtexture, colortexture, 1, 1);
5776 void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5780 R_SetupView(true, fbo, depthtexture, colortexture);
5781 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5782 GL_Color(1, 1, 1, 1);
5783 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5784 GL_BlendFunc(GL_ONE, GL_ZERO);
5785 GL_ScissorTest(true);
5787 GL_DepthRange(0, 1);
5789 GL_DepthFunc(GL_LEQUAL);
5790 R_EntityMatrix(&identitymatrix);
5791 R_Mesh_ResetTextureState();
5792 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5793 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5794 switch(vid.renderpath)
5796 case RENDERPATH_GL11:
5797 case RENDERPATH_GL13:
5798 case RENDERPATH_GL20:
5799 case RENDERPATH_GLES1:
5800 case RENDERPATH_GLES2:
5801 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5803 case RENDERPATH_D3D9:
5804 case RENDERPATH_D3D10:
5805 case RENDERPATH_D3D11:
5806 case RENDERPATH_SOFT:
5809 GL_CullFace(r_refdef.view.cullface_back);
5814 R_RenderView_UpdateViewVectors
5817 void R_RenderView_UpdateViewVectors(void)
5819 // break apart the view matrix into vectors for various purposes
5820 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5821 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5822 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5823 VectorNegate(r_refdef.view.left, r_refdef.view.right);
5824 // make an inverted copy of the view matrix for tracking sprites
5825 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5828 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5829 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5831 static void R_Water_StartFrame(void)
5834 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5835 r_waterstate_waterplane_t *p;
5836 qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
5838 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5841 switch(vid.renderpath)
5843 case RENDERPATH_GL20:
5844 case RENDERPATH_D3D9:
5845 case RENDERPATH_D3D10:
5846 case RENDERPATH_D3D11:
5847 case RENDERPATH_SOFT:
5848 case RENDERPATH_GLES2:
5850 case RENDERPATH_GL11:
5851 case RENDERPATH_GL13:
5852 case RENDERPATH_GLES1:
5856 // set waterwidth and waterheight to the water resolution that will be
5857 // used (often less than the screen resolution for faster rendering)
5858 R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5860 // calculate desired texture sizes
5861 // can't use water if the card does not support the texture size
5862 if (!r_water.integer || r_showsurfaces.integer)
5863 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5864 else if (vid.support.arb_texture_non_power_of_two)
5866 texturewidth = waterwidth;
5867 textureheight = waterheight;
5868 camerawidth = waterwidth;
5869 cameraheight = waterheight;
5873 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
5874 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
5875 for (camerawidth = 1;camerawidth * 2 <= waterwidth ;camerawidth *= 2);
5876 for (cameraheight = 1;cameraheight * 2 <= waterheight;cameraheight *= 2);
5879 // allocate textures as needed
5880 if (r_fb.water.texturewidth != texturewidth || r_fb.water.textureheight != textureheight || r_fb.water.camerawidth != camerawidth || r_fb.water.cameraheight != cameraheight || (r_fb.depthtexture && !usewaterfbo))
5882 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5883 for (i = 0, p = r_fb.water.waterplanes;i < r_fb.water.maxwaterplanes;i++, p++)
5885 if (p->texture_refraction)
5886 R_FreeTexture(p->texture_refraction);
5887 p->texture_refraction = NULL;
5888 if (p->fbo_refraction)
5889 R_Mesh_DestroyFramebufferObject(p->fbo_refraction);
5890 p->fbo_refraction = 0;
5891 if (p->texture_reflection)
5892 R_FreeTexture(p->texture_reflection);
5893 p->texture_reflection = NULL;
5894 if (p->fbo_reflection)
5895 R_Mesh_DestroyFramebufferObject(p->fbo_reflection);
5896 p->fbo_reflection = 0;
5897 if (p->texture_camera)
5898 R_FreeTexture(p->texture_camera);
5899 p->texture_camera = NULL;
5901 R_Mesh_DestroyFramebufferObject(p->fbo_camera);
5904 memset(&r_fb.water, 0, sizeof(r_fb.water));
5905 r_fb.water.texturewidth = texturewidth;
5906 r_fb.water.textureheight = textureheight;
5907 r_fb.water.camerawidth = camerawidth;
5908 r_fb.water.cameraheight = cameraheight;
5911 if (r_fb.water.texturewidth)
5913 int scaledwidth, scaledheight;
5915 r_fb.water.enabled = true;
5917 // water resolution is usually reduced
5918 r_fb.water.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5919 r_fb.water.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5920 R_GetScaledViewSize(r_fb.water.waterwidth, r_fb.water.waterheight, &scaledwidth, &scaledheight);
5922 // set up variables that will be used in shader setup
5923 r_fb.water.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5924 r_fb.water.screenscale[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5925 r_fb.water.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5926 r_fb.water.screencenter[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5929 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5930 r_fb.water.numwaterplanes = 0;
5933 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5935 int planeindex, bestplaneindex, vertexindex;
5936 vec3_t mins, maxs, normal, center, v, n;
5937 vec_t planescore, bestplanescore;
5939 r_waterstate_waterplane_t *p;
5940 texture_t *t = R_GetCurrentTexture(surface->texture);
5942 rsurface.texture = t;
5943 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
5944 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
5945 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
5947 // average the vertex normals, find the surface bounds (after deformvertexes)
5948 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
5949 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
5950 VectorCopy(n, normal);
5951 VectorCopy(v, mins);
5952 VectorCopy(v, maxs);
5953 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
5955 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
5956 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
5957 VectorAdd(normal, n, normal);
5958 mins[0] = min(mins[0], v[0]);
5959 mins[1] = min(mins[1], v[1]);
5960 mins[2] = min(mins[2], v[2]);
5961 maxs[0] = max(maxs[0], v[0]);
5962 maxs[1] = max(maxs[1], v[1]);
5963 maxs[2] = max(maxs[2], v[2]);
5965 VectorNormalize(normal);
5966 VectorMAM(0.5f, mins, 0.5f, maxs, center);
5968 VectorCopy(normal, plane.normal);
5969 VectorNormalize(plane.normal);
5970 plane.dist = DotProduct(center, plane.normal);
5971 PlaneClassify(&plane);
5972 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5974 // skip backfaces (except if nocullface is set)
5975 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5977 VectorNegate(plane.normal, plane.normal);
5979 PlaneClassify(&plane);
5983 // find a matching plane if there is one
5984 bestplaneindex = -1;
5985 bestplanescore = 1048576.0f;
5986 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5988 if(p->camera_entity == t->camera_entity)
5990 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
5991 if (bestplaneindex < 0 || bestplanescore > planescore)
5993 bestplaneindex = planeindex;
5994 bestplanescore = planescore;
5998 planeindex = bestplaneindex;
5999 p = r_fb.water.waterplanes + planeindex;
6001 // if this surface does not fit any known plane rendered this frame, add one
6002 if ((planeindex < 0 || bestplanescore > 0.001f) && r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
6004 // store the new plane
6005 planeindex = r_fb.water.numwaterplanes++;
6006 p = r_fb.water.waterplanes + planeindex;
6008 // clear materialflags and pvs
6009 p->materialflags = 0;
6010 p->pvsvalid = false;
6011 p->camera_entity = t->camera_entity;
6012 VectorCopy(mins, p->mins);
6013 VectorCopy(maxs, p->maxs);
6017 // merge mins/maxs when we're adding this surface to the plane
6018 p->mins[0] = min(p->mins[0], mins[0]);
6019 p->mins[1] = min(p->mins[1], mins[1]);
6020 p->mins[2] = min(p->mins[2], mins[2]);
6021 p->maxs[0] = max(p->maxs[0], maxs[0]);
6022 p->maxs[1] = max(p->maxs[1], maxs[1]);
6023 p->maxs[2] = max(p->maxs[2], maxs[2]);
6025 // merge this surface's materialflags into the waterplane
6026 p->materialflags |= t->currentmaterialflags;
6027 if(!(p->materialflags & MATERIALFLAG_CAMERA))
6029 // merge this surface's PVS into the waterplane
6030 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
6031 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
6033 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
6039 extern cvar_t r_drawparticles;
6040 extern cvar_t r_drawdecals;
6042 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6045 r_refdef_view_t originalview;
6046 r_refdef_view_t myview;
6047 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;
6048 r_waterstate_waterplane_t *p;
6050 qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
6053 originalview = r_refdef.view;
6055 // lowquality hack, temporarily shut down some cvars and restore afterwards
6056 qualityreduction = r_water_lowquality.integer;
6057 if (qualityreduction > 0)
6059 if (qualityreduction >= 1)
6061 old_r_shadows = r_shadows.integer;
6062 old_r_worldrtlight = r_shadow_realtime_world.integer;
6063 old_r_dlight = r_shadow_realtime_dlight.integer;
6064 Cvar_SetValueQuick(&r_shadows, 0);
6065 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
6066 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
6068 if (qualityreduction >= 2)
6070 old_r_dynamic = r_dynamic.integer;
6071 old_r_particles = r_drawparticles.integer;
6072 old_r_decals = r_drawdecals.integer;
6073 Cvar_SetValueQuick(&r_dynamic, 0);
6074 Cvar_SetValueQuick(&r_drawparticles, 0);
6075 Cvar_SetValueQuick(&r_drawdecals, 0);
6079 // make sure enough textures are allocated
6080 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
6082 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6084 if (!p->texture_refraction)
6085 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_refraction", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6086 if (!p->texture_refraction)
6090 if (r_fb.water.depthtexture == NULL)
6091 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6092 if (p->fbo_refraction == 0)
6093 p->fbo_refraction = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_refraction, NULL, NULL, NULL);
6096 else if (p->materialflags & MATERIALFLAG_CAMERA)
6098 if (!p->texture_camera)
6099 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_camera", planeindex), r_fb.water.camerawidth, r_fb.water.cameraheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
6100 if (!p->texture_camera)
6104 if (r_fb.water.depthtexture == NULL)
6105 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6106 if (p->fbo_camera == 0)
6107 p->fbo_camera = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_camera, NULL, NULL, NULL);
6111 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
6113 if (!p->texture_reflection)
6114 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_reflection", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6115 if (!p->texture_reflection)
6119 if (r_fb.water.depthtexture == NULL)
6120 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6121 if (p->fbo_reflection == 0)
6122 p->fbo_reflection = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_reflection, NULL, NULL, NULL);
6128 r_refdef.view = originalview;
6129 r_refdef.view.showdebug = false;
6130 r_refdef.view.width = r_fb.water.waterwidth;
6131 r_refdef.view.height = r_fb.water.waterheight;
6132 r_refdef.view.useclipplane = true;
6133 myview = r_refdef.view;
6134 r_fb.water.renderingscene = true;
6135 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
6137 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
6139 r_refdef.view = myview;
6140 if(r_water_scissormode.integer)
6142 R_SetupView(true, p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
6143 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
6144 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
6147 // render reflected scene and copy into texture
6148 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
6149 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
6150 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
6151 r_refdef.view.clipplane = p->plane;
6152 // reverse the cullface settings for this render
6153 r_refdef.view.cullface_front = GL_FRONT;
6154 r_refdef.view.cullface_back = GL_BACK;
6155 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
6157 r_refdef.view.usecustompvs = true;
6159 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
6161 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
6164 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 2) && !chase_active.integer);
6165 R_ResetViewRendering3D(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
6166 R_ClearScreen(r_refdef.fogenabled);
6167 if(r_water_scissormode.integer & 2)
6168 R_View_UpdateWithScissor(myscissor);
6171 R_AnimCache_CacheVisibleEntities();
6172 if(r_water_scissormode.integer & 1)
6173 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
6174 R_RenderScene(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
6176 if (!p->fbo_reflection)
6177 R_Mesh_CopyToTexture(p->texture_reflection, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6178 r_fb.water.hideplayer = false;
6181 // render the normal view scene and copy into texture
6182 // (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)
6183 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6185 r_refdef.view = myview;
6186 if(r_water_scissormode.integer)
6188 R_SetupView(true, p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6189 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
6190 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
6193 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 1) && !chase_active.integer);
6195 r_refdef.view.clipplane = p->plane;
6196 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
6197 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
6199 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
6201 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
6202 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
6203 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
6204 R_RenderView_UpdateViewVectors();
6205 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
6207 r_refdef.view.usecustompvs = true;
6208 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);
6212 PlaneClassify(&r_refdef.view.clipplane);
6214 R_ResetViewRendering3D(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6215 R_ClearScreen(r_refdef.fogenabled);
6216 if(r_water_scissormode.integer & 2)
6217 R_View_UpdateWithScissor(myscissor);
6220 R_AnimCache_CacheVisibleEntities();
6221 if(r_water_scissormode.integer & 1)
6222 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
6223 R_RenderScene(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6225 if (!p->fbo_refraction)
6226 R_Mesh_CopyToTexture(p->texture_refraction, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6227 r_fb.water.hideplayer = false;
6229 else if (p->materialflags & MATERIALFLAG_CAMERA)
6231 r_refdef.view = myview;
6233 r_refdef.view.clipplane = p->plane;
6234 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
6235 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
6237 r_refdef.view.width = r_fb.water.camerawidth;
6238 r_refdef.view.height = r_fb.water.cameraheight;
6239 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
6240 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
6241 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
6242 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
6244 if(p->camera_entity)
6246 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
6247 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
6250 // note: all of the view is used for displaying... so
6251 // there is no use in scissoring
6253 // reverse the cullface settings for this render
6254 r_refdef.view.cullface_front = GL_FRONT;
6255 r_refdef.view.cullface_back = GL_BACK;
6256 // also reverse the view matrix
6257 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
6258 R_RenderView_UpdateViewVectors();
6259 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
6261 r_refdef.view.usecustompvs = true;
6262 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);
6265 // camera needs no clipplane
6266 r_refdef.view.useclipplane = false;
6268 PlaneClassify(&r_refdef.view.clipplane);
6270 r_fb.water.hideplayer = false;
6272 R_ResetViewRendering3D(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
6273 R_ClearScreen(r_refdef.fogenabled);
6275 R_AnimCache_CacheVisibleEntities();
6276 R_RenderScene(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
6279 R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6280 r_fb.water.hideplayer = false;
6284 if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
6285 r_fb.water.renderingscene = false;
6286 r_refdef.view = originalview;
6287 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
6288 if (!r_fb.water.depthtexture)
6289 R_ClearScreen(r_refdef.fogenabled);
6291 R_AnimCache_CacheVisibleEntities();
6294 r_refdef.view = originalview;
6295 r_fb.water.renderingscene = false;
6296 Cvar_SetValueQuick(&r_water, 0);
6297 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
6299 // lowquality hack, restore cvars
6300 if (qualityreduction > 0)
6302 if (qualityreduction >= 1)
6304 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
6305 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
6306 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
6308 if (qualityreduction >= 2)
6310 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
6311 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
6312 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
6317 static void R_Bloom_StartFrame(void)
6320 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
6321 int viewwidth, viewheight;
6322 qboolean useviewfbo = r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
6323 textype_t textype = TEXTYPE_COLORBUFFER;
6325 switch (vid.renderpath)
6327 case RENDERPATH_GL20:
6328 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
6329 if (vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two)
6331 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
6332 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
6335 case RENDERPATH_GL11:
6336 case RENDERPATH_GL13:
6337 case RENDERPATH_GLES1:
6338 case RENDERPATH_GLES2:
6339 case RENDERPATH_D3D9:
6340 case RENDERPATH_D3D10:
6341 case RENDERPATH_D3D11:
6342 r_fb.usedepthtextures = false;
6344 case RENDERPATH_SOFT:
6345 r_fb.usedepthtextures = true;
6349 if (r_viewscale_fpsscaling.integer)
6351 double actualframetime;
6352 double targetframetime;
6354 actualframetime = r_refdef.lastdrawscreentime;
6355 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
6356 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
6357 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
6358 if (r_viewscale_fpsscaling_stepsize.value > 0)
6359 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
6360 viewscalefpsadjusted += adjust;
6361 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
6364 viewscalefpsadjusted = 1.0f;
6366 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
6368 switch(vid.renderpath)
6370 case RENDERPATH_GL20:
6371 case RENDERPATH_D3D9:
6372 case RENDERPATH_D3D10:
6373 case RENDERPATH_D3D11:
6374 case RENDERPATH_SOFT:
6375 case RENDERPATH_GLES2:
6377 case RENDERPATH_GL11:
6378 case RENDERPATH_GL13:
6379 case RENDERPATH_GLES1:
6383 // set bloomwidth and bloomheight to the bloom resolution that will be
6384 // used (often less than the screen resolution for faster rendering)
6385 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.width);
6386 r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
6387 r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
6388 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
6389 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
6391 // calculate desired texture sizes
6392 if (vid.support.arb_texture_non_power_of_two)
6394 screentexturewidth = vid.width;
6395 screentextureheight = vid.height;
6396 bloomtexturewidth = r_fb.bloomwidth;
6397 bloomtextureheight = r_fb.bloomheight;
6401 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
6402 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
6403 for (bloomtexturewidth = 1;bloomtexturewidth < r_fb.bloomwidth ;bloomtexturewidth *= 2);
6404 for (bloomtextureheight = 1;bloomtextureheight < r_fb.bloomheight;bloomtextureheight *= 2);
6407 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))
6409 Cvar_SetValueQuick(&r_bloom, 0);
6410 Cvar_SetValueQuick(&r_motionblur, 0);
6411 Cvar_SetValueQuick(&r_damageblur, 0);
6414 if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))
6416 && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0))
6418 && r_viewscale.value == 1.0f
6419 && !r_viewscale_fpsscaling.integer)
6420 screentexturewidth = screentextureheight = 0;
6421 if (!r_bloom.integer)
6422 bloomtexturewidth = bloomtextureheight = 0;
6424 // allocate textures as needed
6425 if (r_fb.screentexturewidth != screentexturewidth
6426 || r_fb.screentextureheight != screentextureheight
6427 || r_fb.bloomtexturewidth != bloomtexturewidth
6428 || r_fb.bloomtextureheight != bloomtextureheight
6429 || r_fb.textype != textype
6430 || useviewfbo != (r_fb.fbo != 0))
6432 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6434 if (r_fb.bloomtexture[i])
6435 R_FreeTexture(r_fb.bloomtexture[i]);
6436 r_fb.bloomtexture[i] = NULL;
6438 if (r_fb.bloomfbo[i])
6439 R_Mesh_DestroyFramebufferObject(r_fb.bloomfbo[i]);
6440 r_fb.bloomfbo[i] = 0;
6444 R_Mesh_DestroyFramebufferObject(r_fb.fbo);
6447 if (r_fb.colortexture)
6448 R_FreeTexture(r_fb.colortexture);
6449 r_fb.colortexture = NULL;
6451 if (r_fb.depthtexture)
6452 R_FreeTexture(r_fb.depthtexture);
6453 r_fb.depthtexture = NULL;
6455 if (r_fb.ghosttexture)
6456 R_FreeTexture(r_fb.ghosttexture);
6457 r_fb.ghosttexture = NULL;
6459 r_fb.screentexturewidth = screentexturewidth;
6460 r_fb.screentextureheight = screentextureheight;
6461 r_fb.bloomtexturewidth = bloomtexturewidth;
6462 r_fb.bloomtextureheight = bloomtextureheight;
6463 r_fb.textype = textype;
6465 if (r_fb.screentexturewidth && r_fb.screentextureheight)
6467 if (r_motionblur.value > 0 || r_damageblur.value > 0)
6468 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);
6469 r_fb.ghosttexture_valid = false;
6470 r_fb.colortexture = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6473 r_fb.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6474 r_fb.fbo = R_Mesh_CreateFramebufferObject(r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6475 R_Mesh_SetRenderTargets(r_fb.fbo, r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6479 if (r_fb.bloomtexturewidth && r_fb.bloomtextureheight)
6481 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6483 r_fb.bloomtexture[i] = R_LoadTexture2D(r_main_texturepool, "framebufferbloom", r_fb.bloomtexturewidth, r_fb.bloomtextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6485 r_fb.bloomfbo[i] = R_Mesh_CreateFramebufferObject(NULL, r_fb.bloomtexture[i], NULL, NULL, NULL);
6490 // bloom texture is a different resolution
6491 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
6492 r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6493 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
6494 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, r_fb.bloomtexturewidth);
6495 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_fb.bloomtextureheight);
6497 // set up a texcoord array for the full resolution screen image
6498 // (we have to keep this around to copy back during final render)
6499 r_fb.screentexcoord2f[0] = 0;
6500 r_fb.screentexcoord2f[1] = (float)viewheight / (float)r_fb.screentextureheight;
6501 r_fb.screentexcoord2f[2] = (float)viewwidth / (float)r_fb.screentexturewidth;
6502 r_fb.screentexcoord2f[3] = (float)viewheight / (float)r_fb.screentextureheight;
6503 r_fb.screentexcoord2f[4] = (float)viewwidth / (float)r_fb.screentexturewidth;
6504 r_fb.screentexcoord2f[5] = 0;
6505 r_fb.screentexcoord2f[6] = 0;
6506 r_fb.screentexcoord2f[7] = 0;
6510 for (i = 1;i < 8;i += 2)
6512 r_fb.screentexcoord2f[i] += 1 - (float)(viewheight + r_refdef.view.y) / (float)r_fb.screentextureheight;
6516 // set up a texcoord array for the reduced resolution bloom image
6517 // (which will be additive blended over the screen image)
6518 r_fb.bloomtexcoord2f[0] = 0;
6519 r_fb.bloomtexcoord2f[1] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6520 r_fb.bloomtexcoord2f[2] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6521 r_fb.bloomtexcoord2f[3] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6522 r_fb.bloomtexcoord2f[4] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6523 r_fb.bloomtexcoord2f[5] = 0;
6524 r_fb.bloomtexcoord2f[6] = 0;
6525 r_fb.bloomtexcoord2f[7] = 0;
6527 switch(vid.renderpath)
6529 case RENDERPATH_GL11:
6530 case RENDERPATH_GL13:
6531 case RENDERPATH_GL20:
6532 case RENDERPATH_SOFT:
6533 case RENDERPATH_GLES1:
6534 case RENDERPATH_GLES2:
6536 case RENDERPATH_D3D9:
6537 case RENDERPATH_D3D10:
6538 case RENDERPATH_D3D11:
6539 for (i = 0;i < 4;i++)
6541 r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth;
6542 r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight;
6543 r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth;
6544 r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight;
6549 R_Viewport_InitOrtho(&r_fb.bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
6552 r_refdef.view.clear = true;
6555 static void R_Bloom_MakeTexture(void)
6558 float xoffset, yoffset, r, brighten;
6560 float colorscale = r_bloom_colorscale.value;
6562 r_refdef.stats[r_stat_bloom]++;
6565 // this copy is unnecessary since it happens in R_BlendView already
6568 R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6569 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6573 // scale down screen texture to the bloom texture size
6575 r_fb.bloomindex = 0;
6576 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6577 R_SetViewport(&r_fb.bloomviewport);
6578 GL_DepthTest(false);
6579 GL_BlendFunc(GL_ONE, GL_ZERO);
6580 GL_Color(colorscale, colorscale, colorscale, 1);
6581 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
6582 switch(vid.renderpath)
6584 case RENDERPATH_GL11:
6585 case RENDERPATH_GL13:
6586 case RENDERPATH_GL20:
6587 case RENDERPATH_GLES1:
6588 case RENDERPATH_GLES2:
6589 case RENDERPATH_SOFT:
6590 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6592 case RENDERPATH_D3D9:
6593 case RENDERPATH_D3D10:
6594 case RENDERPATH_D3D11:
6595 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6598 // TODO: do boxfilter scale-down in shader?
6599 R_SetupShader_Generic(r_fb.colortexture, NULL, GL_MODULATE, 1, false, true, true);
6600 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6601 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6603 // we now have a properly scaled bloom image
6604 if (!r_fb.bloomfbo[r_fb.bloomindex])
6606 // copy it into the bloom texture
6607 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6608 r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6611 // multiply bloom image by itself as many times as desired
6612 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6614 intex = r_fb.bloomtexture[r_fb.bloomindex];
6615 r_fb.bloomindex ^= 1;
6616 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6618 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
6619 if (!r_fb.bloomfbo[r_fb.bloomindex])
6621 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); // square it and multiply by two
6622 GL_Color(r,r,r,1); // apply fix factor
6627 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
6628 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
6629 GL_Color(1,1,1,1); // no fix factor supported here
6631 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.bloomtexcoord2f);
6632 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6633 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6634 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6636 if (!r_fb.bloomfbo[r_fb.bloomindex])
6638 // copy the darkened image to a texture
6639 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6640 r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6644 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
6645 brighten = r_bloom_brighten.value;
6646 brighten = sqrt(brighten);
6648 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6650 for (dir = 0;dir < 2;dir++)
6652 intex = r_fb.bloomtexture[r_fb.bloomindex];
6653 r_fb.bloomindex ^= 1;
6654 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6655 // blend on at multiple vertical offsets to achieve a vertical blur
6656 // TODO: do offset blends using GLSL
6657 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6658 GL_BlendFunc(GL_ONE, GL_ZERO);
6659 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6660 for (x = -range;x <= range;x++)
6662 if (!dir){xoffset = 0;yoffset = x;}
6663 else {xoffset = x;yoffset = 0;}
6664 xoffset /= (float)r_fb.bloomtexturewidth;
6665 yoffset /= (float)r_fb.bloomtextureheight;
6666 // compute a texcoord array with the specified x and y offset
6667 r_fb.offsettexcoord2f[0] = xoffset+r_fb.bloomtexcoord2f[0];
6668 r_fb.offsettexcoord2f[1] = yoffset+r_fb.bloomtexcoord2f[1];
6669 r_fb.offsettexcoord2f[2] = xoffset+r_fb.bloomtexcoord2f[2];
6670 r_fb.offsettexcoord2f[3] = yoffset+r_fb.bloomtexcoord2f[3];
6671 r_fb.offsettexcoord2f[4] = xoffset+r_fb.bloomtexcoord2f[4];
6672 r_fb.offsettexcoord2f[5] = yoffset+r_fb.bloomtexcoord2f[5];
6673 r_fb.offsettexcoord2f[6] = xoffset+r_fb.bloomtexcoord2f[6];
6674 r_fb.offsettexcoord2f[7] = yoffset+r_fb.bloomtexcoord2f[7];
6675 // this r value looks like a 'dot' particle, fading sharply to
6676 // black at the edges
6677 // (probably not realistic but looks good enough)
6678 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6679 //r = brighten/(range*2+1);
6680 r = brighten / (range * 2 + 1);
6682 r *= (1 - x*x/(float)(range*range));
6683 GL_Color(r, r, r, 1);
6684 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
6685 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6686 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6687 GL_BlendFunc(GL_ONE, GL_ONE);
6690 if (!r_fb.bloomfbo[r_fb.bloomindex])
6692 // copy the vertically or horizontally blurred bloom view to a texture
6693 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6694 r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6699 static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6701 unsigned int permutation;
6702 float uservecs[4][4];
6704 R_EntityMatrix(&identitymatrix);
6706 switch (vid.renderpath)
6708 case RENDERPATH_GL20:
6709 case RENDERPATH_D3D9:
6710 case RENDERPATH_D3D10:
6711 case RENDERPATH_D3D11:
6712 case RENDERPATH_SOFT:
6713 case RENDERPATH_GLES2:
6715 (r_fb.bloomtexture[r_fb.bloomindex] ? SHADERPERMUTATION_BLOOM : 0)
6716 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6717 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6718 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6719 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6721 if (r_fb.colortexture)
6725 R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6726 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6729 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
6731 // declare variables
6732 float blur_factor, blur_mouseaccel, blur_velocity;
6733 static float blur_average;
6734 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6736 // set a goal for the factoring
6737 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
6738 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6739 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
6740 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6741 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
6742 + (blur_mouseaccel * r_motionblur_mousefactor.value));
6744 // from the goal, pick an averaged value between goal and last value
6745 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6746 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6748 // enforce minimum amount of blur
6749 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6751 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6753 // calculate values into a standard alpha
6754 cl.motionbluralpha = 1 - exp(-
6756 (r_motionblur.value * blur_factor / 80)
6758 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6761 max(0.0001, cl.time - cl.oldtime) // fps independent
6764 // randomization for the blur value to combat persistent ghosting
6765 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6766 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6769 R_ResetViewRendering2D(fbo, depthtexture, colortexture);
6770 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
6772 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6773 GL_Color(1, 1, 1, cl.motionbluralpha);
6774 switch(vid.renderpath)
6776 case RENDERPATH_GL11:
6777 case RENDERPATH_GL13:
6778 case RENDERPATH_GL20:
6779 case RENDERPATH_GLES1:
6780 case RENDERPATH_GLES2:
6781 case RENDERPATH_SOFT:
6782 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6784 case RENDERPATH_D3D9:
6785 case RENDERPATH_D3D10:
6786 case RENDERPATH_D3D11:
6787 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6790 R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true);
6791 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6792 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6795 // updates old view angles for next pass
6796 VectorCopy(cl.viewangles, blur_oldangles);
6798 // copy view into the ghost texture
6799 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6800 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6801 r_fb.ghosttexture_valid = true;
6806 // no r_fb.colortexture means we're rendering to the real fb
6807 // we may still have to do view tint...
6808 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6810 // apply a color tint to the whole view
6811 R_ResetViewRendering2D(0, NULL, NULL);
6812 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6813 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6814 R_SetupShader_Generic_NoTexture(false, true);
6815 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6816 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6818 break; // no screen processing, no bloom, skip it
6821 if (r_fb.bloomtexture[0])
6823 // make the bloom texture
6824 R_Bloom_MakeTexture();
6827 #if _MSC_VER >= 1400
6828 #define sscanf sscanf_s
6830 memset(uservecs, 0, sizeof(uservecs));
6831 if (r_glsl_postprocess_uservec1_enable.integer)
6832 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6833 if (r_glsl_postprocess_uservec2_enable.integer)
6834 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6835 if (r_glsl_postprocess_uservec3_enable.integer)
6836 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6837 if (r_glsl_postprocess_uservec4_enable.integer)
6838 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6840 R_ResetViewRendering2D(0, NULL, NULL); // here we render to the real framebuffer!
6841 GL_Color(1, 1, 1, 1);
6842 GL_BlendFunc(GL_ONE, GL_ZERO);
6844 switch(vid.renderpath)
6846 case RENDERPATH_GL20:
6847 case RENDERPATH_GLES2:
6848 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6849 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6850 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_fb.colortexture);
6851 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_fb.bloomtexture[r_fb.bloomindex]);
6852 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
6853 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]);
6854 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6855 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]);
6856 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]);
6857 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]);
6858 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]);
6859 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
6860 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6861 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);
6863 case RENDERPATH_D3D9:
6865 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
6866 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6867 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6868 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6869 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6870 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6871 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6872 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6873 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6874 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6875 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6876 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6877 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
6878 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6879 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6882 case RENDERPATH_D3D10:
6883 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6885 case RENDERPATH_D3D11:
6886 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6888 case RENDERPATH_SOFT:
6889 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6890 R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6891 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6892 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6893 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6894 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6895 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6896 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6897 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6898 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6899 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6900 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation , r_glsl_saturation.value);
6901 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6902 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6907 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6908 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
6910 case RENDERPATH_GL11:
6911 case RENDERPATH_GL13:
6912 case RENDERPATH_GLES1:
6913 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6915 // apply a color tint to the whole view
6916 R_ResetViewRendering2D(0, NULL, NULL);
6917 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6918 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6919 R_SetupShader_Generic_NoTexture(false, true);
6920 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6921 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6927 matrix4x4_t r_waterscrollmatrix;
6929 void R_UpdateFog(void)
6932 if (gamemode == GAME_NEHAHRA)
6934 if (gl_fogenable.integer)
6936 r_refdef.oldgl_fogenable = true;
6937 r_refdef.fog_density = gl_fogdensity.value;
6938 r_refdef.fog_red = gl_fogred.value;
6939 r_refdef.fog_green = gl_foggreen.value;
6940 r_refdef.fog_blue = gl_fogblue.value;
6941 r_refdef.fog_alpha = 1;
6942 r_refdef.fog_start = 0;
6943 r_refdef.fog_end = gl_skyclip.value;
6944 r_refdef.fog_height = 1<<30;
6945 r_refdef.fog_fadedepth = 128;
6947 else if (r_refdef.oldgl_fogenable)
6949 r_refdef.oldgl_fogenable = false;
6950 r_refdef.fog_density = 0;
6951 r_refdef.fog_red = 0;
6952 r_refdef.fog_green = 0;
6953 r_refdef.fog_blue = 0;
6954 r_refdef.fog_alpha = 0;
6955 r_refdef.fog_start = 0;
6956 r_refdef.fog_end = 0;
6957 r_refdef.fog_height = 1<<30;
6958 r_refdef.fog_fadedepth = 128;
6963 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6964 r_refdef.fog_start = max(0, r_refdef.fog_start);
6965 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6967 if (r_refdef.fog_density && r_drawfog.integer)
6969 r_refdef.fogenabled = true;
6970 // this is the point where the fog reaches 0.9986 alpha, which we
6971 // consider a good enough cutoff point for the texture
6972 // (0.9986 * 256 == 255.6)
6973 if (r_fog_exp2.integer)
6974 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6976 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6977 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6978 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6979 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6980 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6981 R_BuildFogHeightTexture();
6982 // fog color was already set
6983 // update the fog texture
6984 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)
6985 R_BuildFogTexture();
6986 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6987 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6990 r_refdef.fogenabled = false;
6993 if (r_refdef.fog_density)
6995 r_refdef.fogcolor[0] = r_refdef.fog_red;
6996 r_refdef.fogcolor[1] = r_refdef.fog_green;
6997 r_refdef.fogcolor[2] = r_refdef.fog_blue;
6999 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
7000 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
7001 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
7002 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
7006 VectorCopy(r_refdef.fogcolor, fogvec);
7007 // color.rgb *= ContrastBoost * SceneBrightness;
7008 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
7009 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
7010 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
7011 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
7016 void R_UpdateVariables(void)
7020 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
7022 r_refdef.farclip = r_farclip_base.value;
7023 if (r_refdef.scene.worldmodel)
7024 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
7025 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
7027 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
7028 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
7029 r_refdef.polygonfactor = 0;
7030 r_refdef.polygonoffset = 0;
7031 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7032 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7034 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
7035 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
7036 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
7037 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
7038 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
7039 if (FAKELIGHT_ENABLED)
7041 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
7043 else if (r_refdef.scene.worldmodel)
7045 r_refdef.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
7047 if (r_showsurfaces.integer)
7049 r_refdef.scene.rtworld = false;
7050 r_refdef.scene.rtworldshadows = false;
7051 r_refdef.scene.rtdlight = false;
7052 r_refdef.scene.rtdlightshadows = false;
7053 r_refdef.lightmapintensity = 0;
7056 r_gpuskeletal = false;
7057 switch(vid.renderpath)
7059 case RENDERPATH_GL20:
7060 r_gpuskeletal = vid.support.arb_uniform_buffer_object && r_glsl_skeletal.integer && !r_showsurfaces.integer; // FIXME add r_showsurfaces support to GLSL skeletal!
7061 case RENDERPATH_D3D9:
7062 case RENDERPATH_D3D10:
7063 case RENDERPATH_D3D11:
7064 case RENDERPATH_SOFT:
7065 case RENDERPATH_GLES2:
7066 if(v_glslgamma.integer && !vid_gammatables_trivial)
7068 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
7070 // build GLSL gamma texture
7071 #define RAMPWIDTH 256
7072 unsigned short ramp[RAMPWIDTH * 3];
7073 unsigned char rampbgr[RAMPWIDTH][4];
7076 r_texture_gammaramps_serial = vid_gammatables_serial;
7078 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
7079 for(i = 0; i < RAMPWIDTH; ++i)
7081 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7082 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7083 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
7086 if (r_texture_gammaramps)
7088 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
7092 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
7098 // remove GLSL gamma texture
7101 case RENDERPATH_GL11:
7102 case RENDERPATH_GL13:
7103 case RENDERPATH_GLES1:
7108 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
7109 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
7115 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
7116 if( scenetype != r_currentscenetype ) {
7117 // store the old scenetype
7118 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
7119 r_currentscenetype = scenetype;
7120 // move in the new scene
7121 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
7130 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
7132 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
7133 if( scenetype == r_currentscenetype ) {
7134 return &r_refdef.scene;
7136 return &r_scenes_store[ scenetype ];
7140 static int R_SortEntities_Compare(const void *ap, const void *bp)
7142 const entity_render_t *a = *(const entity_render_t **)ap;
7143 const entity_render_t *b = *(const entity_render_t **)bp;
7146 if(a->model < b->model)
7148 if(a->model > b->model)
7152 // TODO possibly calculate the REAL skinnum here first using
7154 if(a->skinnum < b->skinnum)
7156 if(a->skinnum > b->skinnum)
7159 // everything we compared is equal
7162 static void R_SortEntities(void)
7164 // below or equal 2 ents, sorting never gains anything
7165 if(r_refdef.scene.numentities <= 2)
7168 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
7176 int dpsoftrast_test;
7177 extern cvar_t r_shadow_bouncegrid;
7178 void R_RenderView(void)
7180 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
7182 rtexture_t *depthtexture;
7183 rtexture_t *colortexture;
7185 dpsoftrast_test = r_test.integer;
7187 if (r_timereport_active)
7188 R_TimeReport("start");
7189 r_textureframe++; // used only by R_GetCurrentTexture
7190 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7192 if(R_CompileShader_CheckStaticParms())
7195 if (!r_drawentities.integer)
7196 r_refdef.scene.numentities = 0;
7197 else if (r_sortentities.integer)
7200 R_AnimCache_ClearCache();
7202 /* adjust for stereo display */
7203 if(R_Stereo_Active())
7205 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);
7206 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
7209 if (r_refdef.view.isoverlay)
7211 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
7212 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
7213 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
7214 R_TimeReport("depthclear");
7216 r_refdef.view.showdebug = false;
7218 r_fb.water.enabled = false;
7219 r_fb.water.numwaterplanes = 0;
7221 R_RenderScene(0, NULL, NULL);
7223 r_refdef.view.matrix = originalmatrix;
7229 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
7231 r_refdef.view.matrix = originalmatrix;
7235 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
7237 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
7238 // in sRGB fallback, behave similar to true sRGB: convert this
7239 // value from linear to sRGB
7240 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
7242 R_RenderView_UpdateViewVectors();
7244 R_Shadow_UpdateWorldLightSelection();
7246 R_Bloom_StartFrame();
7248 // apply bloom brightness offset
7249 if(r_fb.bloomtexture[0])
7250 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
7252 R_Water_StartFrame();
7254 // now we probably have an fbo to render into
7256 depthtexture = r_fb.depthtexture;
7257 colortexture = r_fb.colortexture;
7260 if (r_timereport_active)
7261 R_TimeReport("viewsetup");
7263 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7265 if (r_refdef.view.clear || r_refdef.fogenabled || fbo)
7267 R_ClearScreen(r_refdef.fogenabled);
7268 if (r_timereport_active)
7269 R_TimeReport("viewclear");
7271 r_refdef.view.clear = true;
7273 r_refdef.view.showdebug = true;
7276 if (r_timereport_active)
7277 R_TimeReport("visibility");
7279 R_AnimCache_CacheVisibleEntities();
7280 if (r_timereport_active)
7281 R_TimeReport("animcache");
7283 R_Shadow_UpdateBounceGridTexture();
7284 if (r_timereport_active && r_shadow_bouncegrid.integer)
7285 R_TimeReport("bouncegrid");
7287 r_fb.water.numwaterplanes = 0;
7288 if (r_fb.water.enabled)
7289 R_RenderWaterPlanes(fbo, depthtexture, colortexture);
7291 R_RenderScene(fbo, depthtexture, colortexture);
7292 r_fb.water.numwaterplanes = 0;
7294 R_BlendView(fbo, depthtexture, colortexture);
7295 if (r_timereport_active)
7296 R_TimeReport("blendview");
7298 GL_Scissor(0, 0, vid.width, vid.height);
7299 GL_ScissorTest(false);
7301 r_refdef.view.matrix = originalmatrix;
7306 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
7308 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
7310 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
7311 if (r_timereport_active)
7312 R_TimeReport("waterworld");
7315 // don't let sound skip if going slow
7316 if (r_refdef.scene.extraupdate)
7319 R_DrawModelsAddWaterPlanes();
7320 if (r_timereport_active)
7321 R_TimeReport("watermodels");
7323 if (r_fb.water.numwaterplanes)
7325 R_Water_ProcessPlanes(fbo, depthtexture, colortexture);
7326 if (r_timereport_active)
7327 R_TimeReport("waterscenes");
7331 extern cvar_t cl_locs_show;
7332 static void R_DrawLocs(void);
7333 static void R_DrawEntityBBoxes(void);
7334 static void R_DrawModelDecals(void);
7335 extern cvar_t cl_decals_newsystem;
7336 extern qboolean r_shadow_usingdeferredprepass;
7337 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
7339 qboolean shadowmapping = false;
7341 if (r_timereport_active)
7342 R_TimeReport("beginscene");
7344 r_refdef.stats[r_stat_renders]++;
7348 // don't let sound skip if going slow
7349 if (r_refdef.scene.extraupdate)
7352 R_MeshQueue_BeginScene();
7356 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);
7358 if (r_timereport_active)
7359 R_TimeReport("skystartframe");
7361 if (cl.csqc_vidvars.drawworld)
7363 // don't let sound skip if going slow
7364 if (r_refdef.scene.extraupdate)
7367 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7369 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7370 if (r_timereport_active)
7371 R_TimeReport("worldsky");
7374 if (R_DrawBrushModelsSky() && r_timereport_active)
7375 R_TimeReport("bmodelsky");
7377 if (skyrendermasked && skyrenderlater)
7379 // we have to force off the water clipping plane while rendering sky
7380 R_SetupView(false, fbo, depthtexture, colortexture);
7382 R_SetupView(true, fbo, depthtexture, colortexture);
7383 if (r_timereport_active)
7384 R_TimeReport("sky");
7388 R_Shadow_PrepareLights(fbo, depthtexture, colortexture);
7389 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
7390 R_Shadow_PrepareModelShadows();
7391 if (r_timereport_active)
7392 R_TimeReport("preparelights");
7394 if (R_Shadow_ShadowMappingEnabled())
7395 shadowmapping = true;
7397 if (r_shadow_usingdeferredprepass)
7398 R_Shadow_DrawPrepass();
7400 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7402 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7403 if (r_timereport_active)
7404 R_TimeReport("worlddepth");
7406 if (r_depthfirst.integer >= 2)
7408 R_DrawModelsDepth();
7409 if (r_timereport_active)
7410 R_TimeReport("modeldepth");
7413 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
7415 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7416 R_DrawModelShadowMaps(fbo, depthtexture, colortexture);
7417 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7418 // don't let sound skip if going slow
7419 if (r_refdef.scene.extraupdate)
7423 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7425 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7426 if (r_timereport_active)
7427 R_TimeReport("world");
7430 // don't let sound skip if going slow
7431 if (r_refdef.scene.extraupdate)
7435 if (r_timereport_active)
7436 R_TimeReport("models");
7438 // don't let sound skip if going slow
7439 if (r_refdef.scene.extraupdate)
7442 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7444 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7445 R_DrawModelShadows(fbo, depthtexture, colortexture);
7446 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7447 // don't let sound skip if going slow
7448 if (r_refdef.scene.extraupdate)
7452 if (!r_shadow_usingdeferredprepass)
7454 R_Shadow_DrawLights();
7455 if (r_timereport_active)
7456 R_TimeReport("rtlights");
7459 // don't let sound skip if going slow
7460 if (r_refdef.scene.extraupdate)
7463 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7465 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7466 R_DrawModelShadows(fbo, depthtexture, colortexture);
7467 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7468 // don't let sound skip if going slow
7469 if (r_refdef.scene.extraupdate)
7473 if (cl.csqc_vidvars.drawworld)
7475 if (cl_decals_newsystem.integer)
7477 R_DrawModelDecals();
7478 if (r_timereport_active)
7479 R_TimeReport("modeldecals");
7484 if (r_timereport_active)
7485 R_TimeReport("decals");
7489 if (r_timereport_active)
7490 R_TimeReport("particles");
7493 if (r_timereport_active)
7494 R_TimeReport("explosions");
7496 R_DrawLightningBeams();
7497 if (r_timereport_active)
7498 R_TimeReport("lightning");
7502 VM_CL_AddPolygonsToMeshQueue(CLVM_prog);
7504 if (r_refdef.view.showdebug)
7506 if (cl_locs_show.integer)
7509 if (r_timereport_active)
7510 R_TimeReport("showlocs");
7513 if (r_drawportals.integer)
7516 if (r_timereport_active)
7517 R_TimeReport("portals");
7520 if (r_showbboxes.value > 0)
7522 R_DrawEntityBBoxes();
7523 if (r_timereport_active)
7524 R_TimeReport("bboxes");
7528 if (r_transparent.integer)
7530 R_MeshQueue_RenderTransparent();
7531 if (r_timereport_active)
7532 R_TimeReport("drawtrans");
7535 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))
7537 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7538 if (r_timereport_active)
7539 R_TimeReport("worlddebug");
7540 R_DrawModelsDebug();
7541 if (r_timereport_active)
7542 R_TimeReport("modeldebug");
7545 if (cl.csqc_vidvars.drawworld)
7547 R_Shadow_DrawCoronas();
7548 if (r_timereport_active)
7549 R_TimeReport("coronas");
7554 GL_DepthTest(false);
7555 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7556 GL_Color(1, 1, 1, 1);
7557 qglBegin(GL_POLYGON);
7558 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7559 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7560 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7561 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7563 qglBegin(GL_POLYGON);
7564 qglVertex3f(r_refdef.view.frustumcorner[0][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[0][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[0][2] + 1000 * r_refdef.view.forward[2]);
7565 qglVertex3f(r_refdef.view.frustumcorner[1][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[1][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[1][2] + 1000 * r_refdef.view.forward[2]);
7566 qglVertex3f(r_refdef.view.frustumcorner[3][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[3][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[3][2] + 1000 * r_refdef.view.forward[2]);
7567 qglVertex3f(r_refdef.view.frustumcorner[2][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[2][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[2][2] + 1000 * r_refdef.view.forward[2]);
7569 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7573 // don't let sound skip if going slow
7574 if (r_refdef.scene.extraupdate)
7578 static const unsigned short bboxelements[36] =
7588 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7591 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7593 RSurf_ActiveWorldEntity();
7595 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7596 GL_DepthMask(false);
7597 GL_DepthRange(0, 1);
7598 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7599 // R_Mesh_ResetTextureState();
7601 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7602 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7603 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7604 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7605 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7606 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7607 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7608 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7609 R_FillColors(color4f, 8, cr, cg, cb, ca);
7610 if (r_refdef.fogenabled)
7612 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7614 f1 = RSurf_FogVertex(v);
7616 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7617 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7618 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7621 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
7622 R_Mesh_ResetTextureState();
7623 R_SetupShader_Generic_NoTexture(false, false);
7624 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
7627 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7629 prvm_prog_t *prog = SVVM_prog;
7632 prvm_edict_t *edict;
7634 // this function draws bounding boxes of server entities
7638 GL_CullFace(GL_NONE);
7639 R_SetupShader_Generic_NoTexture(false, false);
7641 for (i = 0;i < numsurfaces;i++)
7643 edict = PRVM_EDICT_NUM(surfacelist[i]);
7644 switch ((int)PRVM_serveredictfloat(edict, solid))
7646 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
7647 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
7648 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
7649 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7650 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
7651 case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break;
7652 default: Vector4Set(color, 0, 0, 0, 0.50);break;
7654 color[3] *= r_showbboxes.value;
7655 color[3] = bound(0, color[3], 1);
7656 GL_DepthTest(!r_showdisabledepthtest.integer);
7657 GL_CullFace(r_refdef.view.cullface_front);
7658 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7662 static void R_DrawEntityBBoxes(void)
7665 prvm_edict_t *edict;
7667 prvm_prog_t *prog = SVVM_prog;
7669 // this function draws bounding boxes of server entities
7673 for (i = 0;i < prog->num_edicts;i++)
7675 edict = PRVM_EDICT_NUM(i);
7676 if (edict->priv.server->free)
7678 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7679 if(PRVM_serveredictedict(edict, tag_entity) != 0)
7681 if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7683 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7684 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
7688 static const int nomodelelement3i[24] =
7700 static const unsigned short nomodelelement3s[24] =
7712 static const float nomodelvertex3f[6*3] =
7722 static const float nomodelcolor4f[6*4] =
7724 0.0f, 0.0f, 0.5f, 1.0f,
7725 0.0f, 0.0f, 0.5f, 1.0f,
7726 0.0f, 0.5f, 0.0f, 1.0f,
7727 0.0f, 0.5f, 0.0f, 1.0f,
7728 0.5f, 0.0f, 0.0f, 1.0f,
7729 0.5f, 0.0f, 0.0f, 1.0f
7732 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7738 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);
7740 // this is only called once per entity so numsurfaces is always 1, and
7741 // surfacelist is always {0}, so this code does not handle batches
7743 if (rsurface.ent_flags & RENDER_ADDITIVE)
7745 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7746 GL_DepthMask(false);
7748 else if (rsurface.colormod[3] < 1)
7750 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7751 GL_DepthMask(false);
7755 GL_BlendFunc(GL_ONE, GL_ZERO);
7758 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7759 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7760 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7761 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7762 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7763 for (i = 0, c = color4f;i < 6;i++, c += 4)
7765 c[0] *= rsurface.colormod[0];
7766 c[1] *= rsurface.colormod[1];
7767 c[2] *= rsurface.colormod[2];
7768 c[3] *= rsurface.colormod[3];
7770 if (r_refdef.fogenabled)
7772 for (i = 0, c = color4f;i < 6;i++, c += 4)
7774 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7776 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7777 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7778 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7781 // R_Mesh_ResetTextureState();
7782 R_SetupShader_Generic_NoTexture(false, false);
7783 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7784 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7787 void R_DrawNoModel(entity_render_t *ent)
7790 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7791 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7792 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7794 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7797 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
7799 vec3_t right1, right2, diff, normal;
7801 VectorSubtract (org2, org1, normal);
7803 // calculate 'right' vector for start
7804 VectorSubtract (r_refdef.view.origin, org1, diff);
7805 CrossProduct (normal, diff, right1);
7806 VectorNormalize (right1);
7808 // calculate 'right' vector for end
7809 VectorSubtract (r_refdef.view.origin, org2, diff);
7810 CrossProduct (normal, diff, right2);
7811 VectorNormalize (right2);
7813 vert[ 0] = org1[0] + width * right1[0];
7814 vert[ 1] = org1[1] + width * right1[1];
7815 vert[ 2] = org1[2] + width * right1[2];
7816 vert[ 3] = org1[0] - width * right1[0];
7817 vert[ 4] = org1[1] - width * right1[1];
7818 vert[ 5] = org1[2] - width * right1[2];
7819 vert[ 6] = org2[0] - width * right2[0];
7820 vert[ 7] = org2[1] - width * right2[1];
7821 vert[ 8] = org2[2] - width * right2[2];
7822 vert[ 9] = org2[0] + width * right2[0];
7823 vert[10] = org2[1] + width * right2[1];
7824 vert[11] = org2[2] + width * right2[2];
7827 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)
7829 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7830 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7831 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7832 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7833 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7834 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7835 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7836 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7837 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7838 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7839 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7840 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7843 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7848 VectorSet(v, x, y, z);
7849 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7850 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7852 if (i == mesh->numvertices)
7854 if (mesh->numvertices < mesh->maxvertices)
7856 VectorCopy(v, vertex3f);
7857 mesh->numvertices++;
7859 return mesh->numvertices;
7865 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7869 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7870 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7871 e = mesh->element3i + mesh->numtriangles * 3;
7872 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7874 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7875 if (mesh->numtriangles < mesh->maxtriangles)
7880 mesh->numtriangles++;
7882 element[1] = element[2];
7886 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7890 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7891 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7892 e = mesh->element3i + mesh->numtriangles * 3;
7893 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7895 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7896 if (mesh->numtriangles < mesh->maxtriangles)
7901 mesh->numtriangles++;
7903 element[1] = element[2];
7907 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7908 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7910 int planenum, planenum2;
7913 mplane_t *plane, *plane2;
7915 double temppoints[2][256*3];
7916 // figure out how large a bounding box we need to properly compute this brush
7918 for (w = 0;w < numplanes;w++)
7919 maxdist = max(maxdist, fabs(planes[w].dist));
7920 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7921 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7922 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7926 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7927 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7929 if (planenum2 == planenum)
7931 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);
7934 if (tempnumpoints < 3)
7936 // generate elements forming a triangle fan for this polygon
7937 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7941 static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, const matrix4x4_t *matrix, float r, float g, float b, float a)
7943 texturelayer_t *layer;
7944 layer = t->currentlayers + t->currentnumlayers++;
7946 layer->depthmask = depthmask;
7947 layer->blendfunc1 = blendfunc1;
7948 layer->blendfunc2 = blendfunc2;
7949 layer->texture = texture;
7950 layer->texmatrix = *matrix;
7951 layer->color[0] = r;
7952 layer->color[1] = g;
7953 layer->color[2] = b;
7954 layer->color[3] = a;
7957 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7959 if(parms[0] == 0 && parms[1] == 0)
7961 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7962 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
7967 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7970 index = parms[2] + rsurface.shadertime * parms[3];
7971 index -= floor(index);
7972 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7975 case Q3WAVEFUNC_NONE:
7976 case Q3WAVEFUNC_NOISE:
7977 case Q3WAVEFUNC_COUNT:
7980 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7981 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7982 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7983 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7984 case Q3WAVEFUNC_TRIANGLE:
7986 f = index - floor(index);
7999 f = parms[0] + parms[1] * f;
8000 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
8001 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
8005 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
8012 matrix4x4_t matrix, temp;
8013 // if shadertime exceeds about 9 hours (32768 seconds), just wrap it,
8014 // it's better to have one huge fixup every 9 hours than gradual
8015 // degradation over time which looks consistently bad after many hours.
8017 // tcmod scroll in particular suffers from this degradation which can't be
8018 // effectively worked around even with floor() tricks because we don't
8019 // know if tcmod scroll is the last tcmod being applied, and for clampmap
8020 // a workaround involving floor() would be incorrect anyway...
8021 shadertime = rsurface.shadertime;
8022 if (shadertime >= 32768.0f)
8023 shadertime -= floor(rsurface.shadertime * (1.0f / 32768.0f)) * 32768.0f;
8024 switch(tcmod->tcmod)
8028 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8029 matrix = r_waterscrollmatrix;
8031 matrix = identitymatrix;
8033 case Q3TCMOD_ENTITYTRANSLATE:
8034 // this is used in Q3 to allow the gamecode to control texcoord
8035 // scrolling on the entity, which is not supported in darkplaces yet.
8036 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
8038 case Q3TCMOD_ROTATE:
8039 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
8040 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1);
8041 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
8044 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
8046 case Q3TCMOD_SCROLL:
8047 // this particular tcmod is a "bug for bug" compatible one with regards to
8048 // Quake3, the wrapping is unnecessary with our shadetime fix but quake3
8049 // specifically did the wrapping and so we must mimic that...
8050 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
8051 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
8052 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
8054 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
8055 w = (int) tcmod->parms[0];
8056 h = (int) tcmod->parms[1];
8057 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
8059 idx = (int) floor(f * w * h);
8060 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
8062 case Q3TCMOD_STRETCH:
8063 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
8064 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
8066 case Q3TCMOD_TRANSFORM:
8067 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
8068 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
8069 VectorSet(tcmat + 6, 0 , 0 , 1);
8070 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
8071 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
8073 case Q3TCMOD_TURBULENT:
8074 // this is handled in the RSurf_PrepareVertices function
8075 matrix = identitymatrix;
8079 Matrix4x4_Concat(texmatrix, &matrix, &temp);
8082 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
8084 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
8085 char name[MAX_QPATH];
8086 skinframe_t *skinframe;
8087 unsigned char pixels[296*194];
8088 strlcpy(cache->name, skinname, sizeof(cache->name));
8089 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
8090 if (developer_loading.integer)
8091 Con_Printf("loading %s\n", name);
8092 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
8093 if (!skinframe || !skinframe->base)
8096 fs_offset_t filesize;
8098 f = FS_LoadFile(name, tempmempool, true, &filesize);
8101 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
8102 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
8106 cache->skinframe = skinframe;
8109 texture_t *R_GetCurrentTexture(texture_t *t)
8112 const entity_render_t *ent = rsurface.entity;
8113 dp_model_t *model = ent->model; // when calling this, ent must not be NULL
8114 q3shaderinfo_layer_tcmod_t *tcmod;
8116 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
8117 return t->currentframe;
8118 t->update_lastrenderframe = r_textureframe;
8119 t->update_lastrenderentity = (void *)ent;
8121 if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
8122 t->camera_entity = ent->entitynumber;
8124 t->camera_entity = 0;
8126 // switch to an alternate material if this is a q1bsp animated material
8128 texture_t *texture = t;
8129 int s = rsurface.ent_skinnum;
8130 if ((unsigned int)s >= (unsigned int)model->numskins)
8132 if (model->skinscenes)
8134 if (model->skinscenes[s].framecount > 1)
8135 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
8137 s = model->skinscenes[s].firstframe;
8140 t = t + s * model->num_surfaces;
8143 // use an alternate animation if the entity's frame is not 0,
8144 // and only if the texture has an alternate animation
8145 if (rsurface.ent_alttextures && t->anim_total[1])
8146 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
8148 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
8150 texture->currentframe = t;
8153 // update currentskinframe to be a qw skin or animation frame
8154 if (rsurface.ent_qwskin >= 0)
8156 i = rsurface.ent_qwskin;
8157 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
8159 r_qwskincache_size = cl.maxclients;
8161 Mem_Free(r_qwskincache);
8162 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
8164 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
8165 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
8166 t->currentskinframe = r_qwskincache[i].skinframe;
8167 if (t->currentskinframe == NULL)
8168 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
8170 else if (t->numskinframes >= 2)
8171 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
8172 if (t->backgroundnumskinframes >= 2)
8173 t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
8175 t->currentmaterialflags = t->basematerialflags;
8176 t->currentalpha = rsurface.colormod[3];
8177 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
8178 t->currentalpha *= r_wateralpha.value;
8179 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
8180 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
8181 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
8182 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
8183 if (!(rsurface.ent_flags & RENDER_LIGHT))
8184 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
8185 else if (FAKELIGHT_ENABLED)
8187 // no modellight if using fakelight for the map
8189 else if ((rsurface.modeltexcoordlightmap2f == NULL || (rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT))) && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
8191 // pick a model lighting mode
8192 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
8193 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
8195 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
8197 if (rsurface.ent_flags & RENDER_ADDITIVE)
8198 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8199 else if (t->currentalpha < 1)
8200 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8201 // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
8202 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8203 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
8204 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
8205 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
8206 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
8207 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
8208 if (t->backgroundnumskinframes)
8209 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
8210 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
8212 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
8213 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
8216 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
8217 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
8219 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
8220 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
8222 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
8223 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
8225 // there is no tcmod
8226 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8228 t->currenttexmatrix = r_waterscrollmatrix;
8229 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
8231 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
8233 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
8234 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
8237 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8238 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
8239 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8240 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
8242 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
8243 if (t->currentskinframe->qpixels)
8244 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
8245 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
8246 if (!t->basetexture)
8247 t->basetexture = r_texture_notexture;
8248 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
8249 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
8250 t->nmaptexture = t->currentskinframe->nmap;
8251 if (!t->nmaptexture)
8252 t->nmaptexture = r_texture_blanknormalmap;
8253 t->glosstexture = r_texture_black;
8254 t->glowtexture = t->currentskinframe->glow;
8255 t->fogtexture = t->currentskinframe->fog;
8256 t->reflectmasktexture = t->currentskinframe->reflect;
8257 if (t->backgroundnumskinframes)
8259 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
8260 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
8261 t->backgroundglosstexture = r_texture_black;
8262 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
8263 if (!t->backgroundnmaptexture)
8264 t->backgroundnmaptexture = r_texture_blanknormalmap;
8265 // make sure that if glow is going to be used, both textures are not NULL
8266 if (!t->backgroundglowtexture && t->glowtexture)
8267 t->backgroundglowtexture = r_texture_black;
8268 if (!t->glowtexture && t->backgroundglowtexture)
8269 t->glowtexture = r_texture_black;
8273 t->backgroundbasetexture = r_texture_white;
8274 t->backgroundnmaptexture = r_texture_blanknormalmap;
8275 t->backgroundglosstexture = r_texture_black;
8276 t->backgroundglowtexture = NULL;
8278 t->specularpower = r_shadow_glossexponent.value;
8279 // TODO: store reference values for these in the texture?
8280 t->specularscale = 0;
8281 if (r_shadow_gloss.integer > 0)
8283 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
8285 if (r_shadow_glossintensity.value > 0)
8287 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
8288 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
8289 t->specularscale = r_shadow_glossintensity.value;
8292 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
8294 t->glosstexture = r_texture_white;
8295 t->backgroundglosstexture = r_texture_white;
8296 t->specularscale = r_shadow_gloss2intensity.value;
8297 t->specularpower = r_shadow_gloss2exponent.value;
8300 t->specularscale *= t->specularscalemod;
8301 t->specularpower *= t->specularpowermod;
8302 t->rtlightambient = 0;
8304 // lightmaps mode looks bad with dlights using actual texturing, so turn
8305 // off the colormap and glossmap, but leave the normalmap on as it still
8306 // accurately represents the shading involved
8307 if (gl_lightmaps.integer)
8309 t->basetexture = r_texture_grey128;
8310 t->pantstexture = r_texture_black;
8311 t->shirttexture = r_texture_black;
8312 if (gl_lightmaps.integer < 2)
8313 t->nmaptexture = r_texture_blanknormalmap;
8314 t->glosstexture = r_texture_black;
8315 t->glowtexture = NULL;
8316 t->fogtexture = NULL;
8317 t->reflectmasktexture = NULL;
8318 t->backgroundbasetexture = NULL;
8319 if (gl_lightmaps.integer < 2)
8320 t->backgroundnmaptexture = r_texture_blanknormalmap;
8321 t->backgroundglosstexture = r_texture_black;
8322 t->backgroundglowtexture = NULL;
8323 t->specularscale = 0;
8324 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
8327 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
8328 VectorClear(t->dlightcolor);
8329 t->currentnumlayers = 0;
8330 if (t->currentmaterialflags & MATERIALFLAG_WALL)
8332 int blendfunc1, blendfunc2;
8334 if (t->currentmaterialflags & MATERIALFLAG_ADD)
8336 blendfunc1 = GL_SRC_ALPHA;
8337 blendfunc2 = GL_ONE;
8339 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
8341 blendfunc1 = GL_SRC_ALPHA;
8342 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
8344 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8346 blendfunc1 = t->customblendfunc[0];
8347 blendfunc2 = t->customblendfunc[1];
8351 blendfunc1 = GL_ONE;
8352 blendfunc2 = GL_ZERO;
8354 // don't colormod evilblend textures
8355 if(!(R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD))
8356 VectorSet(t->lightmapcolor, 1, 1, 1);
8357 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
8358 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
8360 // fullbright is not affected by r_refdef.lightmapintensity
8361 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
8362 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8363 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8364 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8365 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8369 vec3_t ambientcolor;
8371 // set the color tint used for lights affecting this surface
8372 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
8374 // q3bsp has no lightmap updates, so the lightstylevalue that
8375 // would normally be baked into the lightmap must be
8376 // applied to the color
8377 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
8378 if (model->type == mod_brushq3)
8379 colorscale *= r_refdef.scene.rtlightstylevalue[0];
8380 colorscale *= r_refdef.lightmapintensity;
8381 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
8382 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
8383 // basic lit geometry
8384 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
8385 // add pants/shirt if needed
8386 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8387 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8388 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8389 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8390 // now add ambient passes if needed
8391 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
8393 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
8394 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8395 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
8396 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8397 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
8400 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8401 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->glowtexture, &t->currenttexmatrix, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2], t->lightmapcolor[3]);
8402 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8404 // if this is opaque use alpha blend which will darken the earlier
8407 // if this is an alpha blended material, all the earlier passes
8408 // were darkened by fog already, so we only need to add the fog
8409 // color ontop through the fog mask texture
8411 // if this is an additive blended material, all the earlier passes
8412 // were darkened by fog already, and we should not add fog color
8413 // (because the background was not darkened, there is no fog color
8414 // that was lost behind it).
8415 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->fogtexture, &t->currenttexmatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->lightmapcolor[3]);
8419 return t->currentframe;
8422 rsurfacestate_t rsurface;
8424 void RSurf_ActiveWorldEntity(void)
8426 dp_model_t *model = r_refdef.scene.worldmodel;
8427 //if (rsurface.entity == r_refdef.scene.worldentity)
8429 rsurface.entity = r_refdef.scene.worldentity;
8430 rsurface.skeleton = NULL;
8431 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
8432 rsurface.ent_skinnum = 0;
8433 rsurface.ent_qwskin = -1;
8434 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8435 rsurface.shadertime = r_refdef.scene.time;
8436 rsurface.matrix = identitymatrix;
8437 rsurface.inversematrix = identitymatrix;
8438 rsurface.matrixscale = 1;
8439 rsurface.inversematrixscale = 1;
8440 R_EntityMatrix(&identitymatrix);
8441 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8442 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8443 rsurface.fograngerecip = r_refdef.fograngerecip;
8444 rsurface.fogheightfade = r_refdef.fogheightfade;
8445 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8446 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8447 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8448 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8449 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8450 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8451 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8452 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8453 rsurface.colormod[3] = 1;
8454 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8455 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8456 rsurface.frameblend[0].lerp = 1;
8457 rsurface.ent_alttextures = false;
8458 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8459 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8460 rsurface.entityskeletaltransform3x4 = NULL;
8461 rsurface.entityskeletaltransform3x4buffer = NULL;
8462 rsurface.entityskeletaltransform3x4offset = 0;
8463 rsurface.entityskeletaltransform3x4size = 0;;
8464 rsurface.entityskeletalnumtransforms = 0;
8465 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8466 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8467 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8468 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8469 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8470 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8471 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8472 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8473 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8474 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8475 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8476 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8477 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8478 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8479 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8480 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8481 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8482 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8483 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8484 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8485 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8486 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
8487 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8488 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
8489 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
8490 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8491 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
8492 rsurface.modelelement3i = model->surfmesh.data_element3i;
8493 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8494 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8495 rsurface.modelelement3s = model->surfmesh.data_element3s;
8496 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8497 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8498 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8499 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8500 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8501 rsurface.modelsurfaces = model->data_surfaces;
8502 rsurface.modelvertexmesh = model->surfmesh.data_vertexmesh;
8503 rsurface.modelvertexmesh_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8504 rsurface.modelvertexmesh_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8505 rsurface.modelgeneratedvertex = false;
8506 rsurface.batchgeneratedvertex = false;
8507 rsurface.batchfirstvertex = 0;
8508 rsurface.batchnumvertices = 0;
8509 rsurface.batchfirsttriangle = 0;
8510 rsurface.batchnumtriangles = 0;
8511 rsurface.batchvertex3f = NULL;
8512 rsurface.batchvertex3f_vertexbuffer = NULL;
8513 rsurface.batchvertex3f_bufferoffset = 0;
8514 rsurface.batchsvector3f = NULL;
8515 rsurface.batchsvector3f_vertexbuffer = NULL;
8516 rsurface.batchsvector3f_bufferoffset = 0;
8517 rsurface.batchtvector3f = NULL;
8518 rsurface.batchtvector3f_vertexbuffer = NULL;
8519 rsurface.batchtvector3f_bufferoffset = 0;
8520 rsurface.batchnormal3f = NULL;
8521 rsurface.batchnormal3f_vertexbuffer = NULL;
8522 rsurface.batchnormal3f_bufferoffset = 0;
8523 rsurface.batchlightmapcolor4f = NULL;
8524 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8525 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8526 rsurface.batchtexcoordtexture2f = NULL;
8527 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8528 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8529 rsurface.batchtexcoordlightmap2f = NULL;
8530 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8531 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8532 rsurface.batchskeletalindex4ub = NULL;
8533 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8534 rsurface.batchskeletalindex4ub_bufferoffset = 0;
8535 rsurface.batchskeletalweight4ub = NULL;
8536 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8537 rsurface.batchskeletalweight4ub_bufferoffset = 0;
8538 rsurface.batchvertexmesh = NULL;
8539 rsurface.batchvertexmesh_vertexbuffer = NULL;
8540 rsurface.batchvertexmesh_bufferoffset = 0;
8541 rsurface.batchelement3i = NULL;
8542 rsurface.batchelement3i_indexbuffer = NULL;
8543 rsurface.batchelement3i_bufferoffset = 0;
8544 rsurface.batchelement3s = NULL;
8545 rsurface.batchelement3s_indexbuffer = NULL;
8546 rsurface.batchelement3s_bufferoffset = 0;
8547 rsurface.passcolor4f = NULL;
8548 rsurface.passcolor4f_vertexbuffer = NULL;
8549 rsurface.passcolor4f_bufferoffset = 0;
8550 rsurface.forcecurrenttextureupdate = false;
8553 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8555 dp_model_t *model = ent->model;
8556 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8558 rsurface.entity = (entity_render_t *)ent;
8559 rsurface.skeleton = ent->skeleton;
8560 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8561 rsurface.ent_skinnum = ent->skinnum;
8562 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;
8563 rsurface.ent_flags = ent->flags;
8564 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8565 rsurface.matrix = ent->matrix;
8566 rsurface.inversematrix = ent->inversematrix;
8567 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8568 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8569 R_EntityMatrix(&rsurface.matrix);
8570 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8571 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8572 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8573 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8574 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8575 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8576 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8577 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8578 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8579 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8580 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8581 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8582 rsurface.colormod[3] = ent->alpha;
8583 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8584 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8585 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8586 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8587 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8588 if (ent->model->brush.submodel && !prepass)
8590 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8591 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8593 // if the animcache code decided it should use the shader path, skip the deform step
8594 rsurface.entityskeletaltransform3x4 = ent->animcache_skeletaltransform3x4;
8595 rsurface.entityskeletaltransform3x4buffer = ent->animcache_skeletaltransform3x4buffer;
8596 rsurface.entityskeletaltransform3x4offset = ent->animcache_skeletaltransform3x4offset;
8597 rsurface.entityskeletaltransform3x4size = ent->animcache_skeletaltransform3x4size;
8598 rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
8599 if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
8601 if (ent->animcache_vertex3f)
8603 r_refdef.stats[r_stat_batch_entitycache_count]++;
8604 r_refdef.stats[r_stat_batch_entitycache_surfaces] += model->num_surfaces;
8605 r_refdef.stats[r_stat_batch_entitycache_vertices] += model->surfmesh.num_vertices;
8606 r_refdef.stats[r_stat_batch_entitycache_triangles] += model->surfmesh.num_triangles;
8607 rsurface.modelvertex3f = ent->animcache_vertex3f;
8608 rsurface.modelvertex3f_vertexbuffer = ent->animcache_vertex3f_vertexbuffer;
8609 rsurface.modelvertex3f_bufferoffset = ent->animcache_vertex3f_bufferoffset;
8610 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8611 rsurface.modelsvector3f_vertexbuffer = wanttangents ? ent->animcache_svector3f_vertexbuffer : NULL;
8612 rsurface.modelsvector3f_bufferoffset = wanttangents ? ent->animcache_svector3f_bufferoffset : 0;
8613 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8614 rsurface.modeltvector3f_vertexbuffer = wanttangents ? ent->animcache_tvector3f_vertexbuffer : NULL;
8615 rsurface.modeltvector3f_bufferoffset = wanttangents ? ent->animcache_tvector3f_bufferoffset : 0;
8616 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8617 rsurface.modelnormal3f_vertexbuffer = wantnormals ? ent->animcache_normal3f_vertexbuffer : NULL;
8618 rsurface.modelnormal3f_bufferoffset = wantnormals ? ent->animcache_normal3f_bufferoffset : 0;
8619 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8620 rsurface.modelvertexmesh_vertexbuffer = ent->animcache_vertexmesh_vertexbuffer;
8621 rsurface.modelvertexmesh_bufferoffset = ent->animcache_vertexmesh_bufferoffset;
8623 else if (wanttangents)
8625 r_refdef.stats[r_stat_batch_entityanimate_count]++;
8626 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8627 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8628 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8629 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8630 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8631 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8632 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8633 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8634 rsurface.modelvertexmesh = NULL;
8635 rsurface.modelvertexmesh_vertexbuffer = NULL;
8636 rsurface.modelvertexmesh_bufferoffset = 0;
8637 rsurface.modelvertex3f_vertexbuffer = NULL;
8638 rsurface.modelvertex3f_bufferoffset = 0;
8639 rsurface.modelvertex3f_vertexbuffer = 0;
8640 rsurface.modelvertex3f_bufferoffset = 0;
8641 rsurface.modelsvector3f_vertexbuffer = 0;
8642 rsurface.modelsvector3f_bufferoffset = 0;
8643 rsurface.modeltvector3f_vertexbuffer = 0;
8644 rsurface.modeltvector3f_bufferoffset = 0;
8645 rsurface.modelnormal3f_vertexbuffer = 0;
8646 rsurface.modelnormal3f_bufferoffset = 0;
8648 else if (wantnormals)
8650 r_refdef.stats[r_stat_batch_entityanimate_count]++;
8651 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8652 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8653 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8654 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8655 rsurface.modelsvector3f = NULL;
8656 rsurface.modeltvector3f = NULL;
8657 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8658 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8659 rsurface.modelvertexmesh = NULL;
8660 rsurface.modelvertexmesh_vertexbuffer = NULL;
8661 rsurface.modelvertexmesh_bufferoffset = 0;
8662 rsurface.modelvertex3f_vertexbuffer = NULL;
8663 rsurface.modelvertex3f_bufferoffset = 0;
8664 rsurface.modelvertex3f_vertexbuffer = 0;
8665 rsurface.modelvertex3f_bufferoffset = 0;
8666 rsurface.modelsvector3f_vertexbuffer = 0;
8667 rsurface.modelsvector3f_bufferoffset = 0;
8668 rsurface.modeltvector3f_vertexbuffer = 0;
8669 rsurface.modeltvector3f_bufferoffset = 0;
8670 rsurface.modelnormal3f_vertexbuffer = 0;
8671 rsurface.modelnormal3f_bufferoffset = 0;
8675 r_refdef.stats[r_stat_batch_entityanimate_count]++;
8676 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8677 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8678 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8679 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8680 rsurface.modelsvector3f = NULL;
8681 rsurface.modeltvector3f = NULL;
8682 rsurface.modelnormal3f = NULL;
8683 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8684 rsurface.modelvertexmesh = NULL;
8685 rsurface.modelvertexmesh_vertexbuffer = NULL;
8686 rsurface.modelvertexmesh_bufferoffset = 0;
8687 rsurface.modelvertex3f_vertexbuffer = NULL;
8688 rsurface.modelvertex3f_bufferoffset = 0;
8689 rsurface.modelvertex3f_vertexbuffer = 0;
8690 rsurface.modelvertex3f_bufferoffset = 0;
8691 rsurface.modelsvector3f_vertexbuffer = 0;
8692 rsurface.modelsvector3f_bufferoffset = 0;
8693 rsurface.modeltvector3f_vertexbuffer = 0;
8694 rsurface.modeltvector3f_bufferoffset = 0;
8695 rsurface.modelnormal3f_vertexbuffer = 0;
8696 rsurface.modelnormal3f_bufferoffset = 0;
8698 rsurface.modelgeneratedvertex = true;
8702 if (rsurface.entityskeletaltransform3x4)
8704 r_refdef.stats[r_stat_batch_entityskeletal_count]++;
8705 r_refdef.stats[r_stat_batch_entityskeletal_surfaces] += model->num_surfaces;
8706 r_refdef.stats[r_stat_batch_entityskeletal_vertices] += model->surfmesh.num_vertices;
8707 r_refdef.stats[r_stat_batch_entityskeletal_triangles] += model->surfmesh.num_triangles;
8711 r_refdef.stats[r_stat_batch_entitystatic_count]++;
8712 r_refdef.stats[r_stat_batch_entitystatic_surfaces] += model->num_surfaces;
8713 r_refdef.stats[r_stat_batch_entitystatic_vertices] += model->surfmesh.num_vertices;
8714 r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles;
8716 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8717 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8718 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8719 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8720 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8721 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8722 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8723 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8724 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8725 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8726 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8727 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8728 rsurface.modelvertexmesh = model->surfmesh.data_vertexmesh;
8729 rsurface.modelvertexmesh_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8730 rsurface.modelvertexmesh_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8731 rsurface.modelgeneratedvertex = false;
8733 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8734 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8735 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8736 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8737 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8738 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8739 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8740 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8741 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8742 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
8743 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8744 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
8745 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
8746 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8747 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
8748 rsurface.modelelement3i = model->surfmesh.data_element3i;
8749 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8750 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8751 rsurface.modelelement3s = model->surfmesh.data_element3s;
8752 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8753 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8754 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8755 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8756 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8757 rsurface.modelsurfaces = model->data_surfaces;
8758 rsurface.batchgeneratedvertex = false;
8759 rsurface.batchfirstvertex = 0;
8760 rsurface.batchnumvertices = 0;
8761 rsurface.batchfirsttriangle = 0;
8762 rsurface.batchnumtriangles = 0;
8763 rsurface.batchvertex3f = NULL;
8764 rsurface.batchvertex3f_vertexbuffer = NULL;
8765 rsurface.batchvertex3f_bufferoffset = 0;
8766 rsurface.batchsvector3f = NULL;
8767 rsurface.batchsvector3f_vertexbuffer = NULL;
8768 rsurface.batchsvector3f_bufferoffset = 0;
8769 rsurface.batchtvector3f = NULL;
8770 rsurface.batchtvector3f_vertexbuffer = NULL;
8771 rsurface.batchtvector3f_bufferoffset = 0;
8772 rsurface.batchnormal3f = NULL;
8773 rsurface.batchnormal3f_vertexbuffer = NULL;
8774 rsurface.batchnormal3f_bufferoffset = 0;
8775 rsurface.batchlightmapcolor4f = NULL;
8776 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8777 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8778 rsurface.batchtexcoordtexture2f = NULL;
8779 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8780 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8781 rsurface.batchtexcoordlightmap2f = NULL;
8782 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8783 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8784 rsurface.batchskeletalindex4ub = NULL;
8785 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8786 rsurface.batchskeletalindex4ub_bufferoffset = 0;
8787 rsurface.batchskeletalweight4ub = NULL;
8788 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8789 rsurface.batchskeletalweight4ub_bufferoffset = 0;
8790 rsurface.batchvertexmesh = NULL;
8791 rsurface.batchvertexmesh_vertexbuffer = NULL;
8792 rsurface.batchvertexmesh_bufferoffset = 0;
8793 rsurface.batchelement3i = NULL;
8794 rsurface.batchelement3i_indexbuffer = NULL;
8795 rsurface.batchelement3i_bufferoffset = 0;
8796 rsurface.batchelement3s = NULL;
8797 rsurface.batchelement3s_indexbuffer = NULL;
8798 rsurface.batchelement3s_bufferoffset = 0;
8799 rsurface.passcolor4f = NULL;
8800 rsurface.passcolor4f_vertexbuffer = NULL;
8801 rsurface.passcolor4f_bufferoffset = 0;
8802 rsurface.forcecurrenttextureupdate = false;
8805 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)
8807 rsurface.entity = r_refdef.scene.worldentity;
8808 rsurface.skeleton = NULL;
8809 rsurface.ent_skinnum = 0;
8810 rsurface.ent_qwskin = -1;
8811 rsurface.ent_flags = entflags;
8812 rsurface.shadertime = r_refdef.scene.time - shadertime;
8813 rsurface.modelnumvertices = numvertices;
8814 rsurface.modelnumtriangles = numtriangles;
8815 rsurface.matrix = *matrix;
8816 rsurface.inversematrix = *inversematrix;
8817 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8818 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8819 R_EntityMatrix(&rsurface.matrix);
8820 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8821 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8822 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8823 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8824 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8825 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8826 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8827 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8828 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8829 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8830 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8831 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8832 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8833 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8834 rsurface.frameblend[0].lerp = 1;
8835 rsurface.ent_alttextures = false;
8836 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8837 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8838 rsurface.entityskeletaltransform3x4 = NULL;
8839 rsurface.entityskeletaltransform3x4buffer = NULL;
8840 rsurface.entityskeletaltransform3x4offset = 0;
8841 rsurface.entityskeletaltransform3x4size = 0;
8842 rsurface.entityskeletalnumtransforms = 0;
8843 r_refdef.stats[r_stat_batch_entitycustom_count]++;
8844 r_refdef.stats[r_stat_batch_entitycustom_surfaces] += 1;
8845 r_refdef.stats[r_stat_batch_entitycustom_vertices] += rsurface.modelnumvertices;
8846 r_refdef.stats[r_stat_batch_entitycustom_triangles] += rsurface.modelnumtriangles;
8849 rsurface.modelvertex3f = (float *)vertex3f;
8850 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8851 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8852 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8854 else if (wantnormals)
8856 rsurface.modelvertex3f = (float *)vertex3f;
8857 rsurface.modelsvector3f = NULL;
8858 rsurface.modeltvector3f = NULL;
8859 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8863 rsurface.modelvertex3f = (float *)vertex3f;
8864 rsurface.modelsvector3f = NULL;
8865 rsurface.modeltvector3f = NULL;
8866 rsurface.modelnormal3f = NULL;
8868 rsurface.modelvertexmesh = NULL;
8869 rsurface.modelvertexmesh_vertexbuffer = NULL;
8870 rsurface.modelvertexmesh_bufferoffset = 0;
8871 rsurface.modelvertex3f_vertexbuffer = 0;
8872 rsurface.modelvertex3f_bufferoffset = 0;
8873 rsurface.modelsvector3f_vertexbuffer = 0;
8874 rsurface.modelsvector3f_bufferoffset = 0;
8875 rsurface.modeltvector3f_vertexbuffer = 0;
8876 rsurface.modeltvector3f_bufferoffset = 0;
8877 rsurface.modelnormal3f_vertexbuffer = 0;
8878 rsurface.modelnormal3f_bufferoffset = 0;
8879 rsurface.modelgeneratedvertex = true;
8880 rsurface.modellightmapcolor4f = (float *)color4f;
8881 rsurface.modellightmapcolor4f_vertexbuffer = 0;
8882 rsurface.modellightmapcolor4f_bufferoffset = 0;
8883 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
8884 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8885 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8886 rsurface.modeltexcoordlightmap2f = NULL;
8887 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8888 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8889 rsurface.modelskeletalindex4ub = NULL;
8890 rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
8891 rsurface.modelskeletalindex4ub_bufferoffset = 0;
8892 rsurface.modelskeletalweight4ub = NULL;
8893 rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
8894 rsurface.modelskeletalweight4ub_bufferoffset = 0;
8895 rsurface.modelelement3i = (int *)element3i;
8896 rsurface.modelelement3i_indexbuffer = NULL;
8897 rsurface.modelelement3i_bufferoffset = 0;
8898 rsurface.modelelement3s = (unsigned short *)element3s;
8899 rsurface.modelelement3s_indexbuffer = NULL;
8900 rsurface.modelelement3s_bufferoffset = 0;
8901 rsurface.modellightmapoffsets = NULL;
8902 rsurface.modelsurfaces = NULL;
8903 rsurface.batchgeneratedvertex = false;
8904 rsurface.batchfirstvertex = 0;
8905 rsurface.batchnumvertices = 0;
8906 rsurface.batchfirsttriangle = 0;
8907 rsurface.batchnumtriangles = 0;
8908 rsurface.batchvertex3f = NULL;
8909 rsurface.batchvertex3f_vertexbuffer = NULL;
8910 rsurface.batchvertex3f_bufferoffset = 0;
8911 rsurface.batchsvector3f = NULL;
8912 rsurface.batchsvector3f_vertexbuffer = NULL;
8913 rsurface.batchsvector3f_bufferoffset = 0;
8914 rsurface.batchtvector3f = NULL;
8915 rsurface.batchtvector3f_vertexbuffer = NULL;
8916 rsurface.batchtvector3f_bufferoffset = 0;
8917 rsurface.batchnormal3f = NULL;
8918 rsurface.batchnormal3f_vertexbuffer = NULL;
8919 rsurface.batchnormal3f_bufferoffset = 0;
8920 rsurface.batchlightmapcolor4f = NULL;
8921 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8922 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8923 rsurface.batchtexcoordtexture2f = NULL;
8924 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8925 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8926 rsurface.batchtexcoordlightmap2f = NULL;
8927 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8928 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8929 rsurface.batchskeletalindex4ub = NULL;
8930 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8931 rsurface.batchskeletalindex4ub_bufferoffset = 0;
8932 rsurface.batchskeletalweight4ub = NULL;
8933 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8934 rsurface.batchskeletalweight4ub_bufferoffset = 0;
8935 rsurface.batchvertexmesh = NULL;
8936 rsurface.batchvertexmesh_vertexbuffer = NULL;
8937 rsurface.batchvertexmesh_bufferoffset = 0;
8938 rsurface.batchelement3i = NULL;
8939 rsurface.batchelement3i_indexbuffer = NULL;
8940 rsurface.batchelement3i_bufferoffset = 0;
8941 rsurface.batchelement3s = NULL;
8942 rsurface.batchelement3s_indexbuffer = NULL;
8943 rsurface.batchelement3s_bufferoffset = 0;
8944 rsurface.passcolor4f = NULL;
8945 rsurface.passcolor4f_vertexbuffer = NULL;
8946 rsurface.passcolor4f_bufferoffset = 0;
8947 rsurface.forcecurrenttextureupdate = true;
8949 if (rsurface.modelnumvertices && rsurface.modelelement3i)
8951 if ((wantnormals || wanttangents) && !normal3f)
8953 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8954 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8956 if (wanttangents && !svector3f)
8958 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8959 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8960 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8965 float RSurf_FogPoint(const float *v)
8967 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8968 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
8969 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
8970 float FogHeightFade = r_refdef.fogheightfade;
8972 unsigned int fogmasktableindex;
8973 if (r_refdef.fogplaneviewabove)
8974 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8976 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8977 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8978 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8981 float RSurf_FogVertex(const float *v)
8983 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8984 float FogPlaneViewDist = rsurface.fogplaneviewdist;
8985 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8986 float FogHeightFade = rsurface.fogheightfade;
8988 unsigned int fogmasktableindex;
8989 if (r_refdef.fogplaneviewabove)
8990 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8992 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8993 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
8994 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8997 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
9000 for (i = 0;i < numelements;i++)
9001 outelement3i[i] = inelement3i[i] + adjust;
9004 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
9005 extern cvar_t gl_vbo;
9006 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
9014 int surfacefirsttriangle;
9015 int surfacenumtriangles;
9016 int surfacefirstvertex;
9017 int surfaceendvertex;
9018 int surfacenumvertices;
9019 int batchnumsurfaces = texturenumsurfaces;
9020 int batchnumvertices;
9021 int batchnumtriangles;
9025 qboolean dynamicvertex;
9029 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
9032 q3shaderinfo_deform_t *deform;
9033 const msurface_t *surface, *firstsurface;
9034 r_vertexmesh_t *vertexmesh;
9035 if (!texturenumsurfaces)
9037 // find vertex range of this surface batch
9039 firstsurface = texturesurfacelist[0];
9040 firsttriangle = firstsurface->num_firsttriangle;
9041 batchnumvertices = 0;
9042 batchnumtriangles = 0;
9043 firstvertex = endvertex = firstsurface->num_firstvertex;
9044 for (i = 0;i < texturenumsurfaces;i++)
9046 surface = texturesurfacelist[i];
9047 if (surface != firstsurface + i)
9049 surfacefirstvertex = surface->num_firstvertex;
9050 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
9051 surfacenumvertices = surface->num_vertices;
9052 surfacenumtriangles = surface->num_triangles;
9053 if (firstvertex > surfacefirstvertex)
9054 firstvertex = surfacefirstvertex;
9055 if (endvertex < surfaceendvertex)
9056 endvertex = surfaceendvertex;
9057 batchnumvertices += surfacenumvertices;
9058 batchnumtriangles += surfacenumtriangles;
9061 r_refdef.stats[r_stat_batch_batches]++;
9063 r_refdef.stats[r_stat_batch_withgaps]++;
9064 r_refdef.stats[r_stat_batch_surfaces] += batchnumsurfaces;
9065 r_refdef.stats[r_stat_batch_vertices] += batchnumvertices;
9066 r_refdef.stats[r_stat_batch_triangles] += batchnumtriangles;
9068 // we now know the vertex range used, and if there are any gaps in it
9069 rsurface.batchfirstvertex = firstvertex;
9070 rsurface.batchnumvertices = endvertex - firstvertex;
9071 rsurface.batchfirsttriangle = firsttriangle;
9072 rsurface.batchnumtriangles = batchnumtriangles;
9074 // this variable holds flags for which properties have been updated that
9075 // may require regenerating vertexmesh array...
9078 // check if any dynamic vertex processing must occur
9079 dynamicvertex = false;
9081 // a cvar to force the dynamic vertex path to be taken, for debugging
9082 if (r_batch_debugdynamicvertexpath.integer)
9086 r_refdef.stats[r_stat_batch_dynamic_batches_because_cvar] += 1;
9087 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_cvar] += batchnumsurfaces;
9088 r_refdef.stats[r_stat_batch_dynamic_vertices_because_cvar] += batchnumvertices;
9089 r_refdef.stats[r_stat_batch_dynamic_triangles_because_cvar] += batchnumtriangles;
9091 dynamicvertex = true;
9094 // if there is a chance of animated vertex colors, it's a dynamic batch
9095 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
9099 r_refdef.stats[r_stat_batch_dynamic_batches_because_lightmapvertex] += 1;
9100 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_lightmapvertex] += batchnumsurfaces;
9101 r_refdef.stats[r_stat_batch_dynamic_vertices_because_lightmapvertex] += batchnumvertices;
9102 r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
9104 dynamicvertex = true;
9105 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
9108 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9110 switch (deform->deform)
9113 case Q3DEFORM_PROJECTIONSHADOW:
9114 case Q3DEFORM_TEXT0:
9115 case Q3DEFORM_TEXT1:
9116 case Q3DEFORM_TEXT2:
9117 case Q3DEFORM_TEXT3:
9118 case Q3DEFORM_TEXT4:
9119 case Q3DEFORM_TEXT5:
9120 case Q3DEFORM_TEXT6:
9121 case Q3DEFORM_TEXT7:
9124 case Q3DEFORM_AUTOSPRITE:
9127 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite] += 1;
9128 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite] += batchnumsurfaces;
9129 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite] += batchnumvertices;
9130 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite] += batchnumtriangles;
9132 dynamicvertex = true;
9133 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
9134 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9136 case Q3DEFORM_AUTOSPRITE2:
9139 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite2] += 1;
9140 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite2] += batchnumsurfaces;
9141 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite2] += batchnumvertices;
9142 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite2] += batchnumtriangles;
9144 dynamicvertex = true;
9145 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
9146 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9148 case Q3DEFORM_NORMAL:
9151 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_normal] += 1;
9152 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_normal] += batchnumsurfaces;
9153 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_normal] += batchnumvertices;
9154 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_normal] += batchnumtriangles;
9156 dynamicvertex = true;
9157 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
9158 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9161 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9162 break; // if wavefunc is a nop, ignore this transform
9165 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_wave] += 1;
9166 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_wave] += batchnumsurfaces;
9167 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_wave] += batchnumvertices;
9168 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_wave] += batchnumtriangles;
9170 dynamicvertex = true;
9171 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
9172 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9174 case Q3DEFORM_BULGE:
9177 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_bulge] += 1;
9178 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_bulge] += batchnumsurfaces;
9179 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_bulge] += batchnumvertices;
9180 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_bulge] += batchnumtriangles;
9182 dynamicvertex = true;
9183 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
9184 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9187 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9188 break; // if wavefunc is a nop, ignore this transform
9191 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_move] += 1;
9192 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_move] += batchnumsurfaces;
9193 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_move] += batchnumvertices;
9194 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_move] += batchnumtriangles;
9196 dynamicvertex = true;
9197 batchneed |= BATCHNEED_ARRAY_VERTEX;
9198 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
9202 switch(rsurface.texture->tcgen.tcgen)
9205 case Q3TCGEN_TEXTURE:
9207 case Q3TCGEN_LIGHTMAP:
9210 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1;
9211 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces;
9212 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices;
9213 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles;
9215 dynamicvertex = true;
9216 batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
9217 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
9219 case Q3TCGEN_VECTOR:
9222 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1;
9223 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces;
9224 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices;
9225 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles;
9227 dynamicvertex = true;
9228 batchneed |= BATCHNEED_ARRAY_VERTEX;
9229 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9231 case Q3TCGEN_ENVIRONMENT:
9234 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1;
9235 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces;
9236 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices;
9237 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles;
9239 dynamicvertex = true;
9240 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
9241 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9244 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9248 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1;
9249 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces;
9250 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices;
9251 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles;
9253 dynamicvertex = true;
9254 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
9255 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9258 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
9262 r_refdef.stats[r_stat_batch_dynamic_batches_because_interleavedarrays] += 1;
9263 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_interleavedarrays] += batchnumsurfaces;
9264 r_refdef.stats[r_stat_batch_dynamic_vertices_because_interleavedarrays] += batchnumvertices;
9265 r_refdef.stats[r_stat_batch_dynamic_triangles_because_interleavedarrays] += batchnumtriangles;
9267 dynamicvertex = true;
9268 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
9271 // when the model data has no vertex buffer (dynamic mesh), we need to
9273 if (vid.useinterleavedarrays && !rsurface.modelvertexmesh_vertexbuffer)
9274 batchneed |= BATCHNEED_NOGAPS;
9276 // the caller can specify BATCHNEED_NOGAPS to force a batch with
9277 // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
9278 // we ensure this by treating the vertex batch as dynamic...
9279 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0))
9283 r_refdef.stats[r_stat_batch_dynamic_batches_because_nogaps] += 1;
9284 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_nogaps] += batchnumsurfaces;
9285 r_refdef.stats[r_stat_batch_dynamic_vertices_because_nogaps] += batchnumvertices;
9286 r_refdef.stats[r_stat_batch_dynamic_triangles_because_nogaps] += batchnumtriangles;
9288 dynamicvertex = true;
9293 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
9294 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
9295 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
9296 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
9297 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
9298 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
9299 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
9300 if (batchneed & BATCHNEED_VERTEXMESH_SKELETAL) batchneed |= BATCHNEED_ARRAY_SKELETAL;
9303 // if needsupdate, we have to do a dynamic vertex batch for sure
9304 if (needsupdate & batchneed)
9308 r_refdef.stats[r_stat_batch_dynamic_batches_because_derived] += 1;
9309 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_derived] += batchnumsurfaces;
9310 r_refdef.stats[r_stat_batch_dynamic_vertices_because_derived] += batchnumvertices;
9311 r_refdef.stats[r_stat_batch_dynamic_triangles_because_derived] += batchnumtriangles;
9313 dynamicvertex = true;
9316 // see if we need to build vertexmesh from arrays
9317 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
9321 r_refdef.stats[r_stat_batch_dynamic_batches_because_interleavedarrays] += 1;
9322 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_interleavedarrays] += batchnumsurfaces;
9323 r_refdef.stats[r_stat_batch_dynamic_vertices_because_interleavedarrays] += batchnumvertices;
9324 r_refdef.stats[r_stat_batch_dynamic_triangles_because_interleavedarrays] += batchnumtriangles;
9326 dynamicvertex = true;
9329 // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
9330 if (dynamicvertex && rsurface.entityskeletaltransform3x4)
9331 batchneed |= BATCHNEED_ARRAY_SKELETAL;
9333 rsurface.batchvertex3f = rsurface.modelvertex3f;
9334 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
9335 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9336 rsurface.batchsvector3f = rsurface.modelsvector3f;
9337 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
9338 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9339 rsurface.batchtvector3f = rsurface.modeltvector3f;
9340 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
9341 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9342 rsurface.batchnormal3f = rsurface.modelnormal3f;
9343 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
9344 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9345 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
9346 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
9347 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
9348 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
9349 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
9350 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
9351 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
9352 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
9353 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
9354 rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
9355 rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
9356 rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
9357 rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
9358 rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
9359 rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
9360 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
9361 rsurface.batchvertexmesh_vertexbuffer = rsurface.modelvertexmesh_vertexbuffer;
9362 rsurface.batchvertexmesh_bufferoffset = rsurface.modelvertexmesh_bufferoffset;
9363 rsurface.batchelement3i = rsurface.modelelement3i;
9364 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
9365 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
9366 rsurface.batchelement3s = rsurface.modelelement3s;
9367 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
9368 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
9369 rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4;
9370 rsurface.batchskeletaltransform3x4buffer = rsurface.entityskeletaltransform3x4buffer;
9371 rsurface.batchskeletaltransform3x4offset = rsurface.entityskeletaltransform3x4offset;
9372 rsurface.batchskeletaltransform3x4size = rsurface.entityskeletaltransform3x4size;
9373 rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms;
9375 // if any dynamic vertex processing has to occur in software, we copy the
9376 // entire surface list together before processing to rebase the vertices
9377 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
9379 // if any gaps exist and we do not have a static vertex buffer, we have to
9380 // copy the surface list together to avoid wasting upload bandwidth on the
9381 // vertices in the gaps.
9383 // if gaps exist and we have a static vertex buffer, we can choose whether
9384 // to combine the index buffer ranges into one dynamic index buffer or
9385 // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
9387 // in many cases the batch is reduced to one draw call.
9389 rsurface.batchmultidraw = false;
9390 rsurface.batchmultidrawnumsurfaces = 0;
9391 rsurface.batchmultidrawsurfacelist = NULL;
9395 // static vertex data, just set pointers...
9396 rsurface.batchgeneratedvertex = false;
9397 // if there are gaps, we want to build a combined index buffer,
9398 // otherwise use the original static buffer with an appropriate offset
9401 r_refdef.stats[r_stat_batch_copytriangles_batches] += 1;
9402 r_refdef.stats[r_stat_batch_copytriangles_surfaces] += batchnumsurfaces;
9403 r_refdef.stats[r_stat_batch_copytriangles_vertices] += batchnumvertices;
9404 r_refdef.stats[r_stat_batch_copytriangles_triangles] += batchnumtriangles;
9405 if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
9407 rsurface.batchmultidraw = true;
9408 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
9409 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
9412 // build a new triangle elements array for this batch
9413 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
9414 rsurface.batchfirsttriangle = 0;
9416 for (i = 0;i < texturenumsurfaces;i++)
9418 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
9419 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
9420 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
9421 numtriangles += surfacenumtriangles;
9423 rsurface.batchelement3i_indexbuffer = NULL;
9424 rsurface.batchelement3i_bufferoffset = 0;
9425 rsurface.batchelement3s = NULL;
9426 rsurface.batchelement3s_indexbuffer = NULL;
9427 rsurface.batchelement3s_bufferoffset = 0;
9428 if (endvertex <= 65536)
9430 // make a 16bit (unsigned short) index array if possible
9431 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
9432 for (i = 0;i < numtriangles*3;i++)
9433 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
9435 // upload buffer data for the copytriangles batch
9436 if (((r_batch_dynamicbuffer.integer || gl_vbo_dynamicindex.integer) && vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo)
9438 if (rsurface.batchelement3s)
9439 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
9440 else if (rsurface.batchelement3i)
9441 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
9446 r_refdef.stats[r_stat_batch_fast_batches] += 1;
9447 r_refdef.stats[r_stat_batch_fast_surfaces] += batchnumsurfaces;
9448 r_refdef.stats[r_stat_batch_fast_vertices] += batchnumvertices;
9449 r_refdef.stats[r_stat_batch_fast_triangles] += batchnumtriangles;
9454 // something needs software processing, do it for real...
9455 // we only directly handle separate array data in this case and then
9456 // generate interleaved data if needed...
9457 rsurface.batchgeneratedvertex = true;
9458 r_refdef.stats[r_stat_batch_dynamic_batches] += 1;
9459 r_refdef.stats[r_stat_batch_dynamic_surfaces] += batchnumsurfaces;
9460 r_refdef.stats[r_stat_batch_dynamic_vertices] += batchnumvertices;
9461 r_refdef.stats[r_stat_batch_dynamic_triangles] += batchnumtriangles;
9463 // now copy the vertex data into a combined array and make an index array
9464 // (this is what Quake3 does all the time)
9465 // we also apply any skeletal animation here that would have been done in
9466 // the vertex shader, because most of the dynamic vertex animation cases
9467 // need actual vertex positions and normals
9468 //if (dynamicvertex)
9470 rsurface.batchvertexmesh = NULL;
9471 rsurface.batchvertexmesh_vertexbuffer = NULL;
9472 rsurface.batchvertexmesh_bufferoffset = 0;
9473 rsurface.batchvertex3f = NULL;
9474 rsurface.batchvertex3f_vertexbuffer = NULL;
9475 rsurface.batchvertex3f_bufferoffset = 0;
9476 rsurface.batchsvector3f = NULL;
9477 rsurface.batchsvector3f_vertexbuffer = NULL;
9478 rsurface.batchsvector3f_bufferoffset = 0;
9479 rsurface.batchtvector3f = NULL;
9480 rsurface.batchtvector3f_vertexbuffer = NULL;
9481 rsurface.batchtvector3f_bufferoffset = 0;
9482 rsurface.batchnormal3f = NULL;
9483 rsurface.batchnormal3f_vertexbuffer = NULL;
9484 rsurface.batchnormal3f_bufferoffset = 0;
9485 rsurface.batchlightmapcolor4f = NULL;
9486 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9487 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9488 rsurface.batchtexcoordtexture2f = NULL;
9489 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9490 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9491 rsurface.batchtexcoordlightmap2f = NULL;
9492 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9493 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9494 rsurface.batchskeletalindex4ub = NULL;
9495 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
9496 rsurface.batchskeletalindex4ub_bufferoffset = 0;
9497 rsurface.batchskeletalweight4ub = NULL;
9498 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
9499 rsurface.batchskeletalweight4ub_bufferoffset = 0;
9500 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
9501 rsurface.batchelement3i_indexbuffer = NULL;
9502 rsurface.batchelement3i_bufferoffset = 0;
9503 rsurface.batchelement3s = NULL;
9504 rsurface.batchelement3s_indexbuffer = NULL;
9505 rsurface.batchelement3s_bufferoffset = 0;
9506 rsurface.batchskeletaltransform3x4buffer = NULL;
9507 rsurface.batchskeletaltransform3x4offset = 0;
9508 rsurface.batchskeletaltransform3x4size = 0;
9509 // we'll only be setting up certain arrays as needed
9510 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9511 rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9512 if (batchneed & BATCHNEED_ARRAY_VERTEX)
9513 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9514 if (batchneed & BATCHNEED_ARRAY_NORMAL)
9515 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9516 if (batchneed & BATCHNEED_ARRAY_VECTOR)
9518 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9519 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9521 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
9522 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
9523 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
9524 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9525 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
9526 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9527 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
9529 rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
9530 rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
9534 for (i = 0;i < texturenumsurfaces;i++)
9536 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
9537 surfacenumvertices = texturesurfacelist[i]->num_vertices;
9538 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
9539 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
9540 // copy only the data requested
9541 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
9542 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
9543 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
9545 if (batchneed & BATCHNEED_ARRAY_VERTEX)
9547 if (rsurface.batchvertex3f)
9548 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9550 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9552 if (batchneed & BATCHNEED_ARRAY_NORMAL)
9554 if (rsurface.modelnormal3f)
9555 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9557 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9559 if (batchneed & BATCHNEED_ARRAY_VECTOR)
9561 if (rsurface.modelsvector3f)
9563 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9564 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9568 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9569 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9572 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
9574 if (rsurface.modellightmapcolor4f)
9575 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
9577 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
9579 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
9581 if (rsurface.modeltexcoordtexture2f)
9582 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
9584 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
9586 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
9588 if (rsurface.modeltexcoordlightmap2f)
9589 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
9591 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
9593 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
9595 if (rsurface.modelskeletalindex4ub)
9597 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
9598 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
9602 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
9603 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
9604 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
9605 for (j = 0;j < surfacenumvertices;j++)
9610 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
9611 numvertices += surfacenumvertices;
9612 numtriangles += surfacenumtriangles;
9615 // generate a 16bit index array as well if possible
9616 // (in general, dynamic batches fit)
9617 if (numvertices <= 65536)
9619 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
9620 for (i = 0;i < numtriangles*3;i++)
9621 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
9624 // since we've copied everything, the batch now starts at 0
9625 rsurface.batchfirstvertex = 0;
9626 rsurface.batchnumvertices = batchnumvertices;
9627 rsurface.batchfirsttriangle = 0;
9628 rsurface.batchnumtriangles = batchnumtriangles;
9631 // apply skeletal animation that would have been done in the vertex shader
9632 if (rsurface.batchskeletaltransform3x4)
9634 const unsigned char *si;
9635 const unsigned char *sw;
9637 const float *b = rsurface.batchskeletaltransform3x4;
9638 float *vp, *vs, *vt, *vn;
9640 float m[3][4], n[3][4];
9641 float tp[3], ts[3], tt[3], tn[3];
9642 r_refdef.stats[r_stat_batch_dynamicskeletal_batches] += 1;
9643 r_refdef.stats[r_stat_batch_dynamicskeletal_surfaces] += batchnumsurfaces;
9644 r_refdef.stats[r_stat_batch_dynamicskeletal_vertices] += batchnumvertices;
9645 r_refdef.stats[r_stat_batch_dynamicskeletal_triangles] += batchnumtriangles;
9646 si = rsurface.batchskeletalindex4ub;
9647 sw = rsurface.batchskeletalweight4ub;
9648 vp = rsurface.batchvertex3f;
9649 vs = rsurface.batchsvector3f;
9650 vt = rsurface.batchtvector3f;
9651 vn = rsurface.batchnormal3f;
9652 memset(m[0], 0, sizeof(m));
9653 memset(n[0], 0, sizeof(n));
9654 for (i = 0;i < batchnumvertices;i++)
9656 t[0] = b + si[0]*12;
9659 // common case - only one matrix
9673 else if (sw[2] + sw[3])
9676 t[1] = b + si[1]*12;
9677 t[2] = b + si[2]*12;
9678 t[3] = b + si[3]*12;
9679 w[0] = sw[0] * (1.0f / 255.0f);
9680 w[1] = sw[1] * (1.0f / 255.0f);
9681 w[2] = sw[2] * (1.0f / 255.0f);
9682 w[3] = sw[3] * (1.0f / 255.0f);
9683 // blend the matrices
9684 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
9685 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
9686 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
9687 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
9688 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
9689 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
9690 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
9691 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
9692 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
9693 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
9694 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
9695 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
9700 t[1] = b + si[1]*12;
9701 w[0] = sw[0] * (1.0f / 255.0f);
9702 w[1] = sw[1] * (1.0f / 255.0f);
9703 // blend the matrices
9704 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
9705 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
9706 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
9707 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
9708 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
9709 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
9710 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
9711 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
9712 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
9713 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
9714 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
9715 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
9719 // modify the vertex
9721 vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
9722 vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
9723 vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
9727 // the normal transformation matrix is a set of cross products...
9728 CrossProduct(m[1], m[2], n[0]);
9729 CrossProduct(m[2], m[0], n[1]);
9730 CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
9732 vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
9733 vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
9734 vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
9735 VectorNormalize(vn);
9740 vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
9741 vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
9742 vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
9743 VectorNormalize(vs);
9746 vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
9747 vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
9748 vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
9749 VectorNormalize(vt);
9754 rsurface.batchskeletaltransform3x4 = NULL;
9755 rsurface.batchskeletalnumtransforms = 0;
9758 // q1bsp surfaces rendered in vertex color mode have to have colors
9759 // calculated based on lightstyles
9760 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
9762 // generate color arrays for the surfaces in this list
9767 const unsigned char *lm;
9768 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
9769 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9770 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9772 for (i = 0;i < texturenumsurfaces;i++)
9774 surface = texturesurfacelist[i];
9775 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
9776 surfacenumvertices = surface->num_vertices;
9777 if (surface->lightmapinfo->samples)
9779 for (j = 0;j < surfacenumvertices;j++)
9781 lm = surface->lightmapinfo->samples + offsets[j];
9782 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
9783 VectorScale(lm, scale, c);
9784 if (surface->lightmapinfo->styles[1] != 255)
9786 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
9788 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
9789 VectorMA(c, scale, lm, c);
9790 if (surface->lightmapinfo->styles[2] != 255)
9793 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
9794 VectorMA(c, scale, lm, c);
9795 if (surface->lightmapinfo->styles[3] != 255)
9798 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
9799 VectorMA(c, scale, lm, c);
9806 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);
9812 for (j = 0;j < surfacenumvertices;j++)
9814 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
9821 // if vertices are deformed (sprite flares and things in maps, possibly
9822 // water waves, bulges and other deformations), modify the copied vertices
9824 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9826 switch (deform->deform)
9829 case Q3DEFORM_PROJECTIONSHADOW:
9830 case Q3DEFORM_TEXT0:
9831 case Q3DEFORM_TEXT1:
9832 case Q3DEFORM_TEXT2:
9833 case Q3DEFORM_TEXT3:
9834 case Q3DEFORM_TEXT4:
9835 case Q3DEFORM_TEXT5:
9836 case Q3DEFORM_TEXT6:
9837 case Q3DEFORM_TEXT7:
9840 case Q3DEFORM_AUTOSPRITE:
9841 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9842 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9843 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9844 VectorNormalize(newforward);
9845 VectorNormalize(newright);
9846 VectorNormalize(newup);
9847 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9848 // rsurface.batchvertex3f_vertexbuffer = NULL;
9849 // rsurface.batchvertex3f_bufferoffset = 0;
9850 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
9851 // rsurface.batchsvector3f_vertexbuffer = NULL;
9852 // rsurface.batchsvector3f_bufferoffset = 0;
9853 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
9854 // rsurface.batchtvector3f_vertexbuffer = NULL;
9855 // rsurface.batchtvector3f_bufferoffset = 0;
9856 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9857 // rsurface.batchnormal3f_vertexbuffer = NULL;
9858 // rsurface.batchnormal3f_bufferoffset = 0;
9859 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
9860 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
9861 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9862 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
9863 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);
9864 // a single autosprite surface can contain multiple sprites...
9865 for (j = 0;j < batchnumvertices - 3;j += 4)
9867 VectorClear(center);
9868 for (i = 0;i < 4;i++)
9869 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9870 VectorScale(center, 0.25f, center);
9871 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
9872 VectorCopy(rsurface.batchsvector3f + 3*j, right);
9873 VectorCopy(rsurface.batchtvector3f + 3*j, up);
9874 for (i = 0;i < 4;i++)
9876 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
9877 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
9880 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
9881 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9882 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);
9884 case Q3DEFORM_AUTOSPRITE2:
9885 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9886 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9887 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9888 VectorNormalize(newforward);
9889 VectorNormalize(newright);
9890 VectorNormalize(newup);
9891 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9892 // rsurface.batchvertex3f_vertexbuffer = NULL;
9893 // rsurface.batchvertex3f_bufferoffset = 0;
9895 const float *v1, *v2;
9905 memset(shortest, 0, sizeof(shortest));
9906 // a single autosprite surface can contain multiple sprites...
9907 for (j = 0;j < batchnumvertices - 3;j += 4)
9909 VectorClear(center);
9910 for (i = 0;i < 4;i++)
9911 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9912 VectorScale(center, 0.25f, center);
9913 // find the two shortest edges, then use them to define the
9914 // axis vectors for rotating around the central axis
9915 for (i = 0;i < 6;i++)
9917 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
9918 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
9919 l = VectorDistance2(v1, v2);
9920 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9922 l += (1.0f / 1024.0f);
9923 if (shortest[0].length2 > l || i == 0)
9925 shortest[1] = shortest[0];
9926 shortest[0].length2 = l;
9927 shortest[0].v1 = v1;
9928 shortest[0].v2 = v2;
9930 else if (shortest[1].length2 > l || i == 1)
9932 shortest[1].length2 = l;
9933 shortest[1].v1 = v1;
9934 shortest[1].v2 = v2;
9937 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9938 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9939 // this calculates the right vector from the shortest edge
9940 // and the up vector from the edge midpoints
9941 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9942 VectorNormalize(right);
9943 VectorSubtract(end, start, up);
9944 VectorNormalize(up);
9945 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9946 VectorSubtract(rsurface.localvieworigin, center, forward);
9947 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9948 VectorNegate(forward, forward);
9949 VectorReflect(forward, 0, up, forward);
9950 VectorNormalize(forward);
9951 CrossProduct(up, forward, newright);
9952 VectorNormalize(newright);
9953 // rotate the quad around the up axis vector, this is made
9954 // especially easy by the fact we know the quad is flat,
9955 // so we only have to subtract the center position and
9956 // measure distance along the right vector, and then
9957 // multiply that by the newright vector and add back the
9959 // we also need to subtract the old position to undo the
9960 // displacement from the center, which we do with a
9961 // DotProduct, the subtraction/addition of center is also
9962 // optimized into DotProducts here
9963 l = DotProduct(right, center);
9964 for (i = 0;i < 4;i++)
9966 v1 = rsurface.batchvertex3f + 3*(j+i);
9967 f = DotProduct(right, v1) - l;
9968 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
9972 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
9974 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9975 // rsurface.batchnormal3f_vertexbuffer = NULL;
9976 // rsurface.batchnormal3f_bufferoffset = 0;
9977 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9979 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9981 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9982 // rsurface.batchsvector3f_vertexbuffer = NULL;
9983 // rsurface.batchsvector3f_bufferoffset = 0;
9984 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9985 // rsurface.batchtvector3f_vertexbuffer = NULL;
9986 // rsurface.batchtvector3f_bufferoffset = 0;
9987 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);
9990 case Q3DEFORM_NORMAL:
9991 // deform the normals to make reflections wavey
9992 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9993 rsurface.batchnormal3f_vertexbuffer = NULL;
9994 rsurface.batchnormal3f_bufferoffset = 0;
9995 for (j = 0;j < batchnumvertices;j++)
9998 float *normal = rsurface.batchnormal3f + 3*j;
9999 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
10000 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
10001 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
10002 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
10003 VectorNormalize(normal);
10005 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
10007 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10008 // rsurface.batchsvector3f_vertexbuffer = NULL;
10009 // rsurface.batchsvector3f_bufferoffset = 0;
10010 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10011 // rsurface.batchtvector3f_vertexbuffer = NULL;
10012 // rsurface.batchtvector3f_bufferoffset = 0;
10013 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);
10016 case Q3DEFORM_WAVE:
10017 // deform vertex array to make wavey water and flags and such
10018 waveparms[0] = deform->waveparms[0];
10019 waveparms[1] = deform->waveparms[1];
10020 waveparms[2] = deform->waveparms[2];
10021 waveparms[3] = deform->waveparms[3];
10022 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
10023 break; // if wavefunc is a nop, don't make a dynamic vertex array
10024 // this is how a divisor of vertex influence on deformation
10025 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
10026 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10027 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
10028 // rsurface.batchvertex3f_vertexbuffer = NULL;
10029 // rsurface.batchvertex3f_bufferoffset = 0;
10030 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
10031 // rsurface.batchnormal3f_vertexbuffer = NULL;
10032 // rsurface.batchnormal3f_bufferoffset = 0;
10033 for (j = 0;j < batchnumvertices;j++)
10035 // if the wavefunc depends on time, evaluate it per-vertex
10038 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
10039 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10041 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
10043 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
10044 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
10045 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
10047 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10048 // rsurface.batchsvector3f_vertexbuffer = NULL;
10049 // rsurface.batchsvector3f_bufferoffset = 0;
10050 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10051 // rsurface.batchtvector3f_vertexbuffer = NULL;
10052 // rsurface.batchtvector3f_bufferoffset = 0;
10053 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);
10056 case Q3DEFORM_BULGE:
10057 // deform vertex array to make the surface have moving bulges
10058 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
10059 // rsurface.batchvertex3f_vertexbuffer = NULL;
10060 // rsurface.batchvertex3f_bufferoffset = 0;
10061 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
10062 // rsurface.batchnormal3f_vertexbuffer = NULL;
10063 // rsurface.batchnormal3f_bufferoffset = 0;
10064 for (j = 0;j < batchnumvertices;j++)
10066 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
10067 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
10069 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
10070 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
10071 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
10073 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10074 // rsurface.batchsvector3f_vertexbuffer = NULL;
10075 // rsurface.batchsvector3f_bufferoffset = 0;
10076 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10077 // rsurface.batchtvector3f_vertexbuffer = NULL;
10078 // rsurface.batchtvector3f_bufferoffset = 0;
10079 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);
10082 case Q3DEFORM_MOVE:
10083 // deform vertex array
10084 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
10085 break; // if wavefunc is a nop, don't make a dynamic vertex array
10086 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10087 VectorScale(deform->parms, scale, waveparms);
10088 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
10089 // rsurface.batchvertex3f_vertexbuffer = NULL;
10090 // rsurface.batchvertex3f_bufferoffset = 0;
10091 for (j = 0;j < batchnumvertices;j++)
10092 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
10097 if (rsurface.batchtexcoordtexture2f)
10099 // generate texcoords based on the chosen texcoord source
10100 switch(rsurface.texture->tcgen.tcgen)
10103 case Q3TCGEN_TEXTURE:
10105 case Q3TCGEN_LIGHTMAP:
10106 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10107 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10108 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10109 if (rsurface.batchtexcoordlightmap2f)
10110 memcpy(rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f, batchnumvertices * sizeof(float[2]));
10112 case Q3TCGEN_VECTOR:
10113 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10114 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10115 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10116 for (j = 0;j < batchnumvertices;j++)
10118 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
10119 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
10122 case Q3TCGEN_ENVIRONMENT:
10123 // make environment reflections using a spheremap
10124 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10125 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10126 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10127 for (j = 0;j < batchnumvertices;j++)
10129 // identical to Q3A's method, but executed in worldspace so
10130 // carried models can be shiny too
10132 float viewer[3], d, reflected[3], worldreflected[3];
10134 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
10135 // VectorNormalize(viewer);
10137 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
10139 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
10140 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
10141 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
10142 // note: this is proportinal to viewer, so we can normalize later
10144 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10145 VectorNormalize(worldreflected);
10147 // note: this sphere map only uses world x and z!
10148 // so positive and negative y will LOOK THE SAME.
10149 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
10150 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
10154 // the only tcmod that needs software vertex processing is turbulent, so
10155 // check for it here and apply the changes if needed
10156 // and we only support that as the first one
10157 // (handling a mixture of turbulent and other tcmods would be problematic
10158 // without punting it entirely to a software path)
10159 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10161 amplitude = rsurface.texture->tcmods[0].parms[1];
10162 animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
10163 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10164 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10165 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10166 for (j = 0;j < batchnumvertices;j++)
10168 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);
10169 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10174 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
10176 // convert the modified arrays to vertex structs
10177 // rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
10178 // rsurface.batchvertexmesh_vertexbuffer = NULL;
10179 // rsurface.batchvertexmesh_bufferoffset = 0;
10180 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
10181 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10182 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
10183 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
10184 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10185 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
10186 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
10188 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10190 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
10191 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
10194 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
10195 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10196 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
10197 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
10198 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10199 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
10200 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
10201 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10202 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
10203 if ((batchneed & BATCHNEED_VERTEXMESH_SKELETAL) && rsurface.batchskeletalindex4ub)
10205 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10207 Vector4Copy(rsurface.batchskeletalindex4ub + 4*j, vertexmesh->skeletalindex4ub);
10208 Vector4Copy(rsurface.batchskeletalweight4ub + 4*j, vertexmesh->skeletalweight4ub);
10213 // upload buffer data for the dynamic batch
10214 if (((r_batch_dynamicbuffer.integer || gl_vbo_dynamicvertex.integer || gl_vbo_dynamicindex.integer) && vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo)
10216 if (rsurface.batchvertexmesh)
10217 rsurface.batchvertexmesh_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(r_vertexmesh_t), rsurface.batchvertexmesh, R_BUFFERDATA_VERTEX, &rsurface.batchvertexmesh_bufferoffset);
10220 if (rsurface.batchvertex3f)
10221 rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
10222 if (rsurface.batchsvector3f)
10223 rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
10224 if (rsurface.batchtvector3f)
10225 rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
10226 if (rsurface.batchnormal3f)
10227 rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
10228 if (rsurface.batchlightmapcolor4f)
10229 rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
10230 if (rsurface.batchtexcoordtexture2f)
10231 rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
10232 if (rsurface.batchtexcoordlightmap2f)
10233 rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
10234 if (rsurface.batchskeletalindex4ub)
10235 rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
10236 if (rsurface.batchskeletalweight4ub)
10237 rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
10239 if (rsurface.batchelement3s)
10240 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
10241 else if (rsurface.batchelement3i)
10242 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
10246 void RSurf_DrawBatch(void)
10248 // sometimes a zero triangle surface (usually a degenerate patch) makes it
10249 // through the pipeline, killing it earlier in the pipeline would have
10250 // per-surface overhead rather than per-batch overhead, so it's best to
10251 // reject it here, before it hits glDraw.
10252 if (rsurface.batchnumtriangles == 0)
10255 // batch debugging code
10256 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
10262 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
10263 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
10266 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
10268 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
10270 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
10271 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);
10278 if (rsurface.batchmultidraw)
10280 // issue multiple draws rather than copying index data
10281 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
10282 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
10283 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
10284 for (i = 0;i < numsurfaces;)
10286 // combine consecutive surfaces as one draw
10287 for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
10288 if (surfacelist[j] != surfacelist[k] + 1)
10290 firstvertex = surfacelist[i]->num_firstvertex;
10291 endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
10292 firsttriangle = surfacelist[i]->num_firsttriangle;
10293 endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
10294 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);
10300 // there is only one consecutive run of index data (may have been combined)
10301 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);
10305 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
10307 // pick the closest matching water plane
10308 int planeindex, vertexindex, bestplaneindex = -1;
10312 r_waterstate_waterplane_t *p;
10313 qboolean prepared = false;
10315 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
10317 if(p->camera_entity != rsurface.texture->camera_entity)
10322 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
10324 if(rsurface.batchnumvertices == 0)
10327 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
10329 Matrix4x4_Transform(&rsurface.matrix, v, vert);
10330 d += fabs(PlaneDiff(vert, &p->plane));
10332 if (bestd > d || bestplaneindex < 0)
10335 bestplaneindex = planeindex;
10338 return bestplaneindex;
10339 // NOTE: this MAY return a totally unrelated water plane; we can ignore
10340 // this situation though, as it might be better to render single larger
10341 // batches with useless stuff (backface culled for example) than to
10342 // render multiple smaller batches
10345 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
10348 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10349 rsurface.passcolor4f_vertexbuffer = 0;
10350 rsurface.passcolor4f_bufferoffset = 0;
10351 for (i = 0;i < rsurface.batchnumvertices;i++)
10352 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
10355 static void RSurf_DrawBatch_GL11_ApplyFog(void)
10362 if (rsurface.passcolor4f)
10364 // generate color arrays
10365 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10366 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10367 rsurface.passcolor4f_vertexbuffer = 0;
10368 rsurface.passcolor4f_bufferoffset = 0;
10369 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
10371 f = RSurf_FogVertex(v);
10380 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10381 rsurface.passcolor4f_vertexbuffer = 0;
10382 rsurface.passcolor4f_bufferoffset = 0;
10383 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
10385 f = RSurf_FogVertex(v);
10394 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
10401 if (!rsurface.passcolor4f)
10403 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10404 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10405 rsurface.passcolor4f_vertexbuffer = 0;
10406 rsurface.passcolor4f_bufferoffset = 0;
10407 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
10409 f = RSurf_FogVertex(v);
10410 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10411 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10412 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10417 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
10422 if (!rsurface.passcolor4f)
10424 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10425 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10426 rsurface.passcolor4f_vertexbuffer = 0;
10427 rsurface.passcolor4f_bufferoffset = 0;
10428 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
10437 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
10442 if (!rsurface.passcolor4f)
10444 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10445 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10446 rsurface.passcolor4f_vertexbuffer = 0;
10447 rsurface.passcolor4f_bufferoffset = 0;
10448 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
10450 c2[0] = c[0] + r_refdef.scene.ambient;
10451 c2[1] = c[1] + r_refdef.scene.ambient;
10452 c2[2] = c[2] + r_refdef.scene.ambient;
10457 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10460 rsurface.passcolor4f = NULL;
10461 rsurface.passcolor4f_vertexbuffer = 0;
10462 rsurface.passcolor4f_bufferoffset = 0;
10463 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10464 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10465 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10466 GL_Color(r, g, b, a);
10467 R_Mesh_TexBind(0, rsurface.lightmaptexture);
10468 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10469 R_Mesh_TexMatrix(0, NULL);
10473 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10475 // TODO: optimize applyfog && applycolor case
10476 // just apply fog if necessary, and tint the fog color array if necessary
10477 rsurface.passcolor4f = NULL;
10478 rsurface.passcolor4f_vertexbuffer = 0;
10479 rsurface.passcolor4f_bufferoffset = 0;
10480 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10481 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10482 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10483 GL_Color(r, g, b, a);
10487 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10490 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10491 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10492 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10493 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10494 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10495 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10496 GL_Color(r, g, b, a);
10500 static void RSurf_DrawBatch_GL11_ClampColor(void)
10505 if (!rsurface.passcolor4f)
10507 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
10509 c2[0] = bound(0.0f, c1[0], 1.0f);
10510 c2[1] = bound(0.0f, c1[1], 1.0f);
10511 c2[2] = bound(0.0f, c1[2], 1.0f);
10512 c2[3] = bound(0.0f, c1[3], 1.0f);
10516 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
10526 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10527 rsurface.passcolor4f_vertexbuffer = 0;
10528 rsurface.passcolor4f_bufferoffset = 0;
10529 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
10531 f = -DotProduct(r_refdef.view.forward, n);
10533 f = f * 0.85 + 0.15; // work around so stuff won't get black
10534 f *= r_refdef.lightmapintensity;
10535 Vector4Set(c, f, f, f, 1);
10539 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10541 RSurf_DrawBatch_GL11_ApplyFakeLight();
10542 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10543 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10544 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10545 GL_Color(r, g, b, a);
10549 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
10557 vec3_t ambientcolor;
10558 vec3_t diffusecolor;
10562 VectorCopy(rsurface.modellight_lightdir, lightdir);
10563 f = 0.5f * r_refdef.lightmapintensity;
10564 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10565 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10566 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10567 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10568 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10569 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10571 if (VectorLength2(diffusecolor) > 0)
10573 // q3-style directional shading
10574 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10575 rsurface.passcolor4f_vertexbuffer = 0;
10576 rsurface.passcolor4f_bufferoffset = 0;
10577 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
10579 if ((f = DotProduct(n, lightdir)) > 0)
10580 VectorMA(ambientcolor, f, diffusecolor, c);
10582 VectorCopy(ambientcolor, c);
10589 *applycolor = false;
10593 *r = ambientcolor[0];
10594 *g = ambientcolor[1];
10595 *b = ambientcolor[2];
10596 rsurface.passcolor4f = NULL;
10597 rsurface.passcolor4f_vertexbuffer = 0;
10598 rsurface.passcolor4f_bufferoffset = 0;
10602 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10604 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
10605 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10606 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10607 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10608 GL_Color(r, g, b, a);
10612 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
10620 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10621 rsurface.passcolor4f_vertexbuffer = 0;
10622 rsurface.passcolor4f_bufferoffset = 0;
10624 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
10626 f = 1 - RSurf_FogVertex(v);
10634 void RSurf_SetupDepthAndCulling(void)
10636 // submodels are biased to avoid z-fighting with world surfaces that they
10637 // may be exactly overlapping (avoids z-fighting artifacts on certain
10638 // doors and things in Quake maps)
10639 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10640 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10641 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10642 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10645 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10647 // transparent sky would be ridiculous
10648 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10650 R_SetupShader_Generic_NoTexture(false, false);
10651 skyrenderlater = true;
10652 RSurf_SetupDepthAndCulling();
10653 GL_DepthMask(true);
10654 // LordHavoc: HalfLife maps have freaky skypolys so don't use
10655 // skymasking on them, and Quake3 never did sky masking (unlike
10656 // software Quake and software Quake2), so disable the sky masking
10657 // in Quake3 maps as it causes problems with q3map2 sky tricks,
10658 // and skymasking also looks very bad when noclipping outside the
10659 // level, so don't use it then either.
10660 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
10662 R_Mesh_ResetTextureState();
10663 if (skyrendermasked)
10665 R_SetupShader_DepthOrShadow(false, false, false);
10666 // depth-only (masking)
10667 GL_ColorMask(0,0,0,0);
10668 // just to make sure that braindead drivers don't draw
10669 // anything despite that colormask...
10670 GL_BlendFunc(GL_ZERO, GL_ONE);
10671 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
10672 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10676 R_SetupShader_Generic_NoTexture(false, false);
10678 GL_BlendFunc(GL_ONE, GL_ZERO);
10679 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10680 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10681 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
10684 if (skyrendermasked)
10685 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10687 R_Mesh_ResetTextureState();
10688 GL_Color(1, 1, 1, 1);
10691 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10692 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10693 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10695 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
10699 // render screenspace normalmap to texture
10700 GL_DepthMask(true);
10701 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
10706 // bind lightmap texture
10708 // water/refraction/reflection/camera surfaces have to be handled specially
10709 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
10711 int start, end, startplaneindex;
10712 for (start = 0;start < texturenumsurfaces;start = end)
10714 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
10715 if(startplaneindex < 0)
10717 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
10718 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
10722 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
10724 // now that we have a batch using the same planeindex, render it
10725 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
10727 // render water or distortion background
10728 GL_DepthMask(true);
10729 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
10731 // blend surface on top
10732 GL_DepthMask(false);
10733 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
10736 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
10738 // render surface with reflection texture as input
10739 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10740 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
10747 // render surface batch normally
10748 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10749 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0);
10753 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10755 // OpenGL 1.3 path - anything not completely ancient
10756 qboolean applycolor;
10759 const texturelayer_t *layer;
10760 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10761 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10763 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10766 int layertexrgbscale;
10767 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10769 if (layerindex == 0)
10770 GL_AlphaTest(true);
10773 GL_AlphaTest(false);
10774 GL_DepthFunc(GL_EQUAL);
10777 GL_DepthMask(layer->depthmask && writedepth);
10778 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10779 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
10781 layertexrgbscale = 4;
10782 VectorScale(layer->color, 0.25f, layercolor);
10784 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
10786 layertexrgbscale = 2;
10787 VectorScale(layer->color, 0.5f, layercolor);
10791 layertexrgbscale = 1;
10792 VectorScale(layer->color, 1.0f, layercolor);
10794 layercolor[3] = layer->color[3];
10795 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
10796 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10797 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10798 switch (layer->type)
10800 case TEXTURELAYERTYPE_LITTEXTURE:
10801 // single-pass lightmapped texture with 2x rgbscale
10802 R_Mesh_TexBind(0, r_texture_white);
10803 R_Mesh_TexMatrix(0, NULL);
10804 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10805 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10806 R_Mesh_TexBind(1, layer->texture);
10807 R_Mesh_TexMatrix(1, &layer->texmatrix);
10808 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10809 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10810 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10811 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10812 else if (FAKELIGHT_ENABLED)
10813 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10814 else if (rsurface.uselightmaptexture)
10815 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10817 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10819 case TEXTURELAYERTYPE_TEXTURE:
10820 // singletexture unlit texture with transparency support
10821 R_Mesh_TexBind(0, layer->texture);
10822 R_Mesh_TexMatrix(0, &layer->texmatrix);
10823 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10824 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10825 R_Mesh_TexBind(1, 0);
10826 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10827 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10829 case TEXTURELAYERTYPE_FOG:
10830 // singletexture fogging
10831 if (layer->texture)
10833 R_Mesh_TexBind(0, layer->texture);
10834 R_Mesh_TexMatrix(0, &layer->texmatrix);
10835 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10836 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10840 R_Mesh_TexBind(0, 0);
10841 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10843 R_Mesh_TexBind(1, 0);
10844 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10845 // generate a color array for the fog pass
10846 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
10847 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10851 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10854 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10856 GL_DepthFunc(GL_LEQUAL);
10857 GL_AlphaTest(false);
10861 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10863 // OpenGL 1.1 - crusty old voodoo path
10866 const texturelayer_t *layer;
10867 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10868 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10870 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10872 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10874 if (layerindex == 0)
10875 GL_AlphaTest(true);
10878 GL_AlphaTest(false);
10879 GL_DepthFunc(GL_EQUAL);
10882 GL_DepthMask(layer->depthmask && writedepth);
10883 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10884 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10885 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10886 switch (layer->type)
10888 case TEXTURELAYERTYPE_LITTEXTURE:
10889 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))
10891 // two-pass lit texture with 2x rgbscale
10892 // first the lightmap pass
10893 R_Mesh_TexBind(0, r_texture_white);
10894 R_Mesh_TexMatrix(0, NULL);
10895 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10896 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10897 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10898 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
10899 else if (FAKELIGHT_ENABLED)
10900 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
10901 else if (rsurface.uselightmaptexture)
10902 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
10904 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
10905 // then apply the texture to it
10906 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10907 R_Mesh_TexBind(0, layer->texture);
10908 R_Mesh_TexMatrix(0, &layer->texmatrix);
10909 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10910 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10911 RSurf_DrawBatch_GL11_Unlit(layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
10915 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10916 R_Mesh_TexBind(0, layer->texture);
10917 R_Mesh_TexMatrix(0, &layer->texmatrix);
10918 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10919 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10920 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10921 RSurf_DrawBatch_GL11_VertexShade(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10922 else if (FAKELIGHT_ENABLED)
10923 RSurf_DrawBatch_GL11_FakeLight(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10925 RSurf_DrawBatch_GL11_VertexColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10928 case TEXTURELAYERTYPE_TEXTURE:
10929 // singletexture unlit texture with transparency support
10930 R_Mesh_TexBind(0, layer->texture);
10931 R_Mesh_TexMatrix(0, &layer->texmatrix);
10932 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10933 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10934 RSurf_DrawBatch_GL11_Unlit(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10936 case TEXTURELAYERTYPE_FOG:
10937 // singletexture fogging
10938 if (layer->texture)
10940 R_Mesh_TexBind(0, layer->texture);
10941 R_Mesh_TexMatrix(0, &layer->texmatrix);
10942 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10943 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10947 R_Mesh_TexBind(0, 0);
10948 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10950 // generate a color array for the fog pass
10951 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
10952 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10956 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10959 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10961 GL_DepthFunc(GL_LEQUAL);
10962 GL_AlphaTest(false);
10966 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10970 r_vertexgeneric_t *batchvertex;
10973 // R_Mesh_ResetTextureState();
10974 R_SetupShader_Generic_NoTexture(false, false);
10976 if(rsurface.texture && rsurface.texture->currentskinframe)
10978 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10979 c[3] *= rsurface.texture->currentalpha;
10989 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10991 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10992 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10993 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10996 // brighten it up (as texture value 127 means "unlit")
10997 c[0] *= 2 * r_refdef.view.colorscale;
10998 c[1] *= 2 * r_refdef.view.colorscale;
10999 c[2] *= 2 * r_refdef.view.colorscale;
11001 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11002 c[3] *= r_wateralpha.value;
11004 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11006 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11007 GL_DepthMask(false);
11009 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11011 GL_BlendFunc(GL_ONE, GL_ONE);
11012 GL_DepthMask(false);
11014 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11016 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11017 GL_DepthMask(false);
11019 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11021 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11022 GL_DepthMask(false);
11026 GL_BlendFunc(GL_ONE, GL_ZERO);
11027 GL_DepthMask(writedepth);
11030 if (r_showsurfaces.integer == 3)
11032 rsurface.passcolor4f = NULL;
11034 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11036 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11038 rsurface.passcolor4f = NULL;
11039 rsurface.passcolor4f_vertexbuffer = 0;
11040 rsurface.passcolor4f_bufferoffset = 0;
11042 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11044 qboolean applycolor = true;
11047 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11049 r_refdef.lightmapintensity = 1;
11050 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
11051 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11053 else if (FAKELIGHT_ENABLED)
11055 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11057 r_refdef.lightmapintensity = r_fakelight_intensity.value;
11058 RSurf_DrawBatch_GL11_ApplyFakeLight();
11059 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11063 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11065 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
11066 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
11067 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
11070 if(!rsurface.passcolor4f)
11071 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
11073 RSurf_DrawBatch_GL11_ApplyAmbient();
11074 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
11075 if(r_refdef.fogenabled)
11076 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
11077 RSurf_DrawBatch_GL11_ClampColor();
11079 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
11080 R_SetupShader_Generic_NoTexture(false, false);
11083 else if (!r_refdef.view.showdebug)
11085 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11086 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11087 for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
11089 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11090 Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
11092 R_Mesh_PrepareVertices_Generic_Unlock();
11095 else if (r_showsurfaces.integer == 4)
11097 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11098 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11099 for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
11101 unsigned char c = (vi << 3) * (1.0f / 256.0f);
11102 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11103 Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
11105 R_Mesh_PrepareVertices_Generic_Unlock();
11108 else if (r_showsurfaces.integer == 2)
11111 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11112 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
11113 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
11115 unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
11116 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
11117 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
11118 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
11119 Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
11120 Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
11121 Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
11123 R_Mesh_PrepareVertices_Generic_Unlock();
11124 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
11128 int texturesurfaceindex;
11130 const msurface_t *surface;
11131 float surfacecolor4f[4];
11132 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11133 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
11135 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11137 surface = texturesurfacelist[texturesurfaceindex];
11138 k = (int)(((size_t)surface) / sizeof(msurface_t));
11139 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
11140 for (j = 0;j < surface->num_vertices;j++)
11142 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11143 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
11147 R_Mesh_PrepareVertices_Generic_Unlock();
11152 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11155 RSurf_SetupDepthAndCulling();
11156 if (r_showsurfaces.integer)
11158 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11161 switch (vid.renderpath)
11163 case RENDERPATH_GL20:
11164 case RENDERPATH_D3D9:
11165 case RENDERPATH_D3D10:
11166 case RENDERPATH_D3D11:
11167 case RENDERPATH_SOFT:
11168 case RENDERPATH_GLES2:
11169 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11171 case RENDERPATH_GL13:
11172 case RENDERPATH_GLES1:
11173 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11175 case RENDERPATH_GL11:
11176 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11182 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11185 RSurf_SetupDepthAndCulling();
11186 if (r_showsurfaces.integer)
11188 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11191 switch (vid.renderpath)
11193 case RENDERPATH_GL20:
11194 case RENDERPATH_D3D9:
11195 case RENDERPATH_D3D10:
11196 case RENDERPATH_D3D11:
11197 case RENDERPATH_SOFT:
11198 case RENDERPATH_GLES2:
11199 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11201 case RENDERPATH_GL13:
11202 case RENDERPATH_GLES1:
11203 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11205 case RENDERPATH_GL11:
11206 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11212 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11215 int texturenumsurfaces, endsurface;
11216 texture_t *texture;
11217 const msurface_t *surface;
11218 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
11220 // if the model is static it doesn't matter what value we give for
11221 // wantnormals and wanttangents, so this logic uses only rules applicable
11222 // to a model, knowing that they are meaningless otherwise
11223 if (ent == r_refdef.scene.worldentity)
11224 RSurf_ActiveWorldEntity();
11225 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11226 RSurf_ActiveModelEntity(ent, false, false, false);
11229 switch (vid.renderpath)
11231 case RENDERPATH_GL20:
11232 case RENDERPATH_D3D9:
11233 case RENDERPATH_D3D10:
11234 case RENDERPATH_D3D11:
11235 case RENDERPATH_SOFT:
11236 case RENDERPATH_GLES2:
11237 RSurf_ActiveModelEntity(ent, true, true, false);
11239 case RENDERPATH_GL11:
11240 case RENDERPATH_GL13:
11241 case RENDERPATH_GLES1:
11242 RSurf_ActiveModelEntity(ent, true, false, false);
11247 if (r_transparentdepthmasking.integer)
11249 qboolean setup = false;
11250 for (i = 0;i < numsurfaces;i = j)
11253 surface = rsurface.modelsurfaces + surfacelist[i];
11254 texture = surface->texture;
11255 rsurface.texture = R_GetCurrentTexture(texture);
11256 rsurface.lightmaptexture = NULL;
11257 rsurface.deluxemaptexture = NULL;
11258 rsurface.uselightmaptexture = false;
11259 // scan ahead until we find a different texture
11260 endsurface = min(i + 1024, numsurfaces);
11261 texturenumsurfaces = 0;
11262 texturesurfacelist[texturenumsurfaces++] = surface;
11263 for (;j < endsurface;j++)
11265 surface = rsurface.modelsurfaces + surfacelist[j];
11266 if (texture != surface->texture)
11268 texturesurfacelist[texturenumsurfaces++] = surface;
11270 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11272 // render the range of surfaces as depth
11276 GL_ColorMask(0,0,0,0);
11278 GL_DepthTest(true);
11279 GL_BlendFunc(GL_ONE, GL_ZERO);
11280 GL_DepthMask(true);
11281 // R_Mesh_ResetTextureState();
11283 RSurf_SetupDepthAndCulling();
11284 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
11285 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
11286 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11290 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11293 for (i = 0;i < numsurfaces;i = j)
11296 surface = rsurface.modelsurfaces + surfacelist[i];
11297 texture = surface->texture;
11298 rsurface.texture = R_GetCurrentTexture(texture);
11299 // scan ahead until we find a different texture
11300 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
11301 texturenumsurfaces = 0;
11302 texturesurfacelist[texturenumsurfaces++] = surface;
11303 if(FAKELIGHT_ENABLED)
11305 rsurface.lightmaptexture = NULL;
11306 rsurface.deluxemaptexture = NULL;
11307 rsurface.uselightmaptexture = false;
11308 for (;j < endsurface;j++)
11310 surface = rsurface.modelsurfaces + surfacelist[j];
11311 if (texture != surface->texture)
11313 texturesurfacelist[texturenumsurfaces++] = surface;
11318 rsurface.lightmaptexture = surface->lightmaptexture;
11319 rsurface.deluxemaptexture = surface->deluxemaptexture;
11320 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11321 for (;j < endsurface;j++)
11323 surface = rsurface.modelsurfaces + surfacelist[j];
11324 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
11326 texturesurfacelist[texturenumsurfaces++] = surface;
11329 // render the range of surfaces
11330 if (ent == r_refdef.scene.worldentity)
11331 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11333 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11335 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11338 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11340 // transparent surfaces get pushed off into the transparent queue
11341 int surfacelistindex;
11342 const msurface_t *surface;
11343 vec3_t tempcenter, center;
11344 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11346 surface = texturesurfacelist[surfacelistindex];
11347 if (r_transparent_sortsurfacesbynearest.integer)
11349 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
11350 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
11351 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
11355 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11356 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11357 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11359 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11360 if (rsurface.entity->transparent_offset) // transparent offset
11362 center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
11363 center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
11364 center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
11366 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);
11370 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11372 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11374 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11376 RSurf_SetupDepthAndCulling();
11377 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
11378 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11379 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
11383 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11387 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
11390 if (!rsurface.texture->currentnumlayers)
11392 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11393 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11395 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11397 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
11398 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11399 else if (!rsurface.texture->currentnumlayers)
11401 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
11403 // in the deferred case, transparent surfaces were queued during prepass
11404 if (!r_shadow_usingdeferredprepass)
11405 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11409 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11410 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11415 static void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11418 texture_t *texture;
11419 R_FrameData_SetMark();
11420 // break the surface list down into batches by texture and use of lightmapping
11421 for (i = 0;i < numsurfaces;i = j)
11424 // texture is the base texture pointer, rsurface.texture is the
11425 // current frame/skin the texture is directing us to use (for example
11426 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11427 // use skin 1 instead)
11428 texture = surfacelist[i]->texture;
11429 rsurface.texture = R_GetCurrentTexture(texture);
11430 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11432 // if this texture is not the kind we want, skip ahead to the next one
11433 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11437 if(FAKELIGHT_ENABLED || depthonly || prepass)
11439 rsurface.lightmaptexture = NULL;
11440 rsurface.deluxemaptexture = NULL;
11441 rsurface.uselightmaptexture = false;
11442 // simply scan ahead until we find a different texture or lightmap state
11443 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11448 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
11449 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
11450 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
11451 // simply scan ahead until we find a different texture or lightmap state
11452 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
11455 // render the range of surfaces
11456 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11458 R_FrameData_ReturnToMark();
11461 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11465 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
11468 if (!rsurface.texture->currentnumlayers)
11470 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11471 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11473 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11475 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
11476 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11477 else if (!rsurface.texture->currentnumlayers)
11479 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
11481 // in the deferred case, transparent surfaces were queued during prepass
11482 if (!r_shadow_usingdeferredprepass)
11483 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11487 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11488 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11493 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11496 texture_t *texture;
11497 R_FrameData_SetMark();
11498 // break the surface list down into batches by texture and use of lightmapping
11499 for (i = 0;i < numsurfaces;i = j)
11502 // texture is the base texture pointer, rsurface.texture is the
11503 // current frame/skin the texture is directing us to use (for example
11504 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11505 // use skin 1 instead)
11506 texture = surfacelist[i]->texture;
11507 rsurface.texture = R_GetCurrentTexture(texture);
11508 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11510 // if this texture is not the kind we want, skip ahead to the next one
11511 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11515 if(FAKELIGHT_ENABLED || depthonly || prepass)
11517 rsurface.lightmaptexture = NULL;
11518 rsurface.deluxemaptexture = NULL;
11519 rsurface.uselightmaptexture = false;
11520 // simply scan ahead until we find a different texture or lightmap state
11521 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11526 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
11527 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
11528 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
11529 // simply scan ahead until we find a different texture or lightmap state
11530 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
11533 // render the range of surfaces
11534 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11536 R_FrameData_ReturnToMark();
11539 float locboxvertex3f[6*4*3] =
11541 1,0,1, 1,0,0, 1,1,0, 1,1,1,
11542 0,1,1, 0,1,0, 0,0,0, 0,0,1,
11543 1,1,1, 1,1,0, 0,1,0, 0,1,1,
11544 0,0,1, 0,0,0, 1,0,0, 1,0,1,
11545 0,0,1, 1,0,1, 1,1,1, 0,1,1,
11546 1,0,0, 0,0,0, 0,1,0, 1,1,0
11549 unsigned short locboxelements[6*2*3] =
11554 12,13,14, 12,14,15,
11555 16,17,18, 16,18,19,
11559 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11562 cl_locnode_t *loc = (cl_locnode_t *)ent;
11564 float vertex3f[6*4*3];
11566 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11567 GL_DepthMask(false);
11568 GL_DepthRange(0, 1);
11569 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11570 GL_DepthTest(true);
11571 GL_CullFace(GL_NONE);
11572 R_EntityMatrix(&identitymatrix);
11574 // R_Mesh_ResetTextureState();
11576 i = surfacelist[0];
11577 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11578 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11579 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11580 surfacelist[0] < 0 ? 0.5f : 0.125f);
11582 if (VectorCompare(loc->mins, loc->maxs))
11584 VectorSet(size, 2, 2, 2);
11585 VectorMA(loc->mins, -0.5f, size, mins);
11589 VectorCopy(loc->mins, mins);
11590 VectorSubtract(loc->maxs, loc->mins, size);
11593 for (i = 0;i < 6*4*3;)
11594 for (j = 0;j < 3;j++, i++)
11595 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11597 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
11598 R_SetupShader_Generic_NoTexture(false, false);
11599 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
11602 void R_DrawLocs(void)
11605 cl_locnode_t *loc, *nearestloc;
11607 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11608 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11610 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11611 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11615 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11617 if (decalsystem->decals)
11618 Mem_Free(decalsystem->decals);
11619 memset(decalsystem, 0, sizeof(*decalsystem));
11622 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, int decalsequence)
11625 tridecal_t *decals;
11628 // expand or initialize the system
11629 if (decalsystem->maxdecals <= decalsystem->numdecals)
11631 decalsystem_t old = *decalsystem;
11632 qboolean useshortelements;
11633 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11634 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11635 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)));
11636 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11637 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11638 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11639 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11640 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11641 if (decalsystem->numdecals)
11642 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11644 Mem_Free(old.decals);
11645 for (i = 0;i < decalsystem->maxdecals*3;i++)
11646 decalsystem->element3i[i] = i;
11647 if (useshortelements)
11648 for (i = 0;i < decalsystem->maxdecals*3;i++)
11649 decalsystem->element3s[i] = i;
11652 // grab a decal and search for another free slot for the next one
11653 decals = decalsystem->decals;
11654 decal = decalsystem->decals + (i = decalsystem->freedecal++);
11655 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
11657 decalsystem->freedecal = i;
11658 if (decalsystem->numdecals <= i)
11659 decalsystem->numdecals = i + 1;
11661 // initialize the decal
11663 decal->triangleindex = triangleindex;
11664 decal->surfaceindex = surfaceindex;
11665 decal->decalsequence = decalsequence;
11666 decal->color4f[0][0] = c0[0];
11667 decal->color4f[0][1] = c0[1];
11668 decal->color4f[0][2] = c0[2];
11669 decal->color4f[0][3] = 1;
11670 decal->color4f[1][0] = c1[0];
11671 decal->color4f[1][1] = c1[1];
11672 decal->color4f[1][2] = c1[2];
11673 decal->color4f[1][3] = 1;
11674 decal->color4f[2][0] = c2[0];
11675 decal->color4f[2][1] = c2[1];
11676 decal->color4f[2][2] = c2[2];
11677 decal->color4f[2][3] = 1;
11678 decal->vertex3f[0][0] = v0[0];
11679 decal->vertex3f[0][1] = v0[1];
11680 decal->vertex3f[0][2] = v0[2];
11681 decal->vertex3f[1][0] = v1[0];
11682 decal->vertex3f[1][1] = v1[1];
11683 decal->vertex3f[1][2] = v1[2];
11684 decal->vertex3f[2][0] = v2[0];
11685 decal->vertex3f[2][1] = v2[1];
11686 decal->vertex3f[2][2] = v2[2];
11687 decal->texcoord2f[0][0] = t0[0];
11688 decal->texcoord2f[0][1] = t0[1];
11689 decal->texcoord2f[1][0] = t1[0];
11690 decal->texcoord2f[1][1] = t1[1];
11691 decal->texcoord2f[2][0] = t2[0];
11692 decal->texcoord2f[2][1] = t2[1];
11693 TriangleNormal(v0, v1, v2, decal->plane);
11694 VectorNormalize(decal->plane);
11695 decal->plane[3] = DotProduct(v0, decal->plane);
11698 extern cvar_t cl_decals_bias;
11699 extern cvar_t cl_decals_models;
11700 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11701 // baseparms, parms, temps
11702 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
11707 const float *vertex3f;
11708 const float *normal3f;
11710 float points[2][9][3];
11717 e = rsurface.modelelement3i + 3*triangleindex;
11719 vertex3f = rsurface.modelvertex3f;
11720 normal3f = rsurface.modelnormal3f;
11724 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11726 index = 3*e[cornerindex];
11727 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
11732 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11734 index = 3*e[cornerindex];
11735 VectorCopy(vertex3f + index, v[cornerindex]);
11740 //TriangleNormal(v[0], v[1], v[2], normal);
11741 //if (DotProduct(normal, localnormal) < 0.0f)
11743 // clip by each of the box planes formed from the projection matrix
11744 // if anything survives, we emit the decal
11745 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]);
11748 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]);
11751 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]);
11754 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]);
11757 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]);
11760 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]);
11763 // some part of the triangle survived, so we have to accept it...
11766 // dynamic always uses the original triangle
11768 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11770 index = 3*e[cornerindex];
11771 VectorCopy(vertex3f + index, v[cornerindex]);
11774 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
11776 // convert vertex positions to texcoords
11777 Matrix4x4_Transform(projection, v[cornerindex], temp);
11778 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
11779 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
11780 // calculate distance fade from the projection origin
11781 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
11782 f = bound(0.0f, f, 1.0f);
11783 c[cornerindex][0] = r * f;
11784 c[cornerindex][1] = g * f;
11785 c[cornerindex][2] = b * f;
11786 c[cornerindex][3] = 1.0f;
11787 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
11790 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);
11792 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
11793 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);
11795 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
11797 matrix4x4_t projection;
11798 decalsystem_t *decalsystem;
11801 const msurface_t *surface;
11802 const msurface_t *surfaces;
11803 const int *surfacelist;
11804 const texture_t *texture;
11806 int numsurfacelist;
11807 int surfacelistindex;
11810 float localorigin[3];
11811 float localnormal[3];
11812 float localmins[3];
11813 float localmaxs[3];
11816 float planes[6][4];
11819 int bih_triangles_count;
11820 int bih_triangles[256];
11821 int bih_surfaces[256];
11823 decalsystem = &ent->decalsystem;
11824 model = ent->model;
11825 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11827 R_DecalSystem_Reset(&ent->decalsystem);
11831 if (!model->brush.data_leafs && !cl_decals_models.integer)
11833 if (decalsystem->model)
11834 R_DecalSystem_Reset(decalsystem);
11838 if (decalsystem->model != model)
11839 R_DecalSystem_Reset(decalsystem);
11840 decalsystem->model = model;
11842 RSurf_ActiveModelEntity(ent, true, false, false);
11844 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11845 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11846 VectorNormalize(localnormal);
11847 localsize = worldsize*rsurface.inversematrixscale;
11848 localmins[0] = localorigin[0] - localsize;
11849 localmins[1] = localorigin[1] - localsize;
11850 localmins[2] = localorigin[2] - localsize;
11851 localmaxs[0] = localorigin[0] + localsize;
11852 localmaxs[1] = localorigin[1] + localsize;
11853 localmaxs[2] = localorigin[2] + localsize;
11855 //VectorCopy(localnormal, planes[4]);
11856 //VectorVectors(planes[4], planes[2], planes[0]);
11857 AnglesFromVectors(angles, localnormal, NULL, false);
11858 AngleVectors(angles, planes[0], planes[2], planes[4]);
11859 VectorNegate(planes[0], planes[1]);
11860 VectorNegate(planes[2], planes[3]);
11861 VectorNegate(planes[4], planes[5]);
11862 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11863 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11864 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11865 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11866 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11867 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11872 matrix4x4_t forwardprojection;
11873 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11874 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11879 float projectionvector[4][3];
11880 VectorScale(planes[0], ilocalsize, projectionvector[0]);
11881 VectorScale(planes[2], ilocalsize, projectionvector[1]);
11882 VectorScale(planes[4], ilocalsize, projectionvector[2]);
11883 projectionvector[0][0] = planes[0][0] * ilocalsize;
11884 projectionvector[0][1] = planes[1][0] * ilocalsize;
11885 projectionvector[0][2] = planes[2][0] * ilocalsize;
11886 projectionvector[1][0] = planes[0][1] * ilocalsize;
11887 projectionvector[1][1] = planes[1][1] * ilocalsize;
11888 projectionvector[1][2] = planes[2][1] * ilocalsize;
11889 projectionvector[2][0] = planes[0][2] * ilocalsize;
11890 projectionvector[2][1] = planes[1][2] * ilocalsize;
11891 projectionvector[2][2] = planes[2][2] * ilocalsize;
11892 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11893 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11894 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11895 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11899 dynamic = model->surfmesh.isanimated;
11900 numsurfacelist = model->nummodelsurfaces;
11901 surfacelist = model->sortedmodelsurfaces;
11902 surfaces = model->data_surfaces;
11905 bih_triangles_count = -1;
11908 if(model->render_bih.numleafs)
11909 bih = &model->render_bih;
11910 else if(model->collision_bih.numleafs)
11911 bih = &model->collision_bih;
11914 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
11915 if(bih_triangles_count == 0)
11917 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
11919 if(bih_triangles_count > 0)
11921 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
11923 surfaceindex = bih_surfaces[triangleindex];
11924 surface = surfaces + surfaceindex;
11925 texture = surface->texture;
11926 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11928 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11930 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
11935 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11937 surfaceindex = surfacelist[surfacelistindex];
11938 surface = surfaces + surfaceindex;
11939 // check cull box first because it rejects more than any other check
11940 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11942 // skip transparent surfaces
11943 texture = surface->texture;
11944 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11946 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11948 numtriangles = surface->num_triangles;
11949 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
11950 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
11955 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11956 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
11958 int renderentityindex;
11959 float worldmins[3];
11960 float worldmaxs[3];
11961 entity_render_t *ent;
11963 if (!cl_decals_newsystem.integer)
11966 worldmins[0] = worldorigin[0] - worldsize;
11967 worldmins[1] = worldorigin[1] - worldsize;
11968 worldmins[2] = worldorigin[2] - worldsize;
11969 worldmaxs[0] = worldorigin[0] + worldsize;
11970 worldmaxs[1] = worldorigin[1] + worldsize;
11971 worldmaxs[2] = worldorigin[2] + worldsize;
11973 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11975 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11977 ent = r_refdef.scene.entities[renderentityindex];
11978 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11981 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11985 typedef struct r_decalsystem_splatqueue_s
11987 vec3_t worldorigin;
11988 vec3_t worldnormal;
11994 r_decalsystem_splatqueue_t;
11996 int r_decalsystem_numqueued = 0;
11997 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11999 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)
12001 r_decalsystem_splatqueue_t *queue;
12003 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
12006 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
12007 VectorCopy(worldorigin, queue->worldorigin);
12008 VectorCopy(worldnormal, queue->worldnormal);
12009 Vector4Set(queue->color, r, g, b, a);
12010 Vector4Set(queue->tcrange, s1, t1, s2, t2);
12011 queue->worldsize = worldsize;
12012 queue->decalsequence = cl.decalsequence++;
12015 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
12018 r_decalsystem_splatqueue_t *queue;
12020 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
12021 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);
12022 r_decalsystem_numqueued = 0;
12025 extern cvar_t cl_decals_max;
12026 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
12029 decalsystem_t *decalsystem = &ent->decalsystem;
12036 if (!decalsystem->numdecals)
12039 if (r_showsurfaces.integer)
12042 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12044 R_DecalSystem_Reset(decalsystem);
12048 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
12049 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
12051 if (decalsystem->lastupdatetime)
12052 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
12055 decalsystem->lastupdatetime = r_refdef.scene.time;
12056 numdecals = decalsystem->numdecals;
12058 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12060 if (decal->color4f[0][3])
12062 decal->lived += frametime;
12063 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
12065 memset(decal, 0, sizeof(*decal));
12066 if (decalsystem->freedecal > i)
12067 decalsystem->freedecal = i;
12071 decal = decalsystem->decals;
12072 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
12075 // collapse the array by shuffling the tail decals into the gaps
12078 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
12079 decalsystem->freedecal++;
12080 if (decalsystem->freedecal == numdecals)
12082 decal[decalsystem->freedecal] = decal[--numdecals];
12085 decalsystem->numdecals = numdecals;
12087 if (numdecals <= 0)
12089 // if there are no decals left, reset decalsystem
12090 R_DecalSystem_Reset(decalsystem);
12094 extern skinframe_t *decalskinframe;
12095 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12098 decalsystem_t *decalsystem = &ent->decalsystem;
12107 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12110 numdecals = decalsystem->numdecals;
12114 if (r_showsurfaces.integer)
12117 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12119 R_DecalSystem_Reset(decalsystem);
12123 // if the model is static it doesn't matter what value we give for
12124 // wantnormals and wanttangents, so this logic uses only rules applicable
12125 // to a model, knowing that they are meaningless otherwise
12126 if (ent == r_refdef.scene.worldentity)
12127 RSurf_ActiveWorldEntity();
12129 RSurf_ActiveModelEntity(ent, false, false, false);
12131 decalsystem->lastupdatetime = r_refdef.scene.time;
12133 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12135 // update vertex positions for animated models
12136 v3f = decalsystem->vertex3f;
12137 c4f = decalsystem->color4f;
12138 t2f = decalsystem->texcoord2f;
12139 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12141 if (!decal->color4f[0][3])
12144 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12148 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
12151 // update color values for fading decals
12152 if (decal->lived >= cl_decals_time.value)
12153 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12157 c4f[ 0] = decal->color4f[0][0] * alpha;
12158 c4f[ 1] = decal->color4f[0][1] * alpha;
12159 c4f[ 2] = decal->color4f[0][2] * alpha;
12161 c4f[ 4] = decal->color4f[1][0] * alpha;
12162 c4f[ 5] = decal->color4f[1][1] * alpha;
12163 c4f[ 6] = decal->color4f[1][2] * alpha;
12165 c4f[ 8] = decal->color4f[2][0] * alpha;
12166 c4f[ 9] = decal->color4f[2][1] * alpha;
12167 c4f[10] = decal->color4f[2][2] * alpha;
12170 t2f[0] = decal->texcoord2f[0][0];
12171 t2f[1] = decal->texcoord2f[0][1];
12172 t2f[2] = decal->texcoord2f[1][0];
12173 t2f[3] = decal->texcoord2f[1][1];
12174 t2f[4] = decal->texcoord2f[2][0];
12175 t2f[5] = decal->texcoord2f[2][1];
12177 // update vertex positions for animated models
12178 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
12180 e = rsurface.modelelement3i + 3*decal->triangleindex;
12181 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
12182 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
12183 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
12187 VectorCopy(decal->vertex3f[0], v3f);
12188 VectorCopy(decal->vertex3f[1], v3f + 3);
12189 VectorCopy(decal->vertex3f[2], v3f + 6);
12192 if (r_refdef.fogenabled)
12194 alpha = RSurf_FogVertex(v3f);
12195 VectorScale(c4f, alpha, c4f);
12196 alpha = RSurf_FogVertex(v3f + 3);
12197 VectorScale(c4f + 4, alpha, c4f + 4);
12198 alpha = RSurf_FogVertex(v3f + 6);
12199 VectorScale(c4f + 8, alpha, c4f + 8);
12210 r_refdef.stats[r_stat_drawndecals] += numtris;
12212 // now render the decals all at once
12213 // (this assumes they all use one particle font texture!)
12214 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);
12215 // R_Mesh_ResetTextureState();
12216 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
12217 GL_DepthMask(false);
12218 GL_DepthRange(0, 1);
12219 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12220 GL_DepthTest(true);
12221 GL_CullFace(GL_NONE);
12222 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12223 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false, false);
12224 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
12228 static void R_DrawModelDecals(void)
12232 // fade faster when there are too many decals
12233 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12234 for (i = 0;i < r_refdef.scene.numentities;i++)
12235 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12237 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12238 for (i = 0;i < r_refdef.scene.numentities;i++)
12239 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12240 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12242 R_DecalSystem_ApplySplatEntitiesQueue();
12244 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12245 for (i = 0;i < r_refdef.scene.numentities;i++)
12246 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12248 r_refdef.stats[r_stat_totaldecals] += numdecals;
12250 if (r_showsurfaces.integer)
12253 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12255 for (i = 0;i < r_refdef.scene.numentities;i++)
12257 if (!r_refdef.viewcache.entityvisible[i])
12259 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12260 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12264 extern cvar_t mod_collision_bih;
12265 static void R_DrawDebugModel(void)
12267 entity_render_t *ent = rsurface.entity;
12268 int i, j, flagsmask;
12269 const msurface_t *surface;
12270 dp_model_t *model = ent->model;
12272 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
12275 if (r_showoverdraw.value > 0)
12277 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
12278 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12279 R_SetupShader_Generic_NoTexture(false, false);
12280 GL_DepthTest(false);
12281 GL_DepthMask(false);
12282 GL_DepthRange(0, 1);
12283 GL_BlendFunc(GL_ONE, GL_ONE);
12284 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12286 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12288 rsurface.texture = R_GetCurrentTexture(surface->texture);
12289 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12291 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
12292 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
12293 if (!rsurface.texture->currentlayers->depthmask)
12294 GL_Color(c, 0, 0, 1.0f);
12295 else if (ent == r_refdef.scene.worldentity)
12296 GL_Color(c, c, c, 1.0f);
12298 GL_Color(0, c, 0, 1.0f);
12299 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12303 rsurface.texture = NULL;
12306 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12308 // R_Mesh_ResetTextureState();
12309 R_SetupShader_Generic_NoTexture(false, false);
12310 GL_DepthRange(0, 1);
12311 GL_DepthTest(!r_showdisabledepthtest.integer);
12312 GL_DepthMask(false);
12313 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12315 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12319 qboolean cullbox = false;
12320 const q3mbrush_t *brush;
12321 const bih_t *bih = &model->collision_bih;
12322 const bih_leaf_t *bihleaf;
12323 float vertex3f[3][3];
12324 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12325 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12327 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12329 switch (bihleaf->type)
12332 brush = model->brush.data_brushes + bihleaf->itemindex;
12333 if (brush->colbrushf && brush->colbrushf->numtriangles)
12335 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);
12336 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
12337 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
12340 case BIH_COLLISIONTRIANGLE:
12341 triangleindex = bihleaf->itemindex;
12342 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12343 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12344 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12345 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);
12346 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12347 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12349 case BIH_RENDERTRIANGLE:
12350 triangleindex = bihleaf->itemindex;
12351 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12352 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12353 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12354 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);
12355 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12356 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12362 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12365 if (r_showtris.integer && qglPolygonMode)
12367 if (r_showdisabledepthtest.integer)
12369 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12370 GL_DepthMask(false);
12374 GL_BlendFunc(GL_ONE, GL_ZERO);
12375 GL_DepthMask(true);
12377 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
12378 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12380 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12382 rsurface.texture = R_GetCurrentTexture(surface->texture);
12383 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12385 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
12386 if (!rsurface.texture->currentlayers->depthmask)
12387 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12388 else if (ent == r_refdef.scene.worldentity)
12389 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12391 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12392 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12396 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
12397 rsurface.texture = NULL;
12400 if (r_shownormals.value != 0 && qglBegin)
12404 if (r_showdisabledepthtest.integer)
12406 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12407 GL_DepthMask(false);
12411 GL_BlendFunc(GL_ONE, GL_ZERO);
12412 GL_DepthMask(true);
12414 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12416 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12418 rsurface.texture = R_GetCurrentTexture(surface->texture);
12419 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12421 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
12422 qglBegin(GL_LINES);
12423 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
12425 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12427 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12428 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12429 qglVertex3f(v[0], v[1], v[2]);
12430 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
12431 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12432 qglVertex3f(v[0], v[1], v[2]);
12435 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
12437 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12439 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12440 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12441 qglVertex3f(v[0], v[1], v[2]);
12442 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
12443 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12444 qglVertex3f(v[0], v[1], v[2]);
12447 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
12449 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12451 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12452 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12453 qglVertex3f(v[0], v[1], v[2]);
12454 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
12455 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12456 qglVertex3f(v[0], v[1], v[2]);
12459 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
12461 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12463 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12464 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12465 qglVertex3f(v[0], v[1], v[2]);
12466 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
12467 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12468 qglVertex3f(v[0], v[1], v[2]);
12475 rsurface.texture = NULL;
12480 int r_maxsurfacelist = 0;
12481 const msurface_t **r_surfacelist = NULL;
12482 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12484 int i, j, endj, flagsmask;
12485 dp_model_t *model = r_refdef.scene.worldmodel;
12486 msurface_t *surfaces;
12487 unsigned char *update;
12488 int numsurfacelist = 0;
12492 if (r_maxsurfacelist < model->num_surfaces)
12494 r_maxsurfacelist = model->num_surfaces;
12496 Mem_Free((msurface_t**)r_surfacelist);
12497 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12500 RSurf_ActiveWorldEntity();
12502 surfaces = model->data_surfaces;
12503 update = model->brushq1.lightmapupdateflags;
12505 // update light styles on this submodel
12506 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12508 model_brush_lightstyleinfo_t *style;
12509 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12511 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12513 int *list = style->surfacelist;
12514 style->value = r_refdef.scene.lightstylevalue[style->style];
12515 for (j = 0;j < style->numsurfaces;j++)
12516 update[list[j]] = true;
12521 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12525 R_DrawDebugModel();
12526 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12530 rsurface.lightmaptexture = NULL;
12531 rsurface.deluxemaptexture = NULL;
12532 rsurface.uselightmaptexture = false;
12533 rsurface.texture = NULL;
12534 rsurface.rtlight = NULL;
12535 numsurfacelist = 0;
12536 // add visible surfaces to draw list
12537 for (i = 0;i < model->nummodelsurfaces;i++)
12539 j = model->sortedmodelsurfaces[i];
12540 if (r_refdef.viewcache.world_surfacevisible[j])
12541 r_surfacelist[numsurfacelist++] = surfaces + j;
12543 // update lightmaps if needed
12544 if (model->brushq1.firstrender)
12546 model->brushq1.firstrender = false;
12547 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12549 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12553 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12554 if (r_refdef.viewcache.world_surfacevisible[j])
12556 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12558 // don't do anything if there were no surfaces
12559 if (!numsurfacelist)
12561 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12564 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12566 // add to stats if desired
12567 if (r_speeds.integer && !skysurfaces && !depthonly)
12569 r_refdef.stats[r_stat_world_surfaces] += numsurfacelist;
12570 for (j = 0;j < numsurfacelist;j++)
12571 r_refdef.stats[r_stat_world_triangles] += r_surfacelist[j]->num_triangles;
12574 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12577 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12579 int i, j, endj, flagsmask;
12580 dp_model_t *model = ent->model;
12581 msurface_t *surfaces;
12582 unsigned char *update;
12583 int numsurfacelist = 0;
12587 if (r_maxsurfacelist < model->num_surfaces)
12589 r_maxsurfacelist = model->num_surfaces;
12591 Mem_Free((msurface_t **)r_surfacelist);
12592 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12595 // if the model is static it doesn't matter what value we give for
12596 // wantnormals and wanttangents, so this logic uses only rules applicable
12597 // to a model, knowing that they are meaningless otherwise
12598 if (ent == r_refdef.scene.worldentity)
12599 RSurf_ActiveWorldEntity();
12600 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12601 RSurf_ActiveModelEntity(ent, false, false, false);
12603 RSurf_ActiveModelEntity(ent, true, true, true);
12604 else if (depthonly)
12606 switch (vid.renderpath)
12608 case RENDERPATH_GL20:
12609 case RENDERPATH_D3D9:
12610 case RENDERPATH_D3D10:
12611 case RENDERPATH_D3D11:
12612 case RENDERPATH_SOFT:
12613 case RENDERPATH_GLES2:
12614 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12616 case RENDERPATH_GL11:
12617 case RENDERPATH_GL13:
12618 case RENDERPATH_GLES1:
12619 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12625 switch (vid.renderpath)
12627 case RENDERPATH_GL20:
12628 case RENDERPATH_D3D9:
12629 case RENDERPATH_D3D10:
12630 case RENDERPATH_D3D11:
12631 case RENDERPATH_SOFT:
12632 case RENDERPATH_GLES2:
12633 RSurf_ActiveModelEntity(ent, true, true, false);
12635 case RENDERPATH_GL11:
12636 case RENDERPATH_GL13:
12637 case RENDERPATH_GLES1:
12638 RSurf_ActiveModelEntity(ent, true, false, false);
12643 surfaces = model->data_surfaces;
12644 update = model->brushq1.lightmapupdateflags;
12646 // update light styles
12647 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12649 model_brush_lightstyleinfo_t *style;
12650 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12652 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12654 int *list = style->surfacelist;
12655 style->value = r_refdef.scene.lightstylevalue[style->style];
12656 for (j = 0;j < style->numsurfaces;j++)
12657 update[list[j]] = true;
12662 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12666 R_DrawDebugModel();
12667 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12671 rsurface.lightmaptexture = NULL;
12672 rsurface.deluxemaptexture = NULL;
12673 rsurface.uselightmaptexture = false;
12674 rsurface.texture = NULL;
12675 rsurface.rtlight = NULL;
12676 numsurfacelist = 0;
12677 // add visible surfaces to draw list
12678 for (i = 0;i < model->nummodelsurfaces;i++)
12679 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12680 // don't do anything if there were no surfaces
12681 if (!numsurfacelist)
12683 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12686 // update lightmaps if needed
12690 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12695 R_BuildLightMap(ent, surfaces + j);
12700 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12702 // add to stats if desired
12703 if (r_speeds.integer && !skysurfaces && !depthonly)
12705 r_refdef.stats[r_stat_entities_surfaces] += numsurfacelist;
12706 for (j = 0;j < numsurfacelist;j++)
12707 r_refdef.stats[r_stat_entities_triangles] += r_surfacelist[j]->num_triangles;
12710 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12713 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12715 static texture_t texture;
12716 static msurface_t surface;
12717 const msurface_t *surfacelist = &surface;
12719 // fake enough texture and surface state to render this geometry
12721 texture.update_lastrenderframe = -1; // regenerate this texture
12722 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12723 texture.currentskinframe = skinframe;
12724 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12725 texture.offsetmapping = OFFSETMAPPING_OFF;
12726 texture.offsetscale = 1;
12727 texture.specularscalemod = 1;
12728 texture.specularpowermod = 1;
12729 texture.transparentsort = TRANSPARENTSORT_DISTANCE;
12730 // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
12731 // JUST GREP FOR "specularscalemod = 1".
12733 surface.texture = &texture;
12734 surface.num_triangles = numtriangles;
12735 surface.num_firsttriangle = firsttriangle;
12736 surface.num_vertices = numvertices;
12737 surface.num_firstvertex = firstvertex;
12740 rsurface.texture = R_GetCurrentTexture(surface.texture);
12741 rsurface.lightmaptexture = NULL;
12742 rsurface.deluxemaptexture = NULL;
12743 rsurface.uselightmaptexture = false;
12744 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12747 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)
12749 static msurface_t surface;
12750 const msurface_t *surfacelist = &surface;
12752 // fake enough texture and surface state to render this geometry
12753 surface.texture = texture;
12754 surface.num_triangles = numtriangles;
12755 surface.num_firsttriangle = firsttriangle;
12756 surface.num_vertices = numvertices;
12757 surface.num_firstvertex = firstvertex;
12760 rsurface.texture = R_GetCurrentTexture(surface.texture);
12761 rsurface.lightmaptexture = NULL;
12762 rsurface.deluxemaptexture = NULL;
12763 rsurface.uselightmaptexture = false;
12764 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);