2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
29 #include "cl_collision.h"
32 // Enable NVIDIA High Performance Graphics while using Integrated Graphics.
36 __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
42 mempool_t *r_main_mempool;
43 rtexturepool_t *r_main_texturepool;
45 int r_textureframe = 0; ///< used only by R_GetCurrentTexture, incremented per view and per UI render
47 static qbool r_loadnormalmap;
48 static qbool r_loadgloss;
50 static qbool r_loaddds;
51 static qbool r_savedds;
52 static qbool r_gpuskeletal;
59 cvar_t r_motionblur = {CF_CLIENT | CF_ARCHIVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
60 cvar_t r_damageblur = {CF_CLIENT | CF_ARCHIVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
61 cvar_t r_motionblur_averaging = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
62 cvar_t r_motionblur_randomize = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
63 cvar_t r_motionblur_minblur = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
64 cvar_t r_motionblur_maxblur = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
65 cvar_t r_motionblur_velocityfactor = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
66 cvar_t r_motionblur_velocityfactor_minspeed = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
67 cvar_t r_motionblur_velocityfactor_maxspeed = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
68 cvar_t r_motionblur_mousefactor = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
69 cvar_t r_motionblur_mousefactor_minspeed = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
70 cvar_t r_motionblur_mousefactor_maxspeed = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
72 cvar_t r_depthfirst = {CF_CLIENT | CF_ARCHIVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
73 cvar_t r_useinfinitefarclip = {CF_CLIENT | CF_ARCHIVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
74 cvar_t r_farclip_base = {CF_CLIENT, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
75 cvar_t r_farclip_world = {CF_CLIENT, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
76 cvar_t r_nearclip = {CF_CLIENT, "r_nearclip", "1", "distance from camera of nearclip plane" };
77 cvar_t r_deformvertexes = {CF_CLIENT, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
78 cvar_t r_transparent = {CF_CLIENT, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
79 cvar_t r_transparent_alphatocoverage = {CF_CLIENT, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
80 cvar_t r_transparent_sortsurfacesbynearest = {CF_CLIENT, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
81 cvar_t r_transparent_useplanardistance = {CF_CLIENT, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
82 cvar_t r_showoverdraw = {CF_CLIENT, "r_showoverdraw", "0", "shows overlapping geometry"};
83 cvar_t r_showbboxes = {CF_CLIENT, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
84 cvar_t r_showbboxes_client = {CF_CLIENT, "r_showbboxes_client", "0", "shows bounding boxes of clientside qc entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
85 cvar_t r_showsurfaces = {CF_CLIENT, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
86 cvar_t r_showtris = {CF_CLIENT, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
87 cvar_t r_shownormals = {CF_CLIENT, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
88 cvar_t r_showlighting = {CF_CLIENT, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
89 cvar_t r_showcollisionbrushes = {CF_CLIENT, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
90 cvar_t r_showcollisionbrushes_polygonfactor = {CF_CLIENT, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
91 cvar_t r_showcollisionbrushes_polygonoffset = {CF_CLIENT, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
92 cvar_t r_showdisabledepthtest = {CF_CLIENT, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
93 cvar_t r_showspriteedges = {CF_CLIENT, "r_showspriteedges", "0", "renders a debug outline to show the polygon shape of each sprite frame rendered (may be 2 or more in case of interpolated animations), for debugging rendering bugs with specific view types"};
94 cvar_t r_showparticleedges = {CF_CLIENT, "r_showparticleedges", "0", "renders a debug outline to show the polygon shape of each particle, for debugging rendering bugs with specific view types"};
95 cvar_t r_drawportals = {CF_CLIENT, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
96 cvar_t r_drawentities = {CF_CLIENT, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
97 cvar_t r_draw2d = {CF_CLIENT, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
98 cvar_t r_drawworld = {CF_CLIENT, "r_drawworld","1", "draw world (most static stuff)"};
99 cvar_t r_drawviewmodel = {CF_CLIENT, "r_drawviewmodel","1", "draw your weapon model"};
100 cvar_t r_drawexteriormodel = {CF_CLIENT, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
101 cvar_t r_cullentities_trace = {CF_CLIENT, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
102 cvar_t r_cullentities_trace_entityocclusion = {CF_CLIENT, "r_cullentities_trace_entityocclusion", "1", "check for occluding entities such as doors, not just world hull"};
103 cvar_t r_cullentities_trace_samples = {CF_CLIENT, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
104 cvar_t r_cullentities_trace_tempentitysamples = {CF_CLIENT, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
105 cvar_t r_cullentities_trace_enlarge = {CF_CLIENT, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
106 cvar_t r_cullentities_trace_expand = {CF_CLIENT, "r_cullentities_trace_expand", "0", "box expanded by this many units for entity culling"};
107 cvar_t r_cullentities_trace_pad = {CF_CLIENT, "r_cullentities_trace_pad", "8", "accept traces that hit within this many units of the box"};
108 cvar_t r_cullentities_trace_delay = {CF_CLIENT, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
109 cvar_t r_cullentities_trace_eyejitter = {CF_CLIENT, "r_cullentities_trace_eyejitter", "16", "randomly offset rays from the eye by this much to reduce the odds of flickering"};
110 cvar_t r_sortentities = {CF_CLIENT, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
111 cvar_t r_speeds = {CF_CLIENT, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
112 cvar_t r_fullbright = {CF_CLIENT, "r_fullbright","0", "makes map very bright and renders faster"};
114 cvar_t r_fullbright_directed = {CF_CLIENT, "r_fullbright_directed", "0", "render fullbright things (unlit worldmodel and EF_FULLBRIGHT entities, but not fullbright shaders) using a constant light direction instead to add more depth while keeping uniform brightness"};
115 cvar_t r_fullbright_directed_ambient = {CF_CLIENT, "r_fullbright_directed_ambient", "0.5", "ambient light multiplier for directed fullbright"};
116 cvar_t r_fullbright_directed_diffuse = {CF_CLIENT, "r_fullbright_directed_diffuse", "0.75", "diffuse light multiplier for directed fullbright"};
117 cvar_t r_fullbright_directed_pitch = {CF_CLIENT, "r_fullbright_directed_pitch", "20", "constant pitch direction ('height') of the fake light source to use for fullbright"};
118 cvar_t r_fullbright_directed_pitch_relative = {CF_CLIENT, "r_fullbright_directed_pitch_relative", "0", "whether r_fullbright_directed_pitch is interpreted as absolute (0) or relative (1) pitch"};
120 cvar_t r_wateralpha = {CF_CLIENT | CF_ARCHIVE, "r_wateralpha","1", "opacity of water polygons"};
121 cvar_t r_dynamic = {CF_CLIENT | CF_ARCHIVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
122 cvar_t r_fullbrights = {CF_CLIENT | CF_ARCHIVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
123 cvar_t r_shadows = {CF_CLIENT | CF_ARCHIVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
124 cvar_t r_shadows_darken = {CF_CLIENT | CF_ARCHIVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
125 cvar_t r_shadows_throwdistance = {CF_CLIENT | CF_ARCHIVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
126 cvar_t r_shadows_throwdirection = {CF_CLIENT | CF_ARCHIVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
127 cvar_t r_shadows_drawafterrtlighting = {CF_CLIENT | CF_ARCHIVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
128 cvar_t r_shadows_castfrombmodels = {CF_CLIENT | CF_ARCHIVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
129 cvar_t r_shadows_focus = {CF_CLIENT | CF_ARCHIVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
130 cvar_t r_shadows_shadowmapscale = {CF_CLIENT | CF_ARCHIVE, "r_shadows_shadowmapscale", "0.25", "higher values increase shadowmap quality at a cost of area covered (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
131 cvar_t r_shadows_shadowmapbias = {CF_CLIENT | CF_ARCHIVE, "r_shadows_shadowmapbias", "-1", "sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON."};
132 cvar_t r_q1bsp_skymasking = {CF_CLIENT, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
133 cvar_t r_polygonoffset_submodel_factor = {CF_CLIENT, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
134 cvar_t r_polygonoffset_submodel_offset = {CF_CLIENT, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
135 cvar_t r_polygonoffset_decals_factor = {CF_CLIENT, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
136 cvar_t r_polygonoffset_decals_offset = {CF_CLIENT, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
137 cvar_t r_fog_exp2 = {CF_CLIENT, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
138 cvar_t r_fog_clear = {CF_CLIENT, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
139 cvar_t r_drawfog = {CF_CLIENT | CF_ARCHIVE, "r_drawfog", "1", "allows one to disable fog rendering"};
140 cvar_t r_transparentdepthmasking = {CF_CLIENT | CF_ARCHIVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
141 cvar_t r_transparent_sortmindist = {CF_CLIENT | CF_ARCHIVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
142 cvar_t r_transparent_sortmaxdist = {CF_CLIENT | CF_ARCHIVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
143 cvar_t r_transparent_sortarraysize = {CF_CLIENT | CF_ARCHIVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
144 cvar_t r_celshading = {CF_CLIENT | CF_ARCHIVE, "r_celshading", "0", "cartoon-style light shading (OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
145 cvar_t r_celoutlines = {CF_CLIENT | CF_ARCHIVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred)"};
147 cvar_t gl_fogenable = {CF_CLIENT, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
148 cvar_t gl_fogdensity = {CF_CLIENT, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
149 cvar_t gl_fogred = {CF_CLIENT, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
150 cvar_t gl_foggreen = {CF_CLIENT, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
151 cvar_t gl_fogblue = {CF_CLIENT, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
152 cvar_t gl_fogstart = {CF_CLIENT, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
153 cvar_t gl_fogend = {CF_CLIENT, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
154 cvar_t gl_skyclip = {CF_CLIENT, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
156 cvar_t r_texture_dds_load = {CF_CLIENT | CF_ARCHIVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
157 cvar_t r_texture_dds_save = {CF_CLIENT | CF_ARCHIVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
159 cvar_t r_textureunits = {CF_CLIENT, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
160 static cvar_t gl_combine = {CF_CLIENT | CF_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
161 static cvar_t r_glsl = {CF_CLIENT | CF_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
163 cvar_t r_usedepthtextures = {CF_CLIENT | CF_ARCHIVE, "r_usedepthtextures", "1", "use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware"};
164 cvar_t r_viewfbo = {CF_CLIENT | CF_ARCHIVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
165 cvar_t r_rendertarget_debug = {CF_CLIENT, "r_rendertarget_debug", "-1", "replaces the view with the contents of the specified render target (by number - note that these can fluctuate depending on scene)"};
166 cvar_t r_viewscale = {CF_CLIENT | CF_ARCHIVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
167 cvar_t r_viewscale_fpsscaling = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
168 cvar_t r_viewscale_fpsscaling_min = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
169 cvar_t r_viewscale_fpsscaling_multiply = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
170 cvar_t r_viewscale_fpsscaling_stepsize = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
171 cvar_t r_viewscale_fpsscaling_stepmax = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
172 cvar_t r_viewscale_fpsscaling_target = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
174 cvar_t r_glsl_skeletal = {CF_CLIENT | CF_ARCHIVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"};
175 cvar_t r_glsl_deluxemapping = {CF_CLIENT | CF_ARCHIVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
176 cvar_t r_glsl_offsetmapping = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
177 cvar_t r_glsl_offsetmapping_steps = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
178 cvar_t r_glsl_offsetmapping_reliefmapping = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
179 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
180 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
181 cvar_t r_glsl_offsetmapping_scale = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
182 cvar_t r_glsl_offsetmapping_lod = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
183 cvar_t r_glsl_offsetmapping_lod_distance = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
184 cvar_t r_glsl_postprocess = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
185 cvar_t r_glsl_postprocess_uservec1 = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
186 cvar_t r_glsl_postprocess_uservec2 = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
187 cvar_t r_glsl_postprocess_uservec3 = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
188 cvar_t r_glsl_postprocess_uservec4 = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
189 cvar_t r_glsl_postprocess_uservec1_enable = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
190 cvar_t r_glsl_postprocess_uservec2_enable = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
191 cvar_t r_glsl_postprocess_uservec3_enable = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
192 cvar_t r_glsl_postprocess_uservec4_enable = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
193 cvar_t r_colorfringe = {CF_CLIENT | CF_ARCHIVE, "r_colorfringe", "0", "Chromatic aberration. Values higher than 0.025 will noticeably distort the image"};
195 cvar_t r_water = {CF_CLIENT | CF_ARCHIVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
196 cvar_t r_water_cameraentitiesonly = {CF_CLIENT | CF_ARCHIVE, "r_water_cameraentitiesonly", "0", "whether to only show QC-defined reflections/refractions (typically used for camera- or portal-like effects)"};
197 cvar_t r_water_clippingplanebias = {CF_CLIENT | CF_ARCHIVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
198 cvar_t r_water_resolutionmultiplier = {CF_CLIENT | CF_ARCHIVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
199 cvar_t r_water_refractdistort = {CF_CLIENT | CF_ARCHIVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
200 cvar_t r_water_reflectdistort = {CF_CLIENT | CF_ARCHIVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
201 cvar_t r_water_scissormode = {CF_CLIENT, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
202 cvar_t r_water_lowquality = {CF_CLIENT, "r_water_lowquality", "0", "special option to accelerate water rendering: 1 disables all dynamic lights, 2 disables particles too"};
203 cvar_t r_water_hideplayer = {CF_CLIENT | CF_ARCHIVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
205 cvar_t r_lerpsprites = {CF_CLIENT | CF_ARCHIVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
206 cvar_t r_lerpmodels = {CF_CLIENT | CF_ARCHIVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
207 cvar_t r_nolerp_list = {CF_CLIENT | CF_ARCHIVE, "r_nolerp_list", "progs/v_nail.mdl,progs/v_nail2.mdl,progs/flame.mdl,progs/flame2.mdl,progs/braztall.mdl,progs/brazshrt.mdl,progs/longtrch.mdl,progs/flame_pyre.mdl,progs/v_saw.mdl,progs/v_xfist.mdl,progs/h2stuff/newfire.mdl", "comma separated list of models that will not have their animations smoothed"};
208 cvar_t r_lerplightstyles = {CF_CLIENT | CF_ARCHIVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
209 cvar_t r_waterscroll = {CF_CLIENT | CF_ARCHIVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
211 cvar_t r_bloom = {CF_CLIENT | CF_ARCHIVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
212 cvar_t r_bloom_colorscale = {CF_CLIENT | CF_ARCHIVE, "r_bloom_colorscale", "1", "how bright the glow is"};
214 cvar_t r_bloom_brighten = {CF_CLIENT | CF_ARCHIVE, "r_bloom_brighten", "1", "how bright the glow is, after subtract/power"};
215 cvar_t r_bloom_blur = {CF_CLIENT | CF_ARCHIVE, "r_bloom_blur", "4", "how large the glow is"};
216 cvar_t r_bloom_resolution = {CF_CLIENT | CF_ARCHIVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
217 cvar_t r_bloom_colorexponent = {CF_CLIENT | CF_ARCHIVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
218 cvar_t r_bloom_colorsubtract = {CF_CLIENT | CF_ARCHIVE, "r_bloom_colorsubtract", "0.1", "reduces bloom colors by a certain amount"};
219 cvar_t r_bloom_scenebrightness = {CF_CLIENT | CF_ARCHIVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
221 cvar_t r_hdr_scenebrightness = {CF_CLIENT | CF_ARCHIVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
222 cvar_t r_hdr_glowintensity = {CF_CLIENT | CF_ARCHIVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
223 cvar_t r_hdr_irisadaptation = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
224 cvar_t r_hdr_irisadaptation_multiplier = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
225 cvar_t r_hdr_irisadaptation_minvalue = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
226 cvar_t r_hdr_irisadaptation_maxvalue = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
227 cvar_t r_hdr_irisadaptation_value = {CF_CLIENT, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
228 cvar_t r_hdr_irisadaptation_fade_up = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
229 cvar_t r_hdr_irisadaptation_fade_down = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
230 cvar_t r_hdr_irisadaptation_radius = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
232 cvar_t r_smoothnormals_areaweighting = {CF_CLIENT, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
234 cvar_t developer_texturelogging = {CF_CLIENT, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
236 cvar_t gl_lightmaps = {CF_CLIENT, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
238 cvar_t r_test = {CF_CLIENT, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
240 cvar_t r_batch_multidraw = {CF_CLIENT | CF_ARCHIVE, "r_batch_multidraw", "1", "issue multiple glDrawElements calls when rendering a batch of surfaces with the same texture (otherwise the index data is copied to make it one draw)"};
241 cvar_t r_batch_multidraw_mintriangles = {CF_CLIENT | CF_ARCHIVE, "r_batch_multidraw_mintriangles", "0", "minimum number of triangles to activate multidraw path (copying small groups of triangles may be faster)"};
242 cvar_t r_batch_debugdynamicvertexpath = {CF_CLIENT | CF_ARCHIVE, "r_batch_debugdynamicvertexpath", "0", "force the dynamic batching code path for debugging purposes"};
243 cvar_t r_batch_dynamicbuffer = {CF_CLIENT | CF_ARCHIVE, "r_batch_dynamicbuffer", "0", "use vertex/index buffers for drawing dynamic and copytriangles batches"};
245 cvar_t r_glsl_saturation = {CF_CLIENT | CF_ARCHIVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
246 cvar_t r_glsl_saturation_redcompensate = {CF_CLIENT | CF_ARCHIVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
248 cvar_t r_glsl_vertextextureblend_usebothalphas = {CF_CLIENT | CF_ARCHIVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer, requires mod_q3shader_force_terrain_alphaflag on."};
250 cvar_t r_framedatasize = {CF_CLIENT | CF_ARCHIVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
251 cvar_t r_buffermegs[R_BUFFERDATA_COUNT] =
253 {CF_CLIENT | CF_ARCHIVE, "r_buffermegs_vertex", "4", "vertex buffer size for one frame"},
254 {CF_CLIENT | CF_ARCHIVE, "r_buffermegs_index16", "1", "index buffer size for one frame (16bit indices)"},
255 {CF_CLIENT | CF_ARCHIVE, "r_buffermegs_index32", "1", "index buffer size for one frame (32bit indices)"},
256 {CF_CLIENT | CF_ARCHIVE, "r_buffermegs_uniform", "0.25", "uniform buffer size for one frame"},
259 cvar_t r_q1bsp_lightmap_updates_enabled = {CF_CLIENT | CF_ARCHIVE, "r_q1bsp_lightmap_updates_enabled", "1", "allow lightmaps to be updated on Q1BSP maps (don't turn this off except for debugging)"};
260 cvar_t r_q1bsp_lightmap_updates_combine = {CF_CLIENT | CF_ARCHIVE, "r_q1bsp_lightmap_updates_combine", "2", "combine lightmap texture updates to make fewer glTexSubImage2D calls, modes: 0 = immediately upload lightmaps (may be thousands of small 3x3 updates), 1 = combine to one call, 2 = combine to one full texture update (glTexImage2D) which tells the driver it does not need to lock the resource (faster on most drivers)"};
261 cvar_t r_q1bsp_lightmap_updates_hidden_surfaces = {CF_CLIENT | CF_ARCHIVE, "r_q1bsp_lightmap_updates_hidden_surfaces", "0", "update lightmaps on surfaces that are not visible, so that updates only occur on frames where lightstyles changed value (animation or light switches), only makes sense with combine = 2"};
263 extern cvar_t v_glslgamma_2d;
265 extern qbool v_flipped_state;
267 r_framebufferstate_t r_fb;
269 /// shadow volume bsp struct with automatically growing nodes buffer
272 int r_uniformbufferalignment = 32; // dynamically updated to match GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
274 rtexture_t *r_texture_blanknormalmap;
275 rtexture_t *r_texture_white;
276 rtexture_t *r_texture_grey128;
277 rtexture_t *r_texture_black;
278 rtexture_t *r_texture_notexture;
279 rtexture_t *r_texture_whitecube;
280 rtexture_t *r_texture_normalizationcube;
281 rtexture_t *r_texture_fogattenuation;
282 rtexture_t *r_texture_fogheighttexture;
283 rtexture_t *r_texture_gammaramps;
284 unsigned int r_texture_gammaramps_serial;
285 //rtexture_t *r_texture_fogintensity;
286 rtexture_t *r_texture_reflectcube;
288 // TODO: hash lookups?
289 typedef struct cubemapinfo_s
296 int r_texture_numcubemaps;
297 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
299 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
300 unsigned int r_numqueries;
301 unsigned int r_maxqueries;
303 typedef struct r_qwskincache_s
305 char name[MAX_QPATH];
306 skinframe_t *skinframe;
310 static r_qwskincache_t *r_qwskincache;
311 static int r_qwskincache_size;
313 /// vertex coordinates for a quad that covers the screen exactly
314 extern const float r_screenvertex3f[12];
315 const float r_screenvertex3f[12] =
323 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
326 for (i = 0;i < verts;i++)
337 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
340 for (i = 0;i < verts;i++)
350 // FIXME: move this to client?
353 if (gamemode == GAME_NEHAHRA)
355 Cvar_Set(&cvars_all, "gl_fogenable", "0");
356 Cvar_Set(&cvars_all, "gl_fogdensity", "0.2");
357 Cvar_Set(&cvars_all, "gl_fogred", "0.3");
358 Cvar_Set(&cvars_all, "gl_foggreen", "0.3");
359 Cvar_Set(&cvars_all, "gl_fogblue", "0.3");
361 r_refdef.fog_density = 0;
362 r_refdef.fog_red = 0;
363 r_refdef.fog_green = 0;
364 r_refdef.fog_blue = 0;
365 r_refdef.fog_alpha = 1;
366 r_refdef.fog_start = 0;
367 r_refdef.fog_end = 16384;
368 r_refdef.fog_height = 1<<30;
369 r_refdef.fog_fadedepth = 128;
370 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
373 static void R_BuildBlankTextures(void)
375 unsigned char data[4];
376 data[2] = 128; // normal X
377 data[1] = 128; // normal Y
378 data[0] = 255; // normal Z
379 data[3] = 255; // height
380 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
385 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
390 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
395 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
398 static void R_BuildNoTexture(void)
400 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, Image_GenerateNoTexture(), TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
403 static void R_BuildWhiteCube(void)
405 unsigned char data[6*1*1*4];
406 memset(data, 255, sizeof(data));
407 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
410 static void R_BuildNormalizationCube(void)
414 vec_t s, t, intensity;
417 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
418 for (side = 0;side < 6;side++)
420 for (y = 0;y < NORMSIZE;y++)
422 for (x = 0;x < NORMSIZE;x++)
424 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
425 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
460 intensity = 127.0f / sqrt(DotProduct(v, v));
461 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
462 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
463 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
464 data[((side*64+y)*64+x)*4+3] = 255;
468 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
472 static void R_BuildFogTexture(void)
476 unsigned char data1[FOGWIDTH][4];
477 //unsigned char data2[FOGWIDTH][4];
480 r_refdef.fogmasktable_start = r_refdef.fog_start;
481 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
482 r_refdef.fogmasktable_range = r_refdef.fogrange;
483 r_refdef.fogmasktable_density = r_refdef.fog_density;
485 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
486 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
488 d = (x * r - r_refdef.fogmasktable_start);
489 if(developer_extra.integer)
490 Con_DPrintf("%f ", d);
492 if (r_fog_exp2.integer)
493 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
495 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
496 if(developer_extra.integer)
497 Con_DPrintf(" : %f ", alpha);
498 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
499 if(developer_extra.integer)
500 Con_DPrintf(" = %f\n", alpha);
501 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
504 for (x = 0;x < FOGWIDTH;x++)
506 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
511 //data2[x][0] = 255 - b;
512 //data2[x][1] = 255 - b;
513 //data2[x][2] = 255 - b;
516 if (r_texture_fogattenuation)
518 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1, 0);
519 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1, 0);
523 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
524 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
528 static void R_BuildFogHeightTexture(void)
530 unsigned char *inpixels;
538 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
539 if (r_refdef.fogheighttexturename[0])
540 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
543 r_refdef.fog_height_tablesize = 0;
544 if (r_texture_fogheighttexture)
545 R_FreeTexture(r_texture_fogheighttexture);
546 r_texture_fogheighttexture = NULL;
547 if (r_refdef.fog_height_table2d)
548 Mem_Free(r_refdef.fog_height_table2d);
549 r_refdef.fog_height_table2d = NULL;
550 if (r_refdef.fog_height_table1d)
551 Mem_Free(r_refdef.fog_height_table1d);
552 r_refdef.fog_height_table1d = NULL;
556 r_refdef.fog_height_tablesize = size;
557 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
558 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
559 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
561 // LadyHavoc: now the magic - what is that table2d for? it is a cooked
562 // average fog color table accounting for every fog layer between a point
563 // and the camera. (Note: attenuation is handled separately!)
564 for (y = 0;y < size;y++)
566 for (x = 0;x < size;x++)
572 for (j = x;j <= y;j++)
574 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
580 for (j = x;j >= y;j--)
582 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
587 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
588 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
589 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
590 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
593 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
596 //=======================================================================================================================================================
598 static const char *builtinshaderstrings[] =
600 #include "shader_glsl.h"
604 //=======================================================================================================================================================
606 typedef struct shaderpermutationinfo_s
611 shaderpermutationinfo_t;
613 typedef struct shadermodeinfo_s
615 const char *sourcebasename;
616 const char *extension;
617 const char **builtinshaderstrings;
626 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
627 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
629 {"#define USEDIFFUSE\n", " diffuse"},
630 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
631 {"#define USEVIEWTINT\n", " viewtint"},
632 {"#define USECOLORMAPPING\n", " colormapping"},
633 {"#define USESATURATION\n", " saturation"},
634 {"#define USEFOGINSIDE\n", " foginside"},
635 {"#define USEFOGOUTSIDE\n", " fogoutside"},
636 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
637 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
638 {"#define USEGAMMARAMPS\n", " gammaramps"},
639 {"#define USECUBEFILTER\n", " cubefilter"},
640 {"#define USEGLOW\n", " glow"},
641 {"#define USEBLOOM\n", " bloom"},
642 {"#define USESPECULAR\n", " specular"},
643 {"#define USEPOSTPROCESSING\n", " postprocessing"},
644 {"#define USEREFLECTION\n", " reflection"},
645 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
646 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
647 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
648 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
649 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
650 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
651 {"#define USEALPHAKILL\n", " alphakill"},
652 {"#define USEREFLECTCUBE\n", " reflectcube"},
653 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
654 {"#define USEBOUNCEGRID\n", " bouncegrid"},
655 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
656 {"#define USETRIPPY\n", " trippy"},
657 {"#define USEDEPTHRGB\n", " depthrgb"},
658 {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
659 {"#define USESKELETAL\n", " skeletal"},
660 {"#define USEOCCLUDE\n", " occlude"}
663 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
664 shadermodeinfo_t shadermodeinfo[SHADERLANGUAGE_COUNT][SHADERMODE_COUNT] =
666 // SHADERLANGUAGE_GLSL
668 {"combined", "glsl", builtinshaderstrings, "#define MODE_GENERIC\n", " generic"},
669 {"combined", "glsl", builtinshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"},
670 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
671 {"combined", "glsl", builtinshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"},
672 {"combined", "glsl", builtinshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
673 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"},
674 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
675 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
676 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
677 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
678 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTGRID\n", " lightgrid"},
679 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
680 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"},
681 {"combined", "glsl", builtinshaderstrings, "#define MODE_REFRACTION\n", " refraction"},
682 {"combined", "glsl", builtinshaderstrings, "#define MODE_WATER\n", " water"},
683 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
684 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
688 struct r_glsl_permutation_s;
689 typedef struct r_glsl_permutation_s
692 struct r_glsl_permutation_s *hashnext;
694 uint64_t permutation;
696 /// indicates if we have tried compiling this permutation already
698 /// 0 if compilation failed
700 // texture units assigned to each detected uniform
701 int tex_Texture_First;
702 int tex_Texture_Second;
703 int tex_Texture_GammaRamps;
704 int tex_Texture_Normal;
705 int tex_Texture_Color;
706 int tex_Texture_Gloss;
707 int tex_Texture_Glow;
708 int tex_Texture_SecondaryNormal;
709 int tex_Texture_SecondaryColor;
710 int tex_Texture_SecondaryGloss;
711 int tex_Texture_SecondaryGlow;
712 int tex_Texture_Pants;
713 int tex_Texture_Shirt;
714 int tex_Texture_FogHeightTexture;
715 int tex_Texture_FogMask;
716 int tex_Texture_LightGrid;
717 int tex_Texture_Lightmap;
718 int tex_Texture_Deluxemap;
719 int tex_Texture_Attenuation;
720 int tex_Texture_Cube;
721 int tex_Texture_Refraction;
722 int tex_Texture_Reflection;
723 int tex_Texture_ShadowMap2D;
724 int tex_Texture_CubeProjection;
725 int tex_Texture_ScreenNormalMap;
726 int tex_Texture_ScreenDiffuse;
727 int tex_Texture_ScreenSpecular;
728 int tex_Texture_ReflectMask;
729 int tex_Texture_ReflectCube;
730 int tex_Texture_BounceGrid;
731 /// locations of detected uniforms in program object, or -1 if not found
732 int loc_Texture_First;
733 int loc_Texture_Second;
734 int loc_Texture_GammaRamps;
735 int loc_Texture_Normal;
736 int loc_Texture_Color;
737 int loc_Texture_Gloss;
738 int loc_Texture_Glow;
739 int loc_Texture_SecondaryNormal;
740 int loc_Texture_SecondaryColor;
741 int loc_Texture_SecondaryGloss;
742 int loc_Texture_SecondaryGlow;
743 int loc_Texture_Pants;
744 int loc_Texture_Shirt;
745 int loc_Texture_FogHeightTexture;
746 int loc_Texture_FogMask;
747 int loc_Texture_LightGrid;
748 int loc_Texture_Lightmap;
749 int loc_Texture_Deluxemap;
750 int loc_Texture_Attenuation;
751 int loc_Texture_Cube;
752 int loc_Texture_Refraction;
753 int loc_Texture_Reflection;
754 int loc_Texture_ShadowMap2D;
755 int loc_Texture_CubeProjection;
756 int loc_Texture_ScreenNormalMap;
757 int loc_Texture_ScreenDiffuse;
758 int loc_Texture_ScreenSpecular;
759 int loc_Texture_ReflectMask;
760 int loc_Texture_ReflectCube;
761 int loc_Texture_BounceGrid;
763 int loc_BloomBlur_Parameters;
765 int loc_Color_Ambient;
766 int loc_Color_Diffuse;
767 int loc_Color_Specular;
771 int loc_DeferredColor_Ambient;
772 int loc_DeferredColor_Diffuse;
773 int loc_DeferredColor_Specular;
774 int loc_DeferredMod_Diffuse;
775 int loc_DeferredMod_Specular;
776 int loc_DistortScaleRefractReflect;
779 int loc_FogHeightFade;
781 int loc_FogPlaneViewDist;
782 int loc_FogRangeRecip;
785 int loc_LightGridMatrix;
786 int loc_LightGridNormalMatrix;
787 int loc_LightPosition;
788 int loc_OffsetMapping_ScaleSteps;
789 int loc_OffsetMapping_LodDistance;
790 int loc_OffsetMapping_Bias;
792 int loc_ReflectColor;
793 int loc_ReflectFactor;
794 int loc_ReflectOffset;
795 int loc_RefractColor;
797 int loc_ScreenCenterRefractReflect;
798 int loc_ScreenScaleRefractReflect;
799 int loc_ScreenToDepth;
800 int loc_ShadowMap_Parameters;
801 int loc_ShadowMap_TextureScale;
802 int loc_SpecularPower;
803 int loc_Skeletal_Transform12;
809 int loc_ViewTintColor;
811 int loc_ModelToLight;
813 int loc_BackgroundTexMatrix;
814 int loc_ModelViewProjectionMatrix;
815 int loc_ModelViewMatrix;
816 int loc_PixelToScreenTexCoord;
817 int loc_ModelToReflectCube;
818 int loc_ShadowMapMatrix;
819 int loc_BloomColorSubtract;
820 int loc_NormalmapScrollBlend;
821 int loc_BounceGridMatrix;
822 int loc_BounceGridIntensity;
823 /// uniform block bindings
824 int ubibind_Skeletal_Transform12_UniformBlock;
825 /// uniform block indices
826 int ubiloc_Skeletal_Transform12_UniformBlock;
828 r_glsl_permutation_t;
830 #define SHADERPERMUTATION_HASHSIZE 256
833 // non-degradable "lightweight" shader parameters to keep the permutations simpler
834 // these can NOT degrade! only use for simple stuff
837 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
838 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
839 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
840 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
841 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
842 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
843 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
844 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
845 SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
846 SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
847 SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
848 SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
849 SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
850 SHADERSTATICPARM_FXAA = 13, ///< fast approximate anti aliasing
851 SHADERSTATICPARM_COLORFRINGE = 14 ///< colorfringe (chromatic aberration)
853 #define SHADERSTATICPARMS_COUNT 15
855 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
856 static int shaderstaticparms_count = 0;
858 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
859 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
861 extern qbool r_shadow_shadowmapsampler;
862 extern int r_shadow_shadowmappcf;
863 qbool R_CompileShader_CheckStaticParms(void)
865 static int r_compileshader_staticparms_save[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5];
866 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
867 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
870 if (r_glsl_saturation_redcompensate.integer)
871 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
872 if (r_glsl_vertextextureblend_usebothalphas.integer)
873 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
874 if (r_shadow_glossexact.integer)
875 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
876 if (r_glsl_postprocess.integer)
878 if (r_glsl_postprocess_uservec1_enable.integer)
879 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
880 if (r_glsl_postprocess_uservec2_enable.integer)
881 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
882 if (r_glsl_postprocess_uservec3_enable.integer)
883 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
884 if (r_glsl_postprocess_uservec4_enable.integer)
885 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
888 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_FXAA);
889 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
890 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
892 if (r_shadow_shadowmapsampler)
893 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
894 if (r_shadow_shadowmappcf > 1)
895 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
896 else if (r_shadow_shadowmappcf)
897 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
898 if (r_celshading.integer)
899 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
900 if (r_celoutlines.integer)
901 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
902 if (r_colorfringe.value)
903 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_COLORFRINGE);
905 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
908 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
909 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
910 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
912 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
913 static void R_CompileShader_AddStaticParms(unsigned int mode, uint64_t permutation)
915 shaderstaticparms_count = 0;
918 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
919 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
920 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
921 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
922 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
923 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
924 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
925 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
926 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
927 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
928 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
929 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
930 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
931 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_FXAA, "USEFXAA");
932 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_COLORFRINGE, "USECOLORFRINGE");
935 /// information about each possible shader permutation
936 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
937 /// currently selected permutation
938 r_glsl_permutation_t *r_glsl_permutation;
939 /// storage for permutations linked in the hash table
940 memexpandablearray_t r_glsl_permutationarray;
942 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, uint64_t permutation)
944 //unsigned int hashdepth = 0;
945 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
946 r_glsl_permutation_t *p;
947 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
949 if (p->mode == mode && p->permutation == permutation)
951 //if (hashdepth > 10)
952 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
957 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
959 p->permutation = permutation;
960 p->hashnext = r_glsl_permutationhash[mode][hashindex];
961 r_glsl_permutationhash[mode][hashindex] = p;
962 //if (hashdepth > 10)
963 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
967 static char *R_ShaderStrCat(const char **strings)
970 const char **p = strings;
973 for (p = strings;(t = *p);p++)
976 s = string = (char *)Mem_Alloc(r_main_mempool, len);
978 for (p = strings;(t = *p);p++)
988 static char *R_ShaderStrCat(const char **strings);
989 static void R_InitShaderModeInfo(void)
992 shadermodeinfo_t *modeinfo;
993 // we have a bunch of things to compute that weren't calculated at engine compile time - all filenames should have a crc of the builtin strings to prevent accidental overrides (any customization must be updated to match engine)
994 for (language = 0; language < SHADERLANGUAGE_COUNT; language++)
996 for (i = 0; i < SHADERMODE_COUNT; i++)
998 char filename[MAX_QPATH];
999 modeinfo = &shadermodeinfo[language][i];
1000 modeinfo->builtinstring = R_ShaderStrCat(modeinfo->builtinshaderstrings);
1001 modeinfo->builtincrc = CRC_Block((const unsigned char *)modeinfo->builtinstring, strlen(modeinfo->builtinstring));
1002 dpsnprintf(filename, sizeof(filename), "%s/%s_crc%i.%s", modeinfo->extension, modeinfo->sourcebasename, modeinfo->builtincrc, modeinfo->extension);
1003 modeinfo->filename = Mem_strdup(r_main_mempool, filename);
1008 static char *ShaderModeInfo_GetShaderText(shadermodeinfo_t *modeinfo, qbool printfromdisknotice, qbool builtinonly)
1011 // if the mode has no filename we have to return the builtin string
1012 if (builtinonly || !modeinfo->filename)
1013 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1014 // note that FS_LoadFile appends a 0 byte to make it a valid string
1015 shaderstring = (char *)FS_LoadFile(modeinfo->filename, r_main_mempool, false, NULL);
1018 if (printfromdisknotice)
1019 Con_DPrintf("Loading shaders from file %s...\n", modeinfo->filename);
1020 return shaderstring;
1022 // fall back to builtinstring
1023 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1026 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, uint64_t permutation)
1031 shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_GLSL][mode];
1033 char permutationname[256];
1034 int vertstrings_count = 0;
1035 int geomstrings_count = 0;
1036 int fragstrings_count = 0;
1037 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1038 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1039 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1046 permutationname[0] = 0;
1047 sourcestring = ShaderModeInfo_GetShaderText(modeinfo, true, false);
1049 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1051 // we need 140 for r_glsl_skeletal (GL_ARB_uniform_buffer_object)
1052 if(vid.support.glshaderversion >= 140)
1054 vertstrings_list[vertstrings_count++] = "#version 140\n";
1055 geomstrings_list[geomstrings_count++] = "#version 140\n";
1056 fragstrings_list[fragstrings_count++] = "#version 140\n";
1057 vertstrings_list[vertstrings_count++] = "#define GLSL140\n";
1058 geomstrings_list[geomstrings_count++] = "#define GLSL140\n";
1059 fragstrings_list[fragstrings_count++] = "#define GLSL140\n";
1061 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1062 else if(vid.support.glshaderversion >= 130)
1064 vertstrings_list[vertstrings_count++] = "#version 130\n";
1065 geomstrings_list[geomstrings_count++] = "#version 130\n";
1066 fragstrings_list[fragstrings_count++] = "#version 130\n";
1067 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1068 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1069 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1071 // if we can do #version 120, we should (this adds the invariant keyword)
1072 else if(vid.support.glshaderversion >= 120)
1074 vertstrings_list[vertstrings_count++] = "#version 120\n";
1075 geomstrings_list[geomstrings_count++] = "#version 120\n";
1076 fragstrings_list[fragstrings_count++] = "#version 120\n";
1077 vertstrings_list[vertstrings_count++] = "#define GLSL120\n";
1078 geomstrings_list[geomstrings_count++] = "#define GLSL120\n";
1079 fragstrings_list[fragstrings_count++] = "#define GLSL120\n";
1081 // GLES also adds several things from GLSL120
1082 switch(vid.renderpath)
1084 case RENDERPATH_GLES2:
1085 vertstrings_list[vertstrings_count++] = "#define GLES\n";
1086 geomstrings_list[geomstrings_count++] = "#define GLES\n";
1087 fragstrings_list[fragstrings_count++] = "#define GLES\n";
1093 // the first pretext is which type of shader to compile as
1094 // (later these will all be bound together as a program object)
1095 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1096 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1097 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1099 // the second pretext is the mode (for example a light source)
1100 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1101 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1102 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1103 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1105 // now add all the permutation pretexts
1106 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1108 if (permutation & (1ll<<i))
1110 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1111 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1112 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1113 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1117 // keep line numbers correct
1118 vertstrings_list[vertstrings_count++] = "\n";
1119 geomstrings_list[geomstrings_count++] = "\n";
1120 fragstrings_list[fragstrings_count++] = "\n";
1125 R_CompileShader_AddStaticParms(mode, permutation);
1126 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1127 vertstrings_count += shaderstaticparms_count;
1128 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1129 geomstrings_count += shaderstaticparms_count;
1130 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1131 fragstrings_count += shaderstaticparms_count;
1133 // now append the shader text itself
1134 vertstrings_list[vertstrings_count++] = sourcestring;
1135 geomstrings_list[geomstrings_count++] = sourcestring;
1136 fragstrings_list[fragstrings_count++] = sourcestring;
1138 // we don't currently use geometry shaders for anything, so just empty the list
1139 geomstrings_count = 0;
1141 // compile the shader program
1142 if (vertstrings_count + geomstrings_count + fragstrings_count)
1143 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1147 qglUseProgram(p->program);CHECKGLERROR
1148 // look up all the uniform variable names we care about, so we don't
1149 // have to look them up every time we set them
1154 GLint activeuniformindex = 0;
1155 GLint numactiveuniforms = 0;
1156 char uniformname[128];
1157 GLsizei uniformnamelength = 0;
1158 GLint uniformsize = 0;
1159 GLenum uniformtype = 0;
1160 memset(uniformname, 0, sizeof(uniformname));
1161 qglGetProgramiv(p->program, GL_ACTIVE_UNIFORMS, &numactiveuniforms);
1162 Con_Printf("Shader has %i uniforms\n", numactiveuniforms);
1163 for (activeuniformindex = 0;activeuniformindex < numactiveuniforms;activeuniformindex++)
1165 qglGetActiveUniform(p->program, activeuniformindex, sizeof(uniformname) - 1, &uniformnamelength, &uniformsize, &uniformtype, uniformname);
1166 Con_Printf("Uniform %i name \"%s\" size %i type %i\n", (int)activeuniformindex, uniformname, (int)uniformsize, (int)uniformtype);
1171 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1172 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1173 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1174 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1175 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1176 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1177 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1178 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1179 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1180 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1181 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1182 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1183 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1184 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1185 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1186 p->loc_Texture_LightGrid = qglGetUniformLocation(p->program, "Texture_LightGrid");
1187 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1188 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1189 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1190 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1191 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1192 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1193 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1194 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1195 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1196 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1197 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1198 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1199 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1200 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1201 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1202 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1203 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1204 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1205 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1206 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1207 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1208 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1209 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1210 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1211 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1212 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1213 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1214 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1215 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1216 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1217 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1218 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1219 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1220 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1221 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1222 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1223 p->loc_LightGridMatrix = qglGetUniformLocation(p->program, "LightGridMatrix");
1224 p->loc_LightGridNormalMatrix = qglGetUniformLocation(p->program, "LightGridNormalMatrix");
1225 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1226 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1227 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1228 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1229 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1230 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1231 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1232 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1233 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1234 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1235 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1236 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1237 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1238 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1239 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1240 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1241 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1242 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1243 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1244 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1245 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1246 p->loc_ColorFringe = qglGetUniformLocation(p->program, "ColorFringe");
1247 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1248 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1249 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1250 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1251 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1252 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1253 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1254 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1255 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1256 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1257 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1258 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1259 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1260 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1261 // initialize the samplers to refer to the texture units we use
1262 p->tex_Texture_First = -1;
1263 p->tex_Texture_Second = -1;
1264 p->tex_Texture_GammaRamps = -1;
1265 p->tex_Texture_Normal = -1;
1266 p->tex_Texture_Color = -1;
1267 p->tex_Texture_Gloss = -1;
1268 p->tex_Texture_Glow = -1;
1269 p->tex_Texture_SecondaryNormal = -1;
1270 p->tex_Texture_SecondaryColor = -1;
1271 p->tex_Texture_SecondaryGloss = -1;
1272 p->tex_Texture_SecondaryGlow = -1;
1273 p->tex_Texture_Pants = -1;
1274 p->tex_Texture_Shirt = -1;
1275 p->tex_Texture_FogHeightTexture = -1;
1276 p->tex_Texture_FogMask = -1;
1277 p->tex_Texture_LightGrid = -1;
1278 p->tex_Texture_Lightmap = -1;
1279 p->tex_Texture_Deluxemap = -1;
1280 p->tex_Texture_Attenuation = -1;
1281 p->tex_Texture_Cube = -1;
1282 p->tex_Texture_Refraction = -1;
1283 p->tex_Texture_Reflection = -1;
1284 p->tex_Texture_ShadowMap2D = -1;
1285 p->tex_Texture_CubeProjection = -1;
1286 p->tex_Texture_ScreenNormalMap = -1;
1287 p->tex_Texture_ScreenDiffuse = -1;
1288 p->tex_Texture_ScreenSpecular = -1;
1289 p->tex_Texture_ReflectMask = -1;
1290 p->tex_Texture_ReflectCube = -1;
1291 p->tex_Texture_BounceGrid = -1;
1292 // bind the texture samplers in use
1294 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1295 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1296 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1297 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1298 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1299 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1300 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1301 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1302 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1303 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1304 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1305 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1306 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1307 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1308 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1309 if (p->loc_Texture_LightGrid >= 0) {p->tex_Texture_LightGrid = sampler;qglUniform1i(p->loc_Texture_LightGrid , sampler);sampler++;}
1310 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1311 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1312 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1313 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1314 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1315 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1316 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1317 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1318 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1319 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1320 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1321 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1322 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1323 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1324 // get the uniform block indices so we can bind them
1325 p->ubiloc_Skeletal_Transform12_UniformBlock = -1;
1326 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1327 p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
1329 // clear the uniform block bindings
1330 p->ubibind_Skeletal_Transform12_UniformBlock = -1;
1331 // bind the uniform blocks in use
1333 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1334 if (p->ubiloc_Skeletal_Transform12_UniformBlock >= 0) {p->ubibind_Skeletal_Transform12_UniformBlock = ubibind;qglUniformBlockBinding(p->program, p->ubiloc_Skeletal_Transform12_UniformBlock, ubibind);ubibind++;}
1336 // we're done compiling and setting up the shader, at least until it is used
1338 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1341 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1345 Mem_Free(sourcestring);
1348 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, uint64_t permutation)
1350 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1351 if (r_glsl_permutation != perm)
1353 r_glsl_permutation = perm;
1354 if (!r_glsl_permutation->program)
1356 if (!r_glsl_permutation->compiled)
1358 Con_DPrintf("Compiling shader mode %u permutation %" PRIx64 "\n", mode, permutation);
1359 R_GLSL_CompilePermutation(perm, mode, permutation);
1361 if (!r_glsl_permutation->program)
1363 // remove features until we find a valid permutation
1365 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1367 // reduce i more quickly whenever it would not remove any bits
1368 uint64_t j = 1ll<<(SHADERPERMUTATION_COUNT-1-i);
1369 if (!(permutation & j))
1372 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1373 if (!r_glsl_permutation->compiled)
1374 R_GLSL_CompilePermutation(perm, mode, permutation);
1375 if (r_glsl_permutation->program)
1378 if (i >= SHADERPERMUTATION_COUNT)
1380 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1381 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1382 qglUseProgram(0);CHECKGLERROR
1383 return; // no bit left to clear, entire mode is broken
1388 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1390 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1391 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1392 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1396 void R_GLSL_Restart_f(cmd_state_t *cmd)
1398 unsigned int i, limit;
1399 switch(vid.renderpath)
1401 case RENDERPATH_GL32:
1402 case RENDERPATH_GLES2:
1404 r_glsl_permutation_t *p;
1405 r_glsl_permutation = NULL;
1406 limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1407 for (i = 0;i < limit;i++)
1409 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1411 GL_Backend_FreeProgram(p->program);
1412 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1415 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1421 static void R_GLSL_DumpShader_f(cmd_state_t *cmd)
1423 int i, language, mode, dupe;
1425 shadermodeinfo_t *modeinfo;
1428 for (language = 0;language < SHADERLANGUAGE_COUNT;language++)
1430 modeinfo = shadermodeinfo[language];
1431 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1433 // don't dump the same file multiple times (most or all shaders come from the same file)
1434 for (dupe = mode - 1;dupe >= 0;dupe--)
1435 if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename))
1439 text = modeinfo[mode].builtinstring;
1442 file = FS_OpenRealFile(modeinfo[mode].filename, "w", false);
1445 FS_Print(file, "/* The engine may define the following macros:\n");
1446 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1447 for (i = 0;i < SHADERMODE_COUNT;i++)
1448 FS_Print(file, modeinfo[i].pretext);
1449 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1450 FS_Print(file, shaderpermutationinfo[i].pretext);
1451 FS_Print(file, "*/\n");
1452 FS_Print(file, text);
1454 Con_Printf("%s written\n", modeinfo[mode].filename);
1457 Con_Printf(CON_ERROR "failed to write to %s\n", modeinfo[mode].filename);
1462 void R_SetupShader_Generic(rtexture_t *t, qbool usegamma, qbool notrippy, qbool suppresstexalpha)
1464 uint64_t permutation = 0;
1465 if (r_trippy.integer && !notrippy)
1466 permutation |= SHADERPERMUTATION_TRIPPY;
1467 permutation |= SHADERPERMUTATION_VIEWTINT;
1469 permutation |= SHADERPERMUTATION_DIFFUSE;
1470 if (usegamma && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1471 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1472 if (suppresstexalpha)
1473 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1474 if (vid.allowalphatocoverage)
1475 GL_AlphaToCoverage(false);
1476 switch (vid.renderpath)
1478 case RENDERPATH_GL32:
1479 case RENDERPATH_GLES2:
1480 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1481 if (r_glsl_permutation->tex_Texture_First >= 0)
1482 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First, t);
1483 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1484 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1489 void R_SetupShader_Generic_NoTexture(qbool usegamma, qbool notrippy)
1491 R_SetupShader_Generic(NULL, usegamma, notrippy, false);
1494 void R_SetupShader_DepthOrShadow(qbool notrippy, qbool depthrgb, qbool skeletal)
1496 uint64_t permutation = 0;
1497 if (r_trippy.integer && !notrippy)
1498 permutation |= SHADERPERMUTATION_TRIPPY;
1500 permutation |= SHADERPERMUTATION_DEPTHRGB;
1502 permutation |= SHADERPERMUTATION_SKELETAL;
1504 if (vid.allowalphatocoverage)
1505 GL_AlphaToCoverage(false);
1506 switch (vid.renderpath)
1508 case RENDERPATH_GL32:
1509 case RENDERPATH_GLES2:
1510 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1511 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1512 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);
1518 #define BLENDFUNC_ALLOWS_COLORMOD 1
1519 #define BLENDFUNC_ALLOWS_FOG 2
1520 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
1521 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
1522 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
1523 static int R_BlendFuncFlags(int src, int dst)
1527 // a blendfunc allows colormod if:
1528 // a) it can never keep the destination pixel invariant, or
1529 // b) it can keep the destination pixel invariant, and still can do so if colormodded
1530 // this is to prevent unintended side effects from colormod
1532 // a blendfunc allows fog if:
1533 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
1534 // this is to prevent unintended side effects from fog
1536 // these checks are the output of fogeval.pl
1538 r |= BLENDFUNC_ALLOWS_COLORMOD;
1539 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1540 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1541 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1542 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1543 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1544 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1545 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1546 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1547 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
1548 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
1549 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1550 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1551 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1552 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1553 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1554 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1555 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1556 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1557 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1558 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
1559 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1564 void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdiffuse[3], const float rtlightspecular[3], rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qbool notrippy, qbool ui)
1566 // select a permutation of the lighting shader appropriate to this
1567 // combination of texture, entity, light source, and fogging, only use the
1568 // minimum features necessary to avoid wasting rendering time in the
1569 // fragment shader on features that are not being used
1570 uint64_t permutation = 0;
1571 unsigned int mode = 0;
1573 texture_t *t = rsurface.texture;
1575 matrix4x4_t tempmatrix;
1576 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
1577 if (r_trippy.integer && !notrippy)
1578 permutation |= SHADERPERMUTATION_TRIPPY;
1579 if (t->currentmaterialflags & MATERIALFLAG_ALPHATEST)
1580 permutation |= SHADERPERMUTATION_ALPHAKILL;
1581 if (t->currentmaterialflags & MATERIALFLAG_OCCLUDE)
1582 permutation |= SHADERPERMUTATION_OCCLUDE;
1583 if (t->r_water_waterscroll[0] && t->r_water_waterscroll[1])
1584 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
1585 if (rsurfacepass == RSURFPASS_BACKGROUND)
1587 // distorted background
1588 if (t->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1590 mode = SHADERMODE_WATER;
1591 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1592 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1593 if((r_wateralpha.value < 1) && (t->currentmaterialflags & MATERIALFLAG_WATERALPHA))
1595 // this is the right thing to do for wateralpha
1596 GL_BlendFunc(GL_ONE, GL_ZERO);
1597 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1601 // this is the right thing to do for entity alpha
1602 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1603 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1606 else if (t->currentmaterialflags & MATERIALFLAG_REFRACTION)
1608 mode = SHADERMODE_REFRACTION;
1609 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1610 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1611 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1612 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1616 mode = SHADERMODE_GENERIC;
1617 permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
1618 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1619 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1621 if (vid.allowalphatocoverage)
1622 GL_AlphaToCoverage(false);
1624 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
1626 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1628 switch(t->offsetmapping)
1630 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1631 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1632 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1633 case OFFSETMAPPING_OFF: break;
1636 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1637 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1638 // normalmap (deferred prepass), may use alpha test on diffuse
1639 mode = SHADERMODE_DEFERREDGEOMETRY;
1640 GL_BlendFunc(GL_ONE, GL_ZERO);
1641 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1642 if (vid.allowalphatocoverage)
1643 GL_AlphaToCoverage(false);
1645 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1647 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1649 switch(t->offsetmapping)
1651 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1652 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1653 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1654 case OFFSETMAPPING_OFF: break;
1657 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1658 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1659 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1660 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1662 mode = SHADERMODE_LIGHTSOURCE;
1663 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1664 permutation |= SHADERPERMUTATION_CUBEFILTER;
1665 if (VectorLength2(rtlightdiffuse) > 0)
1666 permutation |= SHADERPERMUTATION_DIFFUSE;
1667 if (VectorLength2(rtlightspecular) > 0)
1668 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1669 if (r_refdef.fogenabled)
1670 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1671 if (t->colormapping)
1672 permutation |= SHADERPERMUTATION_COLORMAPPING;
1673 if (r_shadow_usingshadowmap2d)
1675 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1676 if(r_shadow_shadowmapvsdct)
1677 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
1679 if (r_shadow_shadowmap2ddepthbuffer)
1680 permutation |= SHADERPERMUTATION_DEPTHRGB;
1682 if (t->reflectmasktexture)
1683 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1684 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1685 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
1686 if (vid.allowalphatocoverage)
1687 GL_AlphaToCoverage(false);
1689 else if (t->currentmaterialflags & MATERIALFLAG_LIGHTGRID)
1691 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1693 switch(t->offsetmapping)
1695 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1696 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1697 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1698 case OFFSETMAPPING_OFF: break;
1701 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1702 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1703 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1704 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1705 // directional model lighting
1706 mode = SHADERMODE_LIGHTGRID;
1707 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1708 permutation |= SHADERPERMUTATION_GLOW;
1709 permutation |= SHADERPERMUTATION_DIFFUSE;
1710 if (t->glosstexture || t->backgroundglosstexture)
1711 permutation |= SHADERPERMUTATION_SPECULAR;
1712 if (r_refdef.fogenabled)
1713 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1714 if (t->colormapping)
1715 permutation |= SHADERPERMUTATION_COLORMAPPING;
1716 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1718 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1719 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1721 if (r_shadow_shadowmap2ddepthbuffer)
1722 permutation |= SHADERPERMUTATION_DEPTHRGB;
1724 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1725 permutation |= SHADERPERMUTATION_REFLECTION;
1726 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1727 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1728 if (t->reflectmasktexture)
1729 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1730 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1732 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1733 if (r_shadow_bouncegrid_state.directional)
1734 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1736 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1737 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1738 // when using alphatocoverage, we don't need alphakill
1739 if (vid.allowalphatocoverage)
1741 if (r_transparent_alphatocoverage.integer)
1743 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1744 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1747 GL_AlphaToCoverage(false);
1750 else if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1752 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1754 switch(t->offsetmapping)
1756 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1757 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1758 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1759 case OFFSETMAPPING_OFF: break;
1762 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1763 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1764 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1765 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1766 // directional model lighting
1767 mode = SHADERMODE_LIGHTDIRECTION;
1768 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1769 permutation |= SHADERPERMUTATION_GLOW;
1770 if (VectorLength2(t->render_modellight_diffuse))
1771 permutation |= SHADERPERMUTATION_DIFFUSE;
1772 if (VectorLength2(t->render_modellight_specular) > 0)
1773 permutation |= SHADERPERMUTATION_SPECULAR;
1774 if (r_refdef.fogenabled)
1775 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1776 if (t->colormapping)
1777 permutation |= SHADERPERMUTATION_COLORMAPPING;
1778 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1780 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1781 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1783 if (r_shadow_shadowmap2ddepthbuffer)
1784 permutation |= SHADERPERMUTATION_DEPTHRGB;
1786 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1787 permutation |= SHADERPERMUTATION_REFLECTION;
1788 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1789 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1790 if (t->reflectmasktexture)
1791 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1792 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1794 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1795 if (r_shadow_bouncegrid_state.directional)
1796 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1798 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1799 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1800 // when using alphatocoverage, we don't need alphakill
1801 if (vid.allowalphatocoverage)
1803 if (r_transparent_alphatocoverage.integer)
1805 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1806 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1809 GL_AlphaToCoverage(false);
1814 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1816 switch(t->offsetmapping)
1818 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1819 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1820 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1821 case OFFSETMAPPING_OFF: break;
1824 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1825 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1826 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1827 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1829 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1830 permutation |= SHADERPERMUTATION_GLOW;
1831 if (r_refdef.fogenabled && !ui)
1832 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1833 if (t->colormapping)
1834 permutation |= SHADERPERMUTATION_COLORMAPPING;
1835 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1837 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1838 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1840 if (r_shadow_shadowmap2ddepthbuffer)
1841 permutation |= SHADERPERMUTATION_DEPTHRGB;
1843 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1844 permutation |= SHADERPERMUTATION_REFLECTION;
1845 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1846 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1847 if (t->reflectmasktexture)
1848 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1849 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1851 // deluxemapping (light direction texture)
1852 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1853 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1855 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1856 permutation |= SHADERPERMUTATION_DIFFUSE;
1857 if (VectorLength2(t->render_lightmap_specular) > 0)
1858 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1860 else if (r_glsl_deluxemapping.integer >= 2)
1862 // fake deluxemapping (uniform light direction in tangentspace)
1863 if (rsurface.uselightmaptexture)
1864 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
1866 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
1867 permutation |= SHADERPERMUTATION_DIFFUSE;
1868 if (VectorLength2(t->render_lightmap_specular) > 0)
1869 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1871 else if (rsurface.uselightmaptexture)
1873 // ordinary lightmapping (q1bsp, q3bsp)
1874 mode = SHADERMODE_LIGHTMAP;
1878 // ordinary vertex coloring (q3bsp)
1879 mode = SHADERMODE_VERTEXCOLOR;
1881 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1883 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1884 if (r_shadow_bouncegrid_state.directional)
1885 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1887 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1888 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1889 // when using alphatocoverage, we don't need alphakill
1890 if (vid.allowalphatocoverage)
1892 if (r_transparent_alphatocoverage.integer)
1894 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1895 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1898 GL_AlphaToCoverage(false);
1901 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
1902 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
1903 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA && !ui)
1904 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
1905 switch(vid.renderpath)
1907 case RENDERPATH_GL32:
1908 case RENDERPATH_GLES2:
1909 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);
1910 RSurf_UploadBuffersForBatch();
1911 // this has to be after RSurf_PrepareVerticesForBatch
1912 if (rsurface.batchskeletaltransform3x4buffer)
1913 permutation |= SHADERPERMUTATION_SKELETAL;
1914 R_SetupShader_SetPermutationGLSL(mode, permutation);
1915 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1916 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);
1918 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
1919 if (mode == SHADERMODE_LIGHTSOURCE)
1921 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
1922 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1923 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1924 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, rtlightambient[0], rtlightambient[1], rtlightambient[2]);
1925 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rtlightdiffuse[0], rtlightdiffuse[1], rtlightdiffuse[2]);
1926 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, rtlightspecular[0], rtlightspecular[1], rtlightspecular[2]);
1928 // additive passes are only darkened by fog, not tinted
1929 if (r_glsl_permutation->loc_FogColor >= 0)
1930 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1931 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
1935 if (mode == SHADERMODE_FLATCOLOR)
1937 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
1939 else if (mode == SHADERMODE_LIGHTGRID)
1941 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
1942 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
1943 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
1944 // other LightGrid uniforms handled below
1946 else if (mode == SHADERMODE_LIGHTDIRECTION)
1948 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
1949 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_modellight_diffuse[0], t->render_modellight_diffuse[1], t->render_modellight_diffuse[2]);
1950 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_modellight_specular[0], t->render_modellight_specular[1], t->render_modellight_specular[2]);
1951 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
1952 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
1953 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1954 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, t->render_modellight_lightdir_local[0], t->render_modellight_lightdir_local[1], t->render_modellight_lightdir_local[2]);
1958 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
1959 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
1960 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
1961 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
1962 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
1964 // additive passes are only darkened by fog, not tinted
1965 if (r_glsl_permutation->loc_FogColor >= 0 && !ui)
1967 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
1968 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1970 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1972 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * t->refractfactor, r_water_refractdistort.value * t->refractfactor, r_water_reflectdistort.value * t->reflectfactor, r_water_reflectdistort.value * t->reflectfactor);
1973 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]);
1974 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]);
1975 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, t->refractcolor4f[0], t->refractcolor4f[1], t->refractcolor4f[2], t->refractcolor4f[3] * t->currentalpha);
1976 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, t->reflectcolor4f[0], t->reflectcolor4f[1], t->reflectcolor4f[2], t->reflectcolor4f[3] * t->currentalpha);
1977 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, t->reflectmax - t->reflectmin);
1978 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, t->reflectmin);
1979 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
1980 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, t->r_water_waterscroll[0], t->r_water_waterscroll[1]);
1982 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
1983 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
1984 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
1985 if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
1987 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]);
1988 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]);
1992 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
1993 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
1996 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, t->render_glowmod[0], t->render_glowmod[1], t->render_glowmod[2]);
1997 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, t->currentalpha * ((t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? t->r_water_wateralpha : 1));
1998 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
1999 if (r_glsl_permutation->loc_Color_Pants >= 0)
2001 if (t->pantstexture)
2002 qglUniform3f(r_glsl_permutation->loc_Color_Pants, t->render_colormap_pants[0], t->render_colormap_pants[1], t->render_colormap_pants[2]);
2004 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2006 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2008 if (t->shirttexture)
2009 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, t->render_colormap_shirt[0], t->render_colormap_shirt[1], t->render_colormap_shirt[2]);
2011 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2013 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]);
2014 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2015 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2016 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2017 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2018 r_glsl_offsetmapping_scale.value*t->offsetscale,
2019 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2020 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2021 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2023 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);
2024 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, t->offsetbias);
2025 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]);
2026 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
2027 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegrid_state.matrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2028 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegrid_state.intensity*r_refdef.view.colorscale);
2029 if (r_glsl_permutation->loc_LightGridMatrix >= 0 && r_refdef.scene.worldmodel)
2032 Matrix4x4_Concat(&tempmatrix, &r_refdef.scene.worldmodel->brushq3.lightgridworldtotexturematrix, &rsurface.matrix);
2033 Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);
2034 qglUniformMatrix4fv(r_glsl_permutation->loc_LightGridMatrix, 1, false, m16f);
2035 Matrix4x4_Normalize3(&tempmatrix, &rsurface.matrix);
2036 Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);
2037 m9f[0] = m16f[0];m9f[1] = m16f[1];m9f[2] = m16f[2];
2038 m9f[3] = m16f[4];m9f[4] = m16f[5];m9f[5] = m16f[6];
2039 m9f[6] = m16f[8];m9f[7] = m16f[9];m9f[8] = m16f[10];
2040 qglUniformMatrix3fv(r_glsl_permutation->loc_LightGridNormalMatrix, 1, false, m9f);
2043 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2044 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2045 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2046 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , t->nmaptexture );
2047 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , t->basetexture );
2048 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , t->glosstexture );
2049 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , t->glowtexture );
2050 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , t->backgroundnmaptexture );
2051 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , t->backgroundbasetexture );
2052 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , t->backgroundglosstexture );
2053 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , t->backgroundglowtexture );
2054 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , t->pantstexture );
2055 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , t->shirttexture );
2056 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , t->reflectmasktexture );
2057 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , t->reflectcubetexture ? t->reflectcubetexture : r_texture_whitecube);
2058 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2059 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2060 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2061 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2062 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2063 if (rsurfacepass == RSURFPASS_BACKGROUND)
2065 if (r_glsl_permutation->tex_Texture_Refraction >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction , waterplane->rt_refraction ? waterplane->rt_refraction->colortexture[0] : r_texture_black);
2066 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , waterplane->rt_camera ? waterplane->rt_camera->colortexture[0] : r_texture_black);
2067 if (r_glsl_permutation->tex_Texture_Reflection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
2071 if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
2073 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2074 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2075 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2076 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2078 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
2079 if (rsurface.rtlight)
2081 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2082 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2085 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegrid_state.texture);
2086 if (r_glsl_permutation->tex_Texture_LightGrid >= 0 && r_refdef.scene.worldmodel) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_LightGrid, r_refdef.scene.worldmodel->brushq3.lightgridtexture);
2092 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2094 // select a permutation of the lighting shader appropriate to this
2095 // combination of texture, entity, light source, and fogging, only use the
2096 // minimum features necessary to avoid wasting rendering time in the
2097 // fragment shader on features that are not being used
2098 uint64_t permutation = 0;
2099 unsigned int mode = 0;
2100 const float *lightcolorbase = rtlight->currentcolor;
2101 float ambientscale = rtlight->ambientscale;
2102 float diffusescale = rtlight->diffusescale;
2103 float specularscale = rtlight->specularscale;
2104 // this is the location of the light in view space
2105 vec3_t viewlightorigin;
2106 // this transforms from view space (camera) to light space (cubemap)
2107 matrix4x4_t viewtolight;
2108 matrix4x4_t lighttoview;
2109 float viewtolight16f[16];
2111 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2112 if (rtlight->currentcubemap != r_texture_whitecube)
2113 permutation |= SHADERPERMUTATION_CUBEFILTER;
2114 if (diffusescale > 0)
2115 permutation |= SHADERPERMUTATION_DIFFUSE;
2116 if (specularscale > 0 && r_shadow_gloss.integer > 0)
2117 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2118 if (r_shadow_usingshadowmap2d)
2120 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2121 if (r_shadow_shadowmapvsdct)
2122 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2124 if (r_shadow_shadowmap2ddepthbuffer)
2125 permutation |= SHADERPERMUTATION_DEPTHRGB;
2127 if (vid.allowalphatocoverage)
2128 GL_AlphaToCoverage(false);
2129 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
2130 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
2131 Matrix4x4_Invert_Full(&viewtolight, &lighttoview);
2132 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
2133 switch(vid.renderpath)
2135 case RENDERPATH_GL32:
2136 case RENDERPATH_GLES2:
2137 R_SetupShader_SetPermutationGLSL(mode, permutation);
2138 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
2139 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
2140 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
2141 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
2142 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
2143 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
2144 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
2145 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);
2146 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]);
2147 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
2149 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2150 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2151 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2152 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
2153 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2158 #define SKINFRAME_HASH 1024
2162 unsigned int loadsequence; // incremented each level change
2163 memexpandablearray_t array;
2164 skinframe_t *hash[SKINFRAME_HASH];
2167 r_skinframe_t r_skinframe;
2169 void R_SkinFrame_PrepareForPurge(void)
2171 r_skinframe.loadsequence++;
2172 // wrap it without hitting zero
2173 if (r_skinframe.loadsequence >= 200)
2174 r_skinframe.loadsequence = 1;
2177 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2181 // mark the skinframe as used for the purging code
2182 skinframe->loadsequence = r_skinframe.loadsequence;
2185 void R_SkinFrame_PurgeSkinFrame(skinframe_t *s)
2189 if (s->merged == s->base)
2191 R_PurgeTexture(s->stain); s->stain = NULL;
2192 R_PurgeTexture(s->merged); s->merged = NULL;
2193 R_PurgeTexture(s->base); s->base = NULL;
2194 R_PurgeTexture(s->pants); s->pants = NULL;
2195 R_PurgeTexture(s->shirt); s->shirt = NULL;
2196 R_PurgeTexture(s->nmap); s->nmap = NULL;
2197 R_PurgeTexture(s->gloss); s->gloss = NULL;
2198 R_PurgeTexture(s->glow); s->glow = NULL;
2199 R_PurgeTexture(s->fog); s->fog = NULL;
2200 R_PurgeTexture(s->reflect); s->reflect = NULL;
2201 s->loadsequence = 0;
2204 void R_SkinFrame_Purge(void)
2208 for (i = 0;i < SKINFRAME_HASH;i++)
2210 for (s = r_skinframe.hash[i];s;s = s->next)
2212 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2213 R_SkinFrame_PurgeSkinFrame(s);
2218 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2220 char basename[MAX_QPATH];
2222 Image_StripImageExtension(name, basename, sizeof(basename));
2224 if( last == NULL ) {
2226 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2227 item = r_skinframe.hash[hashindex];
2232 // linearly search through the hash bucket
2233 for( ; item ; item = item->next ) {
2234 if( !strcmp( item->basename, basename ) ) {
2241 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qbool add)
2244 int compareflags = textureflags & TEXF_IMPORTANTBITS;
2246 char basename[MAX_QPATH];
2248 Image_StripImageExtension(name, basename, sizeof(basename));
2250 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2251 for (item = r_skinframe.hash[hashindex];item;item = item->next)
2252 if (!strcmp(item->basename, basename) &&
2253 item->textureflags == compareflags &&
2254 item->comparewidth == comparewidth &&
2255 item->compareheight == compareheight &&
2256 item->comparecrc == comparecrc)
2263 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2264 memset(item, 0, sizeof(*item));
2265 strlcpy(item->basename, basename, sizeof(item->basename));
2266 item->textureflags = compareflags;
2267 item->comparewidth = comparewidth;
2268 item->compareheight = compareheight;
2269 item->comparecrc = comparecrc;
2270 item->next = r_skinframe.hash[hashindex];
2271 r_skinframe.hash[hashindex] = item;
2273 else if (textureflags & TEXF_FORCE_RELOAD)
2274 R_SkinFrame_PurgeSkinFrame(item);
2276 R_SkinFrame_MarkUsed(item);
2280 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2282 unsigned long long avgcolor[5], wsum; \
2290 for(pix = 0; pix < cnt; ++pix) \
2293 for(comp = 0; comp < 3; ++comp) \
2295 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2298 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2300 for(comp = 0; comp < 3; ++comp) \
2301 avgcolor[comp] += getpixel * w; \
2304 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2305 avgcolor[4] += getpixel; \
2307 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2309 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2310 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2311 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2312 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2315 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qbool complain, qbool fallbacknotexture)
2317 skinframe_t *skinframe;
2319 if (cls.state == ca_dedicated)
2322 // return an existing skinframe if already loaded
2323 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2324 if (skinframe && skinframe->base)
2327 // if the skinframe doesn't exist this will create it
2328 return R_SkinFrame_LoadExternal_SkinFrame(skinframe, name, textureflags, complain, fallbacknotexture);
2331 extern cvar_t gl_picmip;
2332 skinframe_t *R_SkinFrame_LoadExternal_SkinFrame(skinframe_t *skinframe, const char *name, int textureflags, qbool complain, qbool fallbacknotexture)
2335 unsigned char *pixels;
2336 unsigned char *bumppixels;
2337 unsigned char *basepixels = NULL;
2338 int basepixels_width = 0;
2339 int basepixels_height = 0;
2340 rtexture_t *ddsbase = NULL;
2341 qbool ddshasalpha = false;
2342 float ddsavgcolor[4];
2343 char basename[MAX_QPATH];
2344 int miplevel = R_PicmipForFlags(textureflags);
2345 int savemiplevel = miplevel;
2349 if (cls.state == ca_dedicated)
2352 Image_StripImageExtension(name, basename, sizeof(basename));
2354 // check for DDS texture file first
2355 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
2357 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
2358 if (basepixels == NULL && fallbacknotexture)
2359 basepixels = Image_GenerateNoTexture();
2360 if (basepixels == NULL)
2364 // FIXME handle miplevel
2366 if (developer_loading.integer)
2367 Con_Printf("loading skin \"%s\"\n", name);
2369 // we've got some pixels to store, so really allocate this new texture now
2371 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2372 textureflags &= ~TEXF_FORCE_RELOAD;
2373 skinframe->stain = NULL;
2374 skinframe->merged = NULL;
2375 skinframe->base = NULL;
2376 skinframe->pants = NULL;
2377 skinframe->shirt = NULL;
2378 skinframe->nmap = NULL;
2379 skinframe->gloss = NULL;
2380 skinframe->glow = NULL;
2381 skinframe->fog = NULL;
2382 skinframe->reflect = NULL;
2383 skinframe->hasalpha = false;
2384 // we could store the q2animname here too
2388 skinframe->base = ddsbase;
2389 skinframe->hasalpha = ddshasalpha;
2390 VectorCopy(ddsavgcolor, skinframe->avgcolor);
2391 if (r_loadfog && skinframe->hasalpha)
2392 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);
2393 //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]);
2397 basepixels_width = image_width;
2398 basepixels_height = image_height;
2399 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);
2400 if (textureflags & TEXF_ALPHA)
2402 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2404 if (basepixels[j] < 255)
2406 skinframe->hasalpha = true;
2410 if (r_loadfog && skinframe->hasalpha)
2412 // has transparent pixels
2413 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2414 for (j = 0;j < image_width * image_height * 4;j += 4)
2419 pixels[j+3] = basepixels[j+3];
2421 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);
2425 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2427 //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]);
2428 if (r_savedds && skinframe->base)
2429 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
2430 if (r_savedds && skinframe->fog)
2431 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2437 mymiplevel = savemiplevel;
2438 if (r_loadnormalmap)
2439 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);
2440 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2442 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2443 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2444 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2445 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2448 // _norm is the name used by tenebrae and has been adopted as standard
2449 if (r_loadnormalmap && skinframe->nmap == NULL)
2451 mymiplevel = savemiplevel;
2452 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2454 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2458 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2460 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2461 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2462 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);
2464 Mem_Free(bumppixels);
2466 else if (r_shadow_bumpscale_basetexture.value > 0)
2468 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2469 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2470 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);
2474 if (r_savedds && skinframe->nmap)
2475 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2479 // _luma is supported only for tenebrae compatibility
2480 // _blend and .blend are supported only for Q3 & QL compatibility, this hack can be removed if better Q3 shader support is implemented
2481 // _glow is the preferred name
2482 mymiplevel = savemiplevel;
2483 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s.blend", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_blend", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
2485 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);
2487 if (r_savedds && skinframe->glow)
2488 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2490 Mem_Free(pixels);pixels = NULL;
2493 mymiplevel = savemiplevel;
2494 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
2496 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);
2498 if (r_savedds && skinframe->gloss)
2499 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2505 mymiplevel = savemiplevel;
2506 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
2508 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);
2510 if (r_savedds && skinframe->pants)
2511 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2517 mymiplevel = savemiplevel;
2518 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
2520 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);
2522 if (r_savedds && skinframe->shirt)
2523 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2529 mymiplevel = savemiplevel;
2530 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
2532 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);
2534 if (r_savedds && skinframe->reflect)
2535 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2542 Mem_Free(basepixels);
2547 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, int comparewidth, int compareheight, int comparecrc, qbool sRGB)
2550 skinframe_t *skinframe;
2553 if (cls.state == ca_dedicated)
2556 // if already loaded just return it, otherwise make a new skinframe
2557 skinframe = R_SkinFrame_Find(name, textureflags, comparewidth, compareheight, comparecrc, true);
2558 if (skinframe->base)
2560 textureflags &= ~TEXF_FORCE_RELOAD;
2562 skinframe->stain = NULL;
2563 skinframe->merged = NULL;
2564 skinframe->base = NULL;
2565 skinframe->pants = NULL;
2566 skinframe->shirt = NULL;
2567 skinframe->nmap = NULL;
2568 skinframe->gloss = NULL;
2569 skinframe->glow = NULL;
2570 skinframe->fog = NULL;
2571 skinframe->reflect = NULL;
2572 skinframe->hasalpha = false;
2574 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2578 if (developer_loading.integer)
2579 Con_Printf("loading 32bit skin \"%s\"\n", name);
2581 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
2583 unsigned char *a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2584 unsigned char *b = a + width * height * 4;
2585 Image_HeightmapToNormalmap_BGRA(skindata, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2586 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
2589 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
2590 if (textureflags & TEXF_ALPHA)
2592 for (i = 3;i < width * height * 4;i += 4)
2594 if (skindata[i] < 255)
2596 skinframe->hasalpha = true;
2600 if (r_loadfog && skinframe->hasalpha)
2602 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2603 memcpy(fogpixels, skindata, width * height * 4);
2604 for (i = 0;i < width * height * 4;i += 4)
2605 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2606 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
2607 Mem_Free(fogpixels);
2611 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2612 //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]);
2617 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2621 skinframe_t *skinframe;
2623 if (cls.state == ca_dedicated)
2626 // if already loaded just return it, otherwise make a new skinframe
2627 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2628 if (skinframe->base)
2630 //textureflags &= ~TEXF_FORCE_RELOAD;
2632 skinframe->stain = NULL;
2633 skinframe->merged = NULL;
2634 skinframe->base = NULL;
2635 skinframe->pants = NULL;
2636 skinframe->shirt = NULL;
2637 skinframe->nmap = NULL;
2638 skinframe->gloss = NULL;
2639 skinframe->glow = NULL;
2640 skinframe->fog = NULL;
2641 skinframe->reflect = NULL;
2642 skinframe->hasalpha = false;
2644 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2648 if (developer_loading.integer)
2649 Con_Printf("loading quake skin \"%s\"\n", name);
2651 // 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)
2652 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
2653 memcpy(skinframe->qpixels, skindata, width*height);
2654 skinframe->qwidth = width;
2655 skinframe->qheight = height;
2658 for (i = 0;i < width * height;i++)
2659 featuresmask |= palette_featureflags[skindata[i]];
2661 skinframe->hasalpha = false;
2664 skinframe->hasalpha = true;
2665 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
2666 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
2667 skinframe->qgeneratemerged = true;
2668 skinframe->qgeneratebase = skinframe->qhascolormapping;
2669 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
2671 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
2672 //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]);
2677 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qbool colormapped)
2681 unsigned char *skindata;
2684 if (!skinframe->qpixels)
2687 if (!skinframe->qhascolormapping)
2688 colormapped = false;
2692 if (!skinframe->qgeneratebase)
2697 if (!skinframe->qgeneratemerged)
2701 width = skinframe->qwidth;
2702 height = skinframe->qheight;
2703 skindata = skinframe->qpixels;
2705 if (skinframe->qgeneratenmap)
2707 unsigned char *a, *b;
2708 skinframe->qgeneratenmap = false;
2709 a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2710 b = a + width * height * 4;
2711 // use either a custom palette or the quake palette
2712 Image_Copy8bitBGRA(skindata, a, width * height, palette_bgra_complete);
2713 Image_HeightmapToNormalmap_BGRA(a, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2714 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
2718 if (skinframe->qgenerateglow)
2720 skinframe->qgenerateglow = false;
2721 if (skinframe->hasalpha) // fence textures
2722 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, palette_bgra_onlyfullbrights_transparent); // glow
2724 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
2729 skinframe->qgeneratebase = false;
2730 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);
2731 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);
2732 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);
2736 skinframe->qgeneratemerged = false;
2737 if (skinframe->hasalpha) // fence textures
2738 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, skinframe->glow ? palette_bgra_nofullbrights_transparent : palette_bgra_transparent);
2740 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);
2743 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
2745 Mem_Free(skinframe->qpixels);
2746 skinframe->qpixels = NULL;
2750 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)
2753 skinframe_t *skinframe;
2756 if (cls.state == ca_dedicated)
2759 // if already loaded just return it, otherwise make a new skinframe
2760 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2761 if (skinframe->base)
2763 textureflags &= ~TEXF_FORCE_RELOAD;
2765 skinframe->stain = NULL;
2766 skinframe->merged = NULL;
2767 skinframe->base = NULL;
2768 skinframe->pants = NULL;
2769 skinframe->shirt = NULL;
2770 skinframe->nmap = NULL;
2771 skinframe->gloss = NULL;
2772 skinframe->glow = NULL;
2773 skinframe->fog = NULL;
2774 skinframe->reflect = NULL;
2775 skinframe->hasalpha = false;
2777 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2781 if (developer_loading.integer)
2782 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
2784 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
2785 if ((textureflags & TEXF_ALPHA) && alphapalette)
2787 for (i = 0;i < width * height;i++)
2789 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
2791 skinframe->hasalpha = true;
2795 if (r_loadfog && skinframe->hasalpha)
2796 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
2799 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2800 //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]);
2805 skinframe_t *R_SkinFrame_LoadMissing(void)
2807 skinframe_t *skinframe;
2809 if (cls.state == ca_dedicated)
2812 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
2813 skinframe->stain = NULL;
2814 skinframe->merged = NULL;
2815 skinframe->base = NULL;
2816 skinframe->pants = NULL;
2817 skinframe->shirt = NULL;
2818 skinframe->nmap = NULL;
2819 skinframe->gloss = NULL;
2820 skinframe->glow = NULL;
2821 skinframe->fog = NULL;
2822 skinframe->reflect = NULL;
2823 skinframe->hasalpha = false;
2825 skinframe->avgcolor[0] = rand() / RAND_MAX;
2826 skinframe->avgcolor[1] = rand() / RAND_MAX;
2827 skinframe->avgcolor[2] = rand() / RAND_MAX;
2828 skinframe->avgcolor[3] = 1;
2833 skinframe_t *R_SkinFrame_LoadNoTexture(void)
2835 if (cls.state == ca_dedicated)
2838 return R_SkinFrame_LoadInternalBGRA("notexture", TEXF_FORCENEAREST, Image_GenerateNoTexture(), 16, 16, 0, 0, 0, false);
2841 skinframe_t *R_SkinFrame_LoadInternalUsingTexture(const char *name, int textureflags, rtexture_t *tex, int width, int height, qbool sRGB)
2843 skinframe_t *skinframe;
2844 if (cls.state == ca_dedicated)
2846 // if already loaded just return it, otherwise make a new skinframe
2847 skinframe = R_SkinFrame_Find(name, textureflags, width, height, 0, true);
2848 if (skinframe->base)
2850 textureflags &= ~TEXF_FORCE_RELOAD;
2851 skinframe->stain = NULL;
2852 skinframe->merged = NULL;
2853 skinframe->base = NULL;
2854 skinframe->pants = NULL;
2855 skinframe->shirt = NULL;
2856 skinframe->nmap = NULL;
2857 skinframe->gloss = NULL;
2858 skinframe->glow = NULL;
2859 skinframe->fog = NULL;
2860 skinframe->reflect = NULL;
2861 skinframe->hasalpha = (textureflags & TEXF_ALPHA) != 0;
2862 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2865 if (developer_loading.integer)
2866 Con_Printf("loading 32bit skin \"%s\"\n", name);
2867 skinframe->base = skinframe->merged = tex;
2868 Vector4Set(skinframe->avgcolor, 1, 1, 1, 1); // bogus placeholder
2872 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2873 typedef struct suffixinfo_s
2876 qbool flipx, flipy, flipdiagonal;
2879 static suffixinfo_t suffix[3][6] =
2882 {"px", false, false, false},
2883 {"nx", false, false, false},
2884 {"py", false, false, false},
2885 {"ny", false, false, false},
2886 {"pz", false, false, false},
2887 {"nz", false, false, false}
2890 {"posx", false, false, false},
2891 {"negx", false, false, false},
2892 {"posy", false, false, false},
2893 {"negy", false, false, false},
2894 {"posz", false, false, false},
2895 {"negz", false, false, false}
2898 {"rt", true, false, true},
2899 {"lf", false, true, true},
2900 {"ft", true, true, false},
2901 {"bk", false, false, false},
2902 {"up", true, false, true},
2903 {"dn", true, false, true}
2907 static int componentorder[4] = {0, 1, 2, 3};
2909 static rtexture_t *R_LoadCubemap(const char *basename)
2911 int i, j, cubemapsize, forcefilter;
2912 unsigned char *cubemappixels, *image_buffer;
2913 rtexture_t *cubemaptexture;
2916 // HACK: if the cubemap name starts with a !, the cubemap is nearest-filtered
2917 forcefilter = TEXF_FORCELINEAR;
2918 if (basename && basename[0] == '!')
2921 forcefilter = TEXF_FORCENEAREST;
2923 // must start 0 so the first loadimagepixels has no requested width/height
2925 cubemappixels = NULL;
2926 cubemaptexture = NULL;
2927 // keep trying different suffix groups (posx, px, rt) until one loads
2928 for (j = 0;j < 3 && !cubemappixels;j++)
2930 // load the 6 images in the suffix group
2931 for (i = 0;i < 6;i++)
2933 // generate an image name based on the base and and suffix
2934 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
2936 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
2938 // an image loaded, make sure width and height are equal
2939 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
2941 // if this is the first image to load successfully, allocate the cubemap memory
2942 if (!cubemappixels && image_width >= 1)
2944 cubemapsize = image_width;
2945 // note this clears to black, so unavailable sides are black
2946 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
2948 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
2950 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);
2953 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
2955 Mem_Free(image_buffer);
2959 // if a cubemap loaded, upload it
2962 if (developer_loading.integer)
2963 Con_Printf("loading cubemap \"%s\"\n", basename);
2965 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | forcefilter | TEXF_CLAMP, -1, NULL);
2966 Mem_Free(cubemappixels);
2970 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
2971 if (developer_loading.integer)
2973 Con_Printf("(tried tried images ");
2974 for (j = 0;j < 3;j++)
2975 for (i = 0;i < 6;i++)
2976 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
2977 Con_Print(" and was unable to find any of them).\n");
2980 return cubemaptexture;
2983 rtexture_t *R_GetCubemap(const char *basename)
2986 for (i = 0;i < r_texture_numcubemaps;i++)
2987 if (r_texture_cubemaps[i] != NULL)
2988 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
2989 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
2990 if (i >= MAX_CUBEMAPS || !r_main_mempool)
2991 return r_texture_whitecube;
2992 r_texture_numcubemaps++;
2993 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
2994 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
2995 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
2996 return r_texture_cubemaps[i]->texture;
2999 static void R_Main_FreeViewCache(void)
3001 if (r_refdef.viewcache.entityvisible)
3002 Mem_Free(r_refdef.viewcache.entityvisible);
3003 if (r_refdef.viewcache.world_pvsbits)
3004 Mem_Free(r_refdef.viewcache.world_pvsbits);
3005 if (r_refdef.viewcache.world_leafvisible)
3006 Mem_Free(r_refdef.viewcache.world_leafvisible);
3007 if (r_refdef.viewcache.world_surfacevisible)
3008 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3009 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3012 static void R_Main_ResizeViewCache(void)
3014 int numentities = r_refdef.scene.numentities;
3015 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3016 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3017 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3018 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3019 if (r_refdef.viewcache.maxentities < numentities)
3021 r_refdef.viewcache.maxentities = numentities;
3022 if (r_refdef.viewcache.entityvisible)
3023 Mem_Free(r_refdef.viewcache.entityvisible);
3024 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3026 if (r_refdef.viewcache.world_numclusters != numclusters)
3028 r_refdef.viewcache.world_numclusters = numclusters;
3029 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3030 if (r_refdef.viewcache.world_pvsbits)
3031 Mem_Free(r_refdef.viewcache.world_pvsbits);
3032 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3034 if (r_refdef.viewcache.world_numleafs != numleafs)
3036 r_refdef.viewcache.world_numleafs = numleafs;
3037 if (r_refdef.viewcache.world_leafvisible)
3038 Mem_Free(r_refdef.viewcache.world_leafvisible);
3039 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3041 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3043 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3044 if (r_refdef.viewcache.world_surfacevisible)
3045 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3046 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3050 extern rtexture_t *loadingscreentexture;
3051 static void gl_main_start(void)
3053 loadingscreentexture = NULL;
3054 r_texture_blanknormalmap = NULL;
3055 r_texture_white = NULL;
3056 r_texture_grey128 = NULL;
3057 r_texture_black = NULL;
3058 r_texture_whitecube = NULL;
3059 r_texture_normalizationcube = NULL;
3060 r_texture_fogattenuation = NULL;
3061 r_texture_fogheighttexture = NULL;
3062 r_texture_gammaramps = NULL;
3063 r_texture_numcubemaps = 0;
3064 r_uniformbufferalignment = 32;
3066 r_loaddds = r_texture_dds_load.integer != 0;
3067 r_savedds = vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3069 switch(vid.renderpath)
3071 case RENDERPATH_GL32:
3072 case RENDERPATH_GLES2:
3073 Cvar_SetValueQuick(&r_textureunits, MAX_TEXTUREUNITS);
3074 Cvar_SetValueQuick(&gl_combine, 1);
3075 Cvar_SetValueQuick(&r_glsl, 1);
3076 r_loadnormalmap = true;
3079 #ifdef GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
3080 qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
3086 R_FrameData_Reset();
3087 R_BufferData_Reset();
3091 memset(r_queries, 0, sizeof(r_queries));
3093 r_qwskincache = NULL;
3094 r_qwskincache_size = 0;
3096 // due to caching of texture_t references, the collision cache must be reset
3097 Collision_Cache_Reset(true);
3099 // set up r_skinframe loading system for textures
3100 memset(&r_skinframe, 0, sizeof(r_skinframe));
3101 r_skinframe.loadsequence = 1;
3102 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
3104 r_main_texturepool = R_AllocTexturePool();
3105 R_BuildBlankTextures();
3109 R_BuildNormalizationCube();
3111 r_texture_fogattenuation = NULL;
3112 r_texture_fogheighttexture = NULL;
3113 r_texture_gammaramps = NULL;
3114 //r_texture_fogintensity = NULL;
3115 memset(&r_fb, 0, sizeof(r_fb));
3116 Mem_ExpandableArray_NewArray(&r_fb.rendertargets, r_main_mempool, sizeof(r_rendertarget_t), 128);
3117 r_glsl_permutation = NULL;
3118 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3119 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
3120 memset(&r_svbsp, 0, sizeof (r_svbsp));
3122 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
3123 r_texture_numcubemaps = 0;
3125 r_refdef.fogmasktable_density = 0;
3128 // For Steelstorm Android
3129 // FIXME CACHE the program and reload
3130 // FIXME see possible combinations for SS:BR android
3131 Con_DPrintf("Compiling most used shaders for SS:BR android... START\n");
3132 R_SetupShader_SetPermutationGLSL(0, 12);
3133 R_SetupShader_SetPermutationGLSL(0, 13);
3134 R_SetupShader_SetPermutationGLSL(0, 8388621);
3135 R_SetupShader_SetPermutationGLSL(3, 0);
3136 R_SetupShader_SetPermutationGLSL(3, 2048);
3137 R_SetupShader_SetPermutationGLSL(5, 0);
3138 R_SetupShader_SetPermutationGLSL(5, 2);
3139 R_SetupShader_SetPermutationGLSL(5, 2048);
3140 R_SetupShader_SetPermutationGLSL(5, 8388608);
3141 R_SetupShader_SetPermutationGLSL(11, 1);
3142 R_SetupShader_SetPermutationGLSL(11, 2049);
3143 R_SetupShader_SetPermutationGLSL(11, 8193);
3144 R_SetupShader_SetPermutationGLSL(11, 10241);
3145 Con_DPrintf("Compiling most used shaders for SS:BR android... END\n");
3149 extern unsigned int r_shadow_occlusion_buf;
3151 static void gl_main_shutdown(void)
3153 R_RenderTarget_FreeUnused(true);
3154 Mem_ExpandableArray_FreeArray(&r_fb.rendertargets);
3156 R_FrameData_Reset();
3157 R_BufferData_Reset();
3159 R_Main_FreeViewCache();
3161 switch(vid.renderpath)
3163 case RENDERPATH_GL32:
3164 case RENDERPATH_GLES2:
3165 #if defined(GL_SAMPLES_PASSED) && !defined(USE_GLES2)
3167 qglDeleteQueries(r_maxqueries, r_queries);
3171 r_shadow_occlusion_buf = 0;
3174 memset(r_queries, 0, sizeof(r_queries));
3176 r_qwskincache = NULL;
3177 r_qwskincache_size = 0;
3179 // clear out the r_skinframe state
3180 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
3181 memset(&r_skinframe, 0, sizeof(r_skinframe));
3184 Mem_Free(r_svbsp.nodes);
3185 memset(&r_svbsp, 0, sizeof (r_svbsp));
3186 R_FreeTexturePool(&r_main_texturepool);
3187 loadingscreentexture = NULL;
3188 r_texture_blanknormalmap = NULL;
3189 r_texture_white = NULL;
3190 r_texture_grey128 = NULL;
3191 r_texture_black = NULL;
3192 r_texture_whitecube = NULL;
3193 r_texture_normalizationcube = NULL;
3194 r_texture_fogattenuation = NULL;
3195 r_texture_fogheighttexture = NULL;
3196 r_texture_gammaramps = NULL;
3197 r_texture_numcubemaps = 0;
3198 //r_texture_fogintensity = NULL;
3199 memset(&r_fb, 0, sizeof(r_fb));
3200 R_GLSL_Restart_f(&cmd_client);
3202 r_glsl_permutation = NULL;
3203 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3204 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
3207 static void gl_main_newmap(void)
3209 // FIXME: move this code to client
3210 char *entities, entname[MAX_QPATH];
3212 Mem_Free(r_qwskincache);
3213 r_qwskincache = NULL;
3214 r_qwskincache_size = 0;
3217 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
3218 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
3220 CL_ParseEntityLump(entities);
3224 if (cl.worldmodel->brush.entities)
3225 CL_ParseEntityLump(cl.worldmodel->brush.entities);
3227 R_Main_FreeViewCache();
3229 R_FrameData_Reset();
3230 R_BufferData_Reset();
3233 void GL_Main_Init(void)
3236 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
3237 R_InitShaderModeInfo();
3239 Cmd_AddCommand(CF_CLIENT, "r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
3240 Cmd_AddCommand(CF_CLIENT, "r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
3241 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
3242 if (gamemode == GAME_NEHAHRA)
3244 Cvar_RegisterVariable (&gl_fogenable);
3245 Cvar_RegisterVariable (&gl_fogdensity);
3246 Cvar_RegisterVariable (&gl_fogred);
3247 Cvar_RegisterVariable (&gl_foggreen);
3248 Cvar_RegisterVariable (&gl_fogblue);
3249 Cvar_RegisterVariable (&gl_fogstart);
3250 Cvar_RegisterVariable (&gl_fogend);
3251 Cvar_RegisterVariable (&gl_skyclip);
3253 Cvar_RegisterVariable(&r_motionblur);
3254 Cvar_RegisterVariable(&r_damageblur);
3255 Cvar_RegisterVariable(&r_motionblur_averaging);
3256 Cvar_RegisterVariable(&r_motionblur_randomize);
3257 Cvar_RegisterVariable(&r_motionblur_minblur);
3258 Cvar_RegisterVariable(&r_motionblur_maxblur);
3259 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
3260 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
3261 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
3262 Cvar_RegisterVariable(&r_motionblur_mousefactor);
3263 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
3264 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
3265 Cvar_RegisterVariable(&r_depthfirst);
3266 Cvar_RegisterVariable(&r_useinfinitefarclip);
3267 Cvar_RegisterVariable(&r_farclip_base);
3268 Cvar_RegisterVariable(&r_farclip_world);
3269 Cvar_RegisterVariable(&r_nearclip);
3270 Cvar_RegisterVariable(&r_deformvertexes);
3271 Cvar_RegisterVariable(&r_transparent);
3272 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
3273 Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
3274 Cvar_RegisterVariable(&r_transparent_useplanardistance);
3275 Cvar_RegisterVariable(&r_showoverdraw);
3276 Cvar_RegisterVariable(&r_showbboxes);
3277 Cvar_RegisterVariable(&r_showbboxes_client);
3278 Cvar_RegisterVariable(&r_showsurfaces);
3279 Cvar_RegisterVariable(&r_showtris);
3280 Cvar_RegisterVariable(&r_shownormals);
3281 Cvar_RegisterVariable(&r_showlighting);
3282 Cvar_RegisterVariable(&r_showcollisionbrushes);
3283 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
3284 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
3285 Cvar_RegisterVariable(&r_showdisabledepthtest);
3286 Cvar_RegisterVariable(&r_showspriteedges);
3287 Cvar_RegisterVariable(&r_showparticleedges);
3288 Cvar_RegisterVariable(&r_drawportals);
3289 Cvar_RegisterVariable(&r_drawentities);
3290 Cvar_RegisterVariable(&r_draw2d);
3291 Cvar_RegisterVariable(&r_drawworld);
3292 Cvar_RegisterVariable(&r_cullentities_trace);
3293 Cvar_RegisterVariable(&r_cullentities_trace_entityocclusion);
3294 Cvar_RegisterVariable(&r_cullentities_trace_samples);
3295 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
3296 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
3297 Cvar_RegisterVariable(&r_cullentities_trace_expand);
3298 Cvar_RegisterVariable(&r_cullentities_trace_pad);
3299 Cvar_RegisterVariable(&r_cullentities_trace_delay);
3300 Cvar_RegisterVariable(&r_cullentities_trace_eyejitter);
3301 Cvar_RegisterVariable(&r_sortentities);
3302 Cvar_RegisterVariable(&r_drawviewmodel);
3303 Cvar_RegisterVariable(&r_drawexteriormodel);
3304 Cvar_RegisterVariable(&r_speeds);
3305 Cvar_RegisterVariable(&r_fullbrights);
3306 Cvar_RegisterVariable(&r_wateralpha);
3307 Cvar_RegisterVariable(&r_dynamic);
3308 Cvar_RegisterVariable(&r_fullbright_directed);
3309 Cvar_RegisterVariable(&r_fullbright_directed_ambient);
3310 Cvar_RegisterVariable(&r_fullbright_directed_diffuse);
3311 Cvar_RegisterVariable(&r_fullbright_directed_pitch);
3312 Cvar_RegisterVariable(&r_fullbright_directed_pitch_relative);
3313 Cvar_RegisterVariable(&r_fullbright);
3314 Cvar_RegisterVariable(&r_shadows);
3315 Cvar_RegisterVariable(&r_shadows_darken);
3316 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
3317 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
3318 Cvar_RegisterVariable(&r_shadows_throwdistance);
3319 Cvar_RegisterVariable(&r_shadows_throwdirection);
3320 Cvar_RegisterVariable(&r_shadows_focus);
3321 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
3322 Cvar_RegisterVariable(&r_shadows_shadowmapbias);
3323 Cvar_RegisterVariable(&r_q1bsp_skymasking);
3324 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
3325 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
3326 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
3327 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
3328 Cvar_RegisterVariable(&r_fog_exp2);
3329 Cvar_RegisterVariable(&r_fog_clear);
3330 Cvar_RegisterVariable(&r_drawfog);
3331 Cvar_RegisterVariable(&r_transparentdepthmasking);
3332 Cvar_RegisterVariable(&r_transparent_sortmindist);
3333 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
3334 Cvar_RegisterVariable(&r_transparent_sortarraysize);
3335 Cvar_RegisterVariable(&r_texture_dds_load);
3336 Cvar_RegisterVariable(&r_texture_dds_save);
3337 Cvar_RegisterVariable(&r_textureunits);
3338 Cvar_RegisterVariable(&gl_combine);
3339 Cvar_RegisterVariable(&r_usedepthtextures);
3340 Cvar_RegisterVariable(&r_viewfbo);
3341 Cvar_RegisterVariable(&r_rendertarget_debug);
3342 Cvar_RegisterVariable(&r_viewscale);
3343 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
3344 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
3345 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
3346 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
3347 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
3348 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
3349 Cvar_RegisterVariable(&r_glsl);
3350 Cvar_RegisterVariable(&r_glsl_deluxemapping);
3351 Cvar_RegisterVariable(&r_glsl_offsetmapping);
3352 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
3353 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
3354 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
3355 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
3356 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
3357 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
3358 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
3359 Cvar_RegisterVariable(&r_glsl_postprocess);
3360 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
3361 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
3362 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
3363 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
3364 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
3365 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
3366 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
3367 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
3368 Cvar_RegisterVariable(&r_celshading);
3369 Cvar_RegisterVariable(&r_celoutlines);
3371 Cvar_RegisterVariable(&r_water);
3372 Cvar_RegisterVariable(&r_water_cameraentitiesonly);
3373 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
3374 Cvar_RegisterVariable(&r_water_clippingplanebias);
3375 Cvar_RegisterVariable(&r_water_refractdistort);
3376 Cvar_RegisterVariable(&r_water_reflectdistort);
3377 Cvar_RegisterVariable(&r_water_scissormode);
3378 Cvar_RegisterVariable(&r_water_lowquality);
3379 Cvar_RegisterVariable(&r_water_hideplayer);
3381 Cvar_RegisterVariable(&r_lerpsprites);
3382 Cvar_RegisterVariable(&r_lerpmodels);
3383 Cvar_RegisterVariable(&r_nolerp_list);
3384 Cvar_RegisterVariable(&r_lerplightstyles);
3385 Cvar_RegisterVariable(&r_waterscroll);
3386 Cvar_RegisterVariable(&r_bloom);
3387 Cvar_RegisterVariable(&r_colorfringe);
3388 Cvar_RegisterVariable(&r_bloom_colorscale);
3389 Cvar_RegisterVariable(&r_bloom_brighten);
3390 Cvar_RegisterVariable(&r_bloom_blur);
3391 Cvar_RegisterVariable(&r_bloom_resolution);
3392 Cvar_RegisterVariable(&r_bloom_colorexponent);
3393 Cvar_RegisterVariable(&r_bloom_colorsubtract);
3394 Cvar_RegisterVariable(&r_bloom_scenebrightness);
3395 Cvar_RegisterVariable(&r_hdr_scenebrightness);
3396 Cvar_RegisterVariable(&r_hdr_glowintensity);
3397 Cvar_RegisterVariable(&r_hdr_irisadaptation);
3398 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
3399 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
3400 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
3401 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
3402 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
3403 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
3404 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
3405 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
3406 Cvar_RegisterVariable(&developer_texturelogging);
3407 Cvar_RegisterVariable(&gl_lightmaps);
3408 Cvar_RegisterVariable(&r_test);
3409 Cvar_RegisterVariable(&r_batch_multidraw);
3410 Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
3411 Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath);
3412 Cvar_RegisterVariable(&r_glsl_skeletal);
3413 Cvar_RegisterVariable(&r_glsl_saturation);
3414 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
3415 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
3416 Cvar_RegisterVariable(&r_framedatasize);
3417 for (i = 0;i < R_BUFFERDATA_COUNT;i++)
3418 Cvar_RegisterVariable(&r_buffermegs[i]);
3419 Cvar_RegisterVariable(&r_batch_dynamicbuffer);
3420 Cvar_RegisterVariable(&r_q1bsp_lightmap_updates_enabled);
3421 Cvar_RegisterVariable(&r_q1bsp_lightmap_updates_combine);
3422 Cvar_RegisterVariable(&r_q1bsp_lightmap_updates_hidden_surfaces);
3423 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
3424 Cvar_SetValue(&cvars_all, "r_fullbrights", 0);
3425 #ifdef DP_MOBILETOUCH
3426 // GLES devices have terrible depth precision in general, so...
3427 Cvar_SetValueQuick(&r_nearclip, 4);
3428 Cvar_SetValueQuick(&r_farclip_base, 4096);
3429 Cvar_SetValueQuick(&r_farclip_world, 0);
3430 Cvar_SetValueQuick(&r_useinfinitefarclip, 0);
3432 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
3435 void Render_Init(void)
3448 R_LightningBeams_Init();
3452 int R_CullBox(const vec3_t mins, const vec3_t maxs)
3456 if (r_trippy.integer)
3458 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3460 p = r_refdef.view.frustum + i;
3465 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3469 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3473 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3477 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3481 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3485 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3489 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3493 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3501 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3505 if (r_trippy.integer)
3507 for (i = 0;i < numplanes;i++)
3514 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3518 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3522 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3526 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3530 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3534 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3538 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3542 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3550 //==================================================================================
3552 // LadyHavoc: this stores temporary data used within the same frame
3554 typedef struct r_framedata_mem_s
3556 struct r_framedata_mem_s *purge; // older mem block to free on next frame
3557 size_t size; // how much usable space
3558 size_t current; // how much space in use
3559 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
3560 size_t wantedsize; // how much space was allocated
3561 unsigned char *data; // start of real data (16byte aligned)
3565 static r_framedata_mem_t *r_framedata_mem;
3567 void R_FrameData_Reset(void)
3569 while (r_framedata_mem)
3571 r_framedata_mem_t *next = r_framedata_mem->purge;
3572 Mem_Free(r_framedata_mem);
3573 r_framedata_mem = next;
3577 static void R_FrameData_Resize(qbool mustgrow)
3580 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
3581 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
3582 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize || mustgrow)
3584 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
3585 newmem->wantedsize = wantedsize;
3586 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
3587 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
3588 newmem->current = 0;
3590 newmem->purge = r_framedata_mem;
3591 r_framedata_mem = newmem;
3595 void R_FrameData_NewFrame(void)
3597 R_FrameData_Resize(false);
3598 if (!r_framedata_mem)
3600 // if we ran out of space on the last frame, free the old memory now
3601 while (r_framedata_mem->purge)
3603 // repeatedly remove the second item in the list, leaving only head
3604 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
3605 Mem_Free(r_framedata_mem->purge);
3606 r_framedata_mem->purge = next;
3608 // reset the current mem pointer
3609 r_framedata_mem->current = 0;
3610 r_framedata_mem->mark = 0;
3613 void *R_FrameData_Alloc(size_t size)
3618 // align to 16 byte boundary - the data pointer is already aligned, so we
3619 // only need to ensure the size of every allocation is also aligned
3620 size = (size + 15) & ~15;
3622 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
3624 // emergency - we ran out of space, allocate more memory
3625 // note: this has no upper-bound, we'll fail to allocate memory eventually and just die
3626 newvalue = r_framedatasize.value * 2.0f;
3627 // upper bound based on architecture - if we try to allocate more than this we could overflow, better to loop until we error out on allocation failure
3628 if (sizeof(size_t) >= 8)
3629 newvalue = bound(0.25f, newvalue, (float)(1ll << 42));
3631 newvalue = bound(0.25f, newvalue, (float)(1 << 10));
3632 // this might not be a growing it, but we'll allocate another buffer every time
3633 Cvar_SetValueQuick(&r_framedatasize, newvalue);
3634 R_FrameData_Resize(true);
3637 data = r_framedata_mem->data + r_framedata_mem->current;
3638 r_framedata_mem->current += size;
3640 // count the usage for stats
3641 r_refdef.stats[r_stat_framedatacurrent] = max(r_refdef.stats[r_stat_framedatacurrent], (int)r_framedata_mem->current);
3642 r_refdef.stats[r_stat_framedatasize] = max(r_refdef.stats[r_stat_framedatasize], (int)r_framedata_mem->size);
3644 return (void *)data;
3647 void *R_FrameData_Store(size_t size, void *data)
3649 void *d = R_FrameData_Alloc(size);
3651 memcpy(d, data, size);
3655 void R_FrameData_SetMark(void)
3657 if (!r_framedata_mem)
3659 r_framedata_mem->mark = r_framedata_mem->current;
3662 void R_FrameData_ReturnToMark(void)
3664 if (!r_framedata_mem)
3666 r_framedata_mem->current = r_framedata_mem->mark;
3669 //==================================================================================
3671 // avoid reusing the same buffer objects on consecutive frames
3672 #define R_BUFFERDATA_CYCLE 3
3674 typedef struct r_bufferdata_buffer_s
3676 struct r_bufferdata_buffer_s *purge; // older buffer to free on next frame
3677 size_t size; // how much usable space
3678 size_t current; // how much space in use
3679 r_meshbuffer_t *buffer; // the buffer itself
3681 r_bufferdata_buffer_t;
3683 static int r_bufferdata_cycle = 0; // incremented and wrapped each frame
3684 static r_bufferdata_buffer_t *r_bufferdata_buffer[R_BUFFERDATA_CYCLE][R_BUFFERDATA_COUNT];
3686 /// frees all dynamic buffers
3687 void R_BufferData_Reset(void)
3690 r_bufferdata_buffer_t **p, *mem;
3691 for (cycle = 0;cycle < R_BUFFERDATA_CYCLE;cycle++)
3693 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3696 p = &r_bufferdata_buffer[cycle][type];
3702 R_Mesh_DestroyMeshBuffer(mem->buffer);
3709 // resize buffer as needed (this actually makes a new one, the old one will be recycled next frame)
3710 static void R_BufferData_Resize(r_bufferdata_type_t type, qbool mustgrow, size_t minsize)
3712 r_bufferdata_buffer_t *mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3714 float newvalue = r_buffermegs[type].value;
3716 // increase the cvar if we have to (but only if we already have a mem)
3717 if (mustgrow && mem)
3719 newvalue = bound(0.25f, newvalue, 256.0f);
3720 while (newvalue * 1024*1024 < minsize)
3723 // clamp the cvar to valid range
3724 newvalue = bound(0.25f, newvalue, 256.0f);
3725 if (r_buffermegs[type].value != newvalue)
3726 Cvar_SetValueQuick(&r_buffermegs[type], newvalue);
3728 // calculate size in bytes
3729 size = (size_t)(newvalue * 1024*1024);
3730 size = bound(131072, size, 256*1024*1024);
3732 // allocate a new buffer if the size is different (purge old one later)
3733 // or if we were told we must grow the buffer
3734 if (!mem || mem->size != size || mustgrow)
3736 mem = (r_bufferdata_buffer_t *)Mem_Alloc(r_main_mempool, sizeof(*mem));
3739 if (type == R_BUFFERDATA_VERTEX)
3740 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbuffervertex", false, false, true, false);
3741 else if (type == R_BUFFERDATA_INDEX16)
3742 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex16", true, false, true, true);
3743 else if (type == R_BUFFERDATA_INDEX32)
3744 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex32", true, false, true, false);
3745 else if (type == R_BUFFERDATA_UNIFORM)
3746 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferuniform", false, true, true, false);
3747 mem->purge = r_bufferdata_buffer[r_bufferdata_cycle][type];
3748 r_bufferdata_buffer[r_bufferdata_cycle][type] = mem;
3752 void R_BufferData_NewFrame(void)
3755 r_bufferdata_buffer_t **p, *mem;
3756 // cycle to the next frame's buffers
3757 r_bufferdata_cycle = (r_bufferdata_cycle + 1) % R_BUFFERDATA_CYCLE;
3758 // if we ran out of space on the last time we used these buffers, free the old memory now
3759 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3761 if (r_bufferdata_buffer[r_bufferdata_cycle][type])
3763 R_BufferData_Resize((r_bufferdata_type_t)type, false, 131072);
3764 // free all but the head buffer, this is how we recycle obsolete
3765 // buffers after they are no longer in use
3766 p = &r_bufferdata_buffer[r_bufferdata_cycle][type]->purge;
3772 R_Mesh_DestroyMeshBuffer(mem->buffer);
3775 // reset the current offset
3776 r_bufferdata_buffer[r_bufferdata_cycle][type]->current = 0;
3781 r_meshbuffer_t *R_BufferData_Store(size_t datasize, const void *data, r_bufferdata_type_t type, int *returnbufferoffset)
3783 r_bufferdata_buffer_t *mem;
3787 *returnbufferoffset = 0;
3789 // align size to a byte boundary appropriate for the buffer type, this
3790 // makes all allocations have aligned start offsets
3791 if (type == R_BUFFERDATA_UNIFORM)
3792 padsize = (datasize + r_uniformbufferalignment - 1) & ~(r_uniformbufferalignment - 1);
3794 padsize = (datasize + 15) & ~15;
3796 // if we ran out of space in this buffer we must allocate a new one
3797 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)
3798 R_BufferData_Resize(type, true, padsize);
3800 // if the resize did not give us enough memory, fail
3801 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)
3802 Sys_Error("R_BufferData_Store: failed to create a new buffer of sufficient size\n");
3804 mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3805 offset = (int)mem->current;
3806 mem->current += padsize;
3808 // upload the data to the buffer at the chosen offset
3810 R_Mesh_UpdateMeshBuffer(mem->buffer, NULL, mem->size, false, 0);
3811 R_Mesh_UpdateMeshBuffer(mem->buffer, data, datasize, true, offset);
3813 // count the usage for stats
3814 r_refdef.stats[r_stat_bufferdatacurrent_vertex + type] = max(r_refdef.stats[r_stat_bufferdatacurrent_vertex + type], (int)mem->current);
3815 r_refdef.stats[r_stat_bufferdatasize_vertex + type] = max(r_refdef.stats[r_stat_bufferdatasize_vertex + type], (int)mem->size);
3817 // return the buffer offset
3818 *returnbufferoffset = offset;
3823 //==================================================================================
3825 // LadyHavoc: animcache originally written by Echon, rewritten since then
3828 * Animation cache prevents re-generating mesh data for an animated model
3829 * multiple times in one frame for lighting, shadowing, reflections, etc.
3832 void R_AnimCache_Free(void)
3836 void R_AnimCache_ClearCache(void)
3839 entity_render_t *ent;
3841 for (i = 0;i < r_refdef.scene.numentities;i++)
3843 ent = r_refdef.scene.entities[i];
3844 ent->animcache_vertex3f = NULL;
3845 ent->animcache_vertex3f_vertexbuffer = NULL;
3846 ent->animcache_vertex3f_bufferoffset = 0;
3847 ent->animcache_normal3f = NULL;
3848 ent->animcache_normal3f_vertexbuffer = NULL;
3849 ent->animcache_normal3f_bufferoffset = 0;
3850 ent->animcache_svector3f = NULL;
3851 ent->animcache_svector3f_vertexbuffer = NULL;
3852 ent->animcache_svector3f_bufferoffset = 0;
3853 ent->animcache_tvector3f = NULL;
3854 ent->animcache_tvector3f_vertexbuffer = NULL;
3855 ent->animcache_tvector3f_bufferoffset = 0;
3856 ent->animcache_skeletaltransform3x4 = NULL;
3857 ent->animcache_skeletaltransform3x4buffer = NULL;
3858 ent->animcache_skeletaltransform3x4offset = 0;
3859 ent->animcache_skeletaltransform3x4size = 0;
3863 qbool R_AnimCache_GetEntity(entity_render_t *ent, qbool wantnormals, qbool wanttangents)
3865 model_t *model = ent->model;
3868 // see if this ent is worth caching
3869 if (!model || !model->Draw || !model->AnimateVertices)
3871 // nothing to cache if it contains no animations and has no skeleton
3872 if (!model->surfmesh.isanimated && !(model->num_bones && ent->skeleton && ent->skeleton->relativetransforms))
3874 // see if it is already cached for gpuskeletal
3875 if (ent->animcache_skeletaltransform3x4)
3877 // see if it is already cached as a mesh
3878 if (ent->animcache_vertex3f)
3880 // check if we need to add normals or tangents
3881 if (ent->animcache_normal3f)
3882 wantnormals = false;
3883 if (ent->animcache_svector3f)
3884 wanttangents = false;
3885 if (!wantnormals && !wanttangents)
3889 // check which kind of cache we need to generate
3890 if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub)
3892 // cache the skeleton so the vertex shader can use it
3893 r_refdef.stats[r_stat_animcache_skeletal_count] += 1;
3894 r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones;
3895 r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones);
3896 ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
3897 Mod_Skeletal_BuildTransforms(model, ent->frameblend, ent->skeleton, NULL, ent->animcache_skeletaltransform3x4);
3898 // note: this can fail if the buffer is at the grow limit
3899 ent->animcache_skeletaltransform3x4size = sizeof(float[3][4]) * model->num_bones;
3900 ent->animcache_skeletaltransform3x4buffer = R_BufferData_Store(ent->animcache_skeletaltransform3x4size, ent->animcache_skeletaltransform3x4, R_BUFFERDATA_UNIFORM, &ent->animcache_skeletaltransform3x4offset);
3902 else if (ent->animcache_vertex3f)
3904 // mesh was already cached but we may need to add normals/tangents
3905 // (this only happens with multiple views, reflections, cameras, etc)
3906 if (wantnormals || wanttangents)
3908 numvertices = model->surfmesh.num_vertices;
3910 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3913 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3914 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3916 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
3917 r_refdef.stats[r_stat_animcache_shade_count] += 1;
3918 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3919 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3924 // generate mesh cache
3925 numvertices = model->surfmesh.num_vertices;
3926 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3928 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3931 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3932 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3934 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
3935 if (wantnormals || wanttangents)
3937 r_refdef.stats[r_stat_animcache_shade_count] += 1;
3938 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3939 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3941 r_refdef.stats[r_stat_animcache_shape_count] += 1;
3942 r_refdef.stats[r_stat_animcache_shape_vertices] += numvertices;
3943 r_refdef.stats[r_stat_animcache_shape_maxvertices] = max(r_refdef.stats[r_stat_animcache_shape_maxvertices], numvertices);
3948 void R_AnimCache_CacheVisibleEntities(void)
3952 // TODO: thread this
3953 // NOTE: R_PrepareRTLights() also caches entities
3955 for (i = 0;i < r_refdef.scene.numentities;i++)
3956 if (r_refdef.viewcache.entityvisible[i])
3957 R_AnimCache_GetEntity(r_refdef.scene.entities[i], true, true);
3960 //==================================================================================
3962 qbool R_CanSeeBox(int numsamples, vec_t eyejitter, vec_t entboxenlarge, vec_t entboxexpand, vec_t pad, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
3964 long unsigned int i;
3966 vec3_t eyemins, eyemaxs;
3967 vec3_t boxmins, boxmaxs;
3968 vec3_t padmins, padmaxs;
3971 model_t *model = r_refdef.scene.worldmodel;
3972 static vec3_t positions[] = {
3973 { 0.5f, 0.5f, 0.5f },
3974 { 0.0f, 0.0f, 0.0f },
3975 { 0.0f, 0.0f, 1.0f },
3976 { 0.0f, 1.0f, 0.0f },
3977 { 0.0f, 1.0f, 1.0f },
3978 { 1.0f, 0.0f, 0.0f },
3979 { 1.0f, 0.0f, 1.0f },
3980 { 1.0f, 1.0f, 0.0f },
3981 { 1.0f, 1.0f, 1.0f },
3984 // sample count can be set to -1 to skip this logic, for flicker-prone objects
3988 // view origin is not used for culling in portal/reflection/refraction renders or isometric views
3989 if (!r_refdef.view.usevieworiginculling)
3992 if (!r_cullentities_trace_entityocclusion.integer && (!model || !model->brush.TraceLineOfSight))
3995 // expand the eye box a little
3996 eyemins[0] = eye[0] - eyejitter;
3997 eyemaxs[0] = eye[0] + eyejitter;
3998 eyemins[1] = eye[1] - eyejitter;
3999 eyemaxs[1] = eye[1] + eyejitter;
4000 eyemins[2] = eye[2] - eyejitter;
4001 eyemaxs[2] = eye[2] + eyejitter;
4002 // expand the box a little
4003 boxmins[0] = (entboxenlarge + 1) * entboxmins[0] - entboxenlarge * entboxmaxs[0] - entboxexpand;
4004 boxmaxs[0] = (entboxenlarge + 1) * entboxmaxs[0] - entboxenlarge * entboxmins[0] + entboxexpand;
4005 boxmins[1] = (entboxenlarge + 1) * entboxmins[1] - entboxenlarge * entboxmaxs[1] - entboxexpand;
4006 boxmaxs[1] = (entboxenlarge + 1) * entboxmaxs[1] - entboxenlarge * entboxmins[1] + entboxexpand;
4007 boxmins[2] = (entboxenlarge + 1) * entboxmins[2] - entboxenlarge * entboxmaxs[2] - entboxexpand;
4008 boxmaxs[2] = (entboxenlarge + 1) * entboxmaxs[2] - entboxenlarge * entboxmins[2] + entboxexpand;
4009 // make an even larger box for the acceptable area
4010 padmins[0] = boxmins[0] - pad;
4011 padmaxs[0] = boxmaxs[0] + pad;
4012 padmins[1] = boxmins[1] - pad;
4013 padmaxs[1] = boxmaxs[1] + pad;
4014 padmins[2] = boxmins[2] - pad;
4015 padmaxs[2] = boxmaxs[2] + pad;
4017 // return true if eye overlaps enlarged box
4018 if (BoxesOverlap(boxmins, boxmaxs, eyemins, eyemaxs))
4021 // try specific positions in the box first - note that these can be cached
4022 if (r_cullentities_trace_entityocclusion.integer)
4024 for (i = 0; i < sizeof(positions) / sizeof(positions[0]); i++)
4027 VectorCopy(eye, start);
4028 end[0] = boxmins[0] + (boxmaxs[0] - boxmins[0]) * positions[i][0];
4029 end[1] = boxmins[1] + (boxmaxs[1] - boxmins[1]) * positions[i][1];
4030 end[2] = boxmins[2] + (boxmaxs[2] - boxmins[2]) * positions[i][2];
4031 //trace_t trace = CL_TraceLine(start, end, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, MATERIALFLAGMASK_TRANSLUCENT, 0.0f, true, false, NULL, true, true);
4032 trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
4033 // not picky - if the trace ended anywhere in the box we're good
4034 if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
4038 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
4041 // try various random positions
4042 for (j = 0; j < numsamples; j++)
4044 VectorSet(start, lhrandom(eyemins[0], eyemaxs[0]), lhrandom(eyemins[1], eyemaxs[1]), lhrandom(eyemins[2], eyemaxs[2]));
4045 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4046 if (r_cullentities_trace_entityocclusion.integer)
4048 trace_t trace = CL_TraceLine(start, end, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, MATERIALFLAGMASK_TRANSLUCENT, 0.0f, true, false, NULL, true, true);
4049 // not picky - if the trace ended anywhere in the box we're good
4050 if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
4053 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
4061 static void R_View_UpdateEntityVisible (void)
4066 entity_render_t *ent;
4068 if (r_refdef.envmap || r_fb.water.hideplayer)
4069 renderimask = RENDER_EXTERIORMODEL | RENDER_VIEWMODEL;
4070 else if (chase_active.integer || r_fb.water.renderingscene)
4071 renderimask = RENDER_VIEWMODEL;
4073 renderimask = RENDER_EXTERIORMODEL;
4074 if (!r_drawviewmodel.integer)
4075 renderimask |= RENDER_VIEWMODEL;
4076 if (!r_drawexteriormodel.integer)
4077 renderimask |= RENDER_EXTERIORMODEL;
4078 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4079 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4081 // worldmodel can check visibility
4082 for (i = 0;i < r_refdef.scene.numentities;i++)
4084 ent = r_refdef.scene.entities[i];
4085 if (r_refdef.viewcache.world_novis && !(ent->flags & RENDER_VIEWMODEL))
4087 r_refdef.viewcache.entityvisible[i] = false;
4090 if (!(ent->flags & renderimask))
4091 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)))
4092 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))
4093 r_refdef.viewcache.entityvisible[i] = true;
4098 // no worldmodel or it can't check visibility
4099 for (i = 0;i < r_refdef.scene.numentities;i++)
4101 ent = r_refdef.scene.entities[i];
4102 if (!(ent->flags & renderimask))
4103 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)))
4104 r_refdef.viewcache.entityvisible[i] = true;
4107 if (r_cullentities_trace.integer)
4109 for (i = 0;i < r_refdef.scene.numentities;i++)
4111 if (!r_refdef.viewcache.entityvisible[i])
4113 ent = r_refdef.scene.entities[i];
4114 if (!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4116 samples = ent->last_trace_visibility == 0 ? r_cullentities_trace_tempentitysamples.integer : r_cullentities_trace_samples.integer;
4117 if (R_CanSeeBox(samples, r_cullentities_trace_eyejitter.value, r_cullentities_trace_enlarge.value, r_cullentities_trace_expand.value, r_cullentities_trace_pad.value, r_refdef.view.origin, ent->mins, ent->maxs))
4118 ent->last_trace_visibility = host.realtime;
4119 if (ent->last_trace_visibility < host.realtime - r_cullentities_trace_delay.value)
4120 r_refdef.viewcache.entityvisible[i] = 0;
4126 /// only used if skyrendermasked, and normally returns false
4127 static int R_DrawBrushModelsSky (void)
4130 entity_render_t *ent;
4133 for (i = 0;i < r_refdef.scene.numentities;i++)
4135 if (!r_refdef.viewcache.entityvisible[i])
4137 ent = r_refdef.scene.entities[i];
4138 if (!ent->model || !ent->model->DrawSky)
4140 ent->model->DrawSky(ent);
4146 static void R_DrawNoModel(entity_render_t *ent);
4147 static void R_DrawModels(void)
4150 entity_render_t *ent;
4152 for (i = 0;i < r_refdef.scene.numentities;i++)
4154 if (!r_refdef.viewcache.entityvisible[i])
4156 ent = r_refdef.scene.entities[i];
4157 r_refdef.stats[r_stat_entities]++;
4159 if (ent->model && ent->model->Draw != NULL)
4160 ent->model->Draw(ent);
4166 static void R_DrawModelsDepth(void)
4169 entity_render_t *ent;
4171 for (i = 0;i < r_refdef.scene.numentities;i++)
4173 if (!r_refdef.viewcache.entityvisible[i])
4175 ent = r_refdef.scene.entities[i];
4176 if (ent->model && ent->model->DrawDepth != NULL)
4177 ent->model->DrawDepth(ent);
4181 static void R_DrawModelsDebug(void)
4184 entity_render_t *ent;
4186 for (i = 0;i < r_refdef.scene.numentities;i++)
4188 if (!r_refdef.viewcache.entityvisible[i])
4190 ent = r_refdef.scene.entities[i];
4191 if (ent->model && ent->model->DrawDebug != NULL)
4192 ent->model->DrawDebug(ent);
4196 static void R_DrawModelsAddWaterPlanes(void)
4199 entity_render_t *ent;
4201 for (i = 0;i < r_refdef.scene.numentities;i++)
4203 if (!r_refdef.viewcache.entityvisible[i])
4205 ent = r_refdef.scene.entities[i];
4206 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
4207 ent->model->DrawAddWaterPlanes(ent);
4211 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}};
4213 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
4215 if (r_hdr_irisadaptation.integer)
4220 vec3_t diffusenormal;
4222 vec_t brightness = 0.0f;
4227 VectorCopy(r_refdef.view.forward, forward);
4228 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
4230 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
4231 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
4232 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
4233 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
4234 d = DotProduct(forward, diffusenormal);
4235 brightness += VectorLength(ambient);
4237 brightness += d * VectorLength(diffuse);
4239 brightness *= 1.0f / c;
4240 brightness += 0.00001f; // make sure it's never zero
4241 goal = r_hdr_irisadaptation_multiplier.value / brightness;
4242 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
4243 current = r_hdr_irisadaptation_value.value;
4245 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
4246 else if (current > goal)
4247 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
4248 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
4249 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
4251 else if (r_hdr_irisadaptation_value.value != 1.0f)
4252 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
4255 extern cvar_t r_lockvisibility;
4256 extern cvar_t r_lockpvs;
4258 static void R_View_SetFrustum(const int *scissor)
4261 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
4262 vec3_t forward, left, up, origin, v;
4263 if(r_lockvisibility.integer)
4267 // flipped x coordinates (because x points left here)
4268 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4269 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4270 // non-flipped y coordinates
4271 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4272 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4275 // we can't trust r_refdef.view.forward and friends in reflected scenes
4276 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
4279 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
4280 r_refdef.view.frustum[0].normal[1] = 0 - 0;
4281 r_refdef.view.frustum[0].normal[2] = -1 - 0;
4282 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
4283 r_refdef.view.frustum[1].normal[1] = 0 + 0;
4284 r_refdef.view.frustum[1].normal[2] = -1 + 0;
4285 r_refdef.view.frustum[2].normal[0] = 0 - 0;
4286 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
4287 r_refdef.view.frustum[2].normal[2] = -1 - 0;
4288 r_refdef.view.frustum[3].normal[0] = 0 + 0;
4289 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
4290 r_refdef.view.frustum[3].normal[2] = -1 + 0;
4294 zNear = r_refdef.nearclip;
4295 nudge = 1.0 - 1.0 / (1<<23);
4296 r_refdef.view.frustum[4].normal[0] = 0 - 0;
4297 r_refdef.view.frustum[4].normal[1] = 0 - 0;
4298 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
4299 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
4300 r_refdef.view.frustum[5].normal[0] = 0 + 0;
4301 r_refdef.view.frustum[5].normal[1] = 0 + 0;
4302 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
4303 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
4309 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
4310 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
4311 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
4312 r_refdef.view.frustum[0].dist = m[15] - m[12];
4314 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
4315 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
4316 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
4317 r_refdef.view.frustum[1].dist = m[15] + m[12];
4319 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
4320 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
4321 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
4322 r_refdef.view.frustum[2].dist = m[15] - m[13];
4324 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
4325 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
4326 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
4327 r_refdef.view.frustum[3].dist = m[15] + m[13];
4329 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
4330 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
4331 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
4332 r_refdef.view.frustum[4].dist = m[15] - m[14];
4334 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
4335 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
4336 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
4337 r_refdef.view.frustum[5].dist = m[15] + m[14];
4340 if (r_refdef.view.useperspective)
4342 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
4343 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]);
4344 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]);
4345 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]);
4346 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]);
4348 // then the normals from the corners relative to origin
4349 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
4350 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
4351 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
4352 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
4354 // in a NORMAL view, forward cross left == up
4355 // in a REFLECTED view, forward cross left == down
4356 // so our cross products above need to be adjusted for a left handed coordinate system
4357 CrossProduct(forward, left, v);
4358 if(DotProduct(v, up) < 0)
4360 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
4361 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
4362 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
4363 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
4366 // Leaving those out was a mistake, those were in the old code, and they
4367 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
4368 // I couldn't reproduce it after adding those normalizations. --blub
4369 VectorNormalize(r_refdef.view.frustum[0].normal);
4370 VectorNormalize(r_refdef.view.frustum[1].normal);
4371 VectorNormalize(r_refdef.view.frustum[2].normal);
4372 VectorNormalize(r_refdef.view.frustum[3].normal);
4374 // make the corners absolute
4375 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
4376 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
4377 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
4378 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
4381 VectorCopy(forward, r_refdef.view.frustum[4].normal);
4383 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
4384 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
4385 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
4386 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
4387 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
4391 VectorScale(left, -1.0f, r_refdef.view.frustum[0].normal);
4392 VectorScale(left, 1.0f, r_refdef.view.frustum[1].normal);
4393 VectorScale(up, -1.0f, r_refdef.view.frustum[2].normal);
4394 VectorScale(up, 1.0f, r_refdef.view.frustum[3].normal);
4395 VectorScale(forward, -1.0f, r_refdef.view.frustum[4].normal);
4396 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) - r_refdef.view.ortho_x;
4397 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) - r_refdef.view.ortho_x;
4398 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) - r_refdef.view.ortho_y;
4399 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) - r_refdef.view.ortho_y;
4400 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) - r_refdef.farclip;
4402 r_refdef.view.numfrustumplanes = 5;
4404 if (r_refdef.view.useclipplane)
4406 r_refdef.view.numfrustumplanes = 6;
4407 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
4410 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4411 PlaneClassify(r_refdef.view.frustum + i);
4413 // LadyHavoc: note to all quake engine coders, Quake had a special case
4414 // for 90 degrees which assumed a square view (wrong), so I removed it,
4415 // Quake2 has it disabled as well.
4417 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
4418 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
4419 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
4420 //PlaneClassify(&frustum[0]);
4422 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
4423 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
4424 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
4425 //PlaneClassify(&frustum[1]);
4427 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
4428 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
4429 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
4430 //PlaneClassify(&frustum[2]);
4432 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
4433 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
4434 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
4435 //PlaneClassify(&frustum[3]);
4438 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
4439 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
4440 //PlaneClassify(&frustum[4]);
4443 static void R_View_UpdateWithScissor(const int *myscissor)
4445 R_Main_ResizeViewCache();
4446 R_View_SetFrustum(myscissor);
4447 R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4448 R_View_UpdateEntityVisible();
4451 static void R_View_Update(void)
4453 R_Main_ResizeViewCache();
4454 R_View_SetFrustum(NULL);
4455 R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4456 R_View_UpdateEntityVisible();
4459 float viewscalefpsadjusted = 1.0f;
4461 void R_SetupView(qbool allowwaterclippingplane, int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4463 const float *customclipplane = NULL;
4465 int /*rtwidth,*/ rtheight;
4466 if (r_refdef.view.useclipplane && allowwaterclippingplane)
4468 // LadyHavoc: couldn't figure out how to make this approach work the same in DPSOFTRAST
4469 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
4470 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
4471 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
4472 dist = r_refdef.view.clipplane.dist;
4473 plane[0] = r_refdef.view.clipplane.normal[0];
4474 plane[1] = r_refdef.view.clipplane.normal[1];
4475 plane[2] = r_refdef.view.clipplane.normal[2];
4477 customclipplane = plane;
4480 //rtwidth = viewfbo ? R_TextureWidth(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.width;
4481 rtheight = viewfbo ? R_TextureHeight(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.height;
4483 if (!r_refdef.view.useperspective)
4484 R_Viewport_InitOrtho3D(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
4485 else if (vid.stencil && r_useinfinitefarclip.integer)
4486 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
4488 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
4489 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4490 R_SetViewport(&r_refdef.view.viewport);
4493 void R_EntityMatrix(const matrix4x4_t *matrix)
4495 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
4497 gl_modelmatrixchanged = false;
4498 gl_modelmatrix = *matrix;
4499 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
4500 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
4501 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
4502 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
4504 switch(vid.renderpath)
4506 case RENDERPATH_GL32:
4507 case RENDERPATH_GLES2:
4508 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
4509 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
4515 void R_ResetViewRendering2D_Common(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight, float x2, float y2)
4517 r_viewport_t viewport;
4521 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
4522 R_Viewport_InitOrtho(&viewport, &identitymatrix, viewx, vid.height - viewheight - viewy, viewwidth, viewheight, 0, 0, x2, y2, -10, 100, NULL);
4523 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4524 R_SetViewport(&viewport);
4525 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
4526 GL_Color(1, 1, 1, 1);
4527 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4528 GL_BlendFunc(GL_ONE, GL_ZERO);
4529 GL_ScissorTest(false);
4530 GL_DepthMask(false);
4531 GL_DepthRange(0, 1);
4532 GL_DepthTest(false);
4533 GL_DepthFunc(GL_LEQUAL);
4534 R_EntityMatrix(&identitymatrix);
4535 R_Mesh_ResetTextureState();
4536 GL_PolygonOffset(0, 0);
4537 switch(vid.renderpath)
4539 case RENDERPATH_GL32:
4540 case RENDERPATH_GLES2:
4541 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4544 GL_CullFace(GL_NONE);
4549 void R_ResetViewRendering2D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4551 R_ResetViewRendering2D_Common(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight, 1.0f, 1.0f);
4554 void R_ResetViewRendering3D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4556 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
4557 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4558 GL_Color(1, 1, 1, 1);
4559 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4560 GL_BlendFunc(GL_ONE, GL_ZERO);
4561 GL_ScissorTest(true);
4563 GL_DepthRange(0, 1);
4565 GL_DepthFunc(GL_LEQUAL);
4566 R_EntityMatrix(&identitymatrix);
4567 R_Mesh_ResetTextureState();
4568 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4569 switch(vid.renderpath)
4571 case RENDERPATH_GL32:
4572 case RENDERPATH_GLES2:
4573 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4576 GL_CullFace(r_refdef.view.cullface_back);
4581 R_RenderView_UpdateViewVectors
4584 void R_RenderView_UpdateViewVectors(void)
4586 // break apart the view matrix into vectors for various purposes
4587 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4588 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4589 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4590 VectorNegate(r_refdef.view.left, r_refdef.view.right);
4591 // make an inverted copy of the view matrix for tracking sprites
4592 Matrix4x4_Invert_Full(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4595 void R_RenderTarget_FreeUnused(qbool force)
4597 unsigned int i, j, end;
4598 end = (unsigned int)Mem_ExpandableArray_IndexRange(&r_fb.rendertargets); // checked
4599 for (i = 0; i < end; i++)
4601 r_rendertarget_t *r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4602 // free resources for rendertargets that have not been used for a while
4603 // (note: this check is run after the frame render, so any targets used
4604 // this frame will not be affected even at low framerates)
4605 if (r && (host.realtime - r->lastusetime > 0.2 || force))
4608 R_Mesh_DestroyFramebufferObject(r->fbo);
4609 for (j = 0; j < sizeof(r->colortexture) / sizeof(r->colortexture[0]); j++)
4610 if (r->colortexture[j])
4611 R_FreeTexture(r->colortexture[j]);
4612 if (r->depthtexture)
4613 R_FreeTexture(r->depthtexture);
4614 Mem_ExpandableArray_FreeRecord(&r_fb.rendertargets, r);
4619 static void R_CalcTexCoordsForView(float x, float y, float w, float h, float tw, float th, float *texcoord2f)
4621 float iw = 1.0f / tw, ih = 1.0f / th, x1, y1, x2, y2;
4625 y2 = (th - y - h) * ih;
4636 r_rendertarget_t *R_RenderTarget_Get(int texturewidth, int textureheight, textype_t depthtextype, qbool depthisrenderbuffer, textype_t colortextype0, textype_t colortextype1, textype_t colortextype2, textype_t colortextype3)
4638 unsigned int i, j, end;
4639 r_rendertarget_t *r = NULL;
4641 // first try to reuse an existing slot if possible
4642 end = (unsigned int)Mem_ExpandableArray_IndexRange(&r_fb.rendertargets); // checked
4643 for (i = 0; i < end; i++)
4645 r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4646 if (r && r->lastusetime != host.realtime && r->texturewidth == texturewidth && r->textureheight == textureheight && r->depthtextype == depthtextype && r->colortextype[0] == colortextype0 && r->colortextype[1] == colortextype1 && r->colortextype[2] == colortextype2 && r->colortextype[3] == colortextype3)
4651 // no unused exact match found, so we have to make one in the first unused slot
4652 r = (r_rendertarget_t *)Mem_ExpandableArray_AllocRecord(&r_fb.rendertargets);
4653 r->texturewidth = texturewidth;
4654 r->textureheight = textureheight;
4655 r->colortextype[0] = colortextype0;
4656 r->colortextype[1] = colortextype1;
4657 r->colortextype[2] = colortextype2;
4658 r->colortextype[3] = colortextype3;
4659 r->depthtextype = depthtextype;
4660 r->depthisrenderbuffer = depthisrenderbuffer;
4661 for (j = 0; j < 4; j++)
4662 if (r->colortextype[j])
4663 r->colortexture[j] = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_%i_type%i", i, j, (int)r->colortextype[j]), r->texturewidth, r->textureheight, NULL, r->colortextype[j], TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
4664 if (r->depthtextype)
4666 if (r->depthisrenderbuffer)
4667 r->depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, va(vabuf, sizeof(vabuf), "renderbuffer%i_depth_type%i", i, (int)r->depthtextype), r->texturewidth, r->textureheight, r->depthtextype);
4669 r->depthtexture = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_depth_type%i", i, (int)r->depthtextype), r->texturewidth, r->textureheight, NULL, r->depthtextype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
4671 r->fbo = R_Mesh_CreateFramebufferObject(r->depthtexture, r->colortexture[0], r->colortexture[1], r->colortexture[2], r->colortexture[3]);
4673 r_refdef.stats[r_stat_rendertargets_used]++;
4674 r_refdef.stats[r_stat_rendertargets_pixels] += r->texturewidth * r->textureheight;
4675 r->lastusetime = host.realtime;
4676 R_CalcTexCoordsForView(0, 0, r->texturewidth, r->textureheight, r->texturewidth, r->textureheight, r->texcoord2f);
4680 static void R_Water_StartFrame(int viewwidth, int viewheight)
4682 int waterwidth, waterheight;
4684 if (viewwidth > (int)vid.maxtexturesize_2d || viewheight > (int)vid.maxtexturesize_2d)
4687 // set waterwidth and waterheight to the water resolution that will be
4688 // used (often less than the screen resolution for faster rendering)
4689 waterwidth = (int)bound(16, viewwidth * r_water_resolutionmultiplier.value, viewwidth);
4690 waterheight = (int)bound(16, viewheight * r_water_resolutionmultiplier.value, viewheight);
4692 if (!r_water.integer || r_showsurfaces.integer || r_lockvisibility.integer || r_lockpvs.integer)
4693 waterwidth = waterheight = 0;
4695 // set up variables that will be used in shader setup
4696 r_fb.water.waterwidth = waterwidth;
4697 r_fb.water.waterheight = waterheight;
4698 r_fb.water.texturewidth = waterwidth;
4699 r_fb.water.textureheight = waterheight;
4700 r_fb.water.camerawidth = waterwidth;
4701 r_fb.water.cameraheight = waterheight;
4702 r_fb.water.screenscale[0] = 0.5f;
4703 r_fb.water.screenscale[1] = 0.5f;
4704 r_fb.water.screencenter[0] = 0.5f;
4705 r_fb.water.screencenter[1] = 0.5f;
4706 r_fb.water.enabled = waterwidth != 0;
4708 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
4709 r_fb.water.numwaterplanes = 0;
4712 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
4714 int planeindex, bestplaneindex, vertexindex;
4715 vec3_t mins, maxs, normal, center, v, n;
4716 vec_t planescore, bestplanescore;
4718 r_waterstate_waterplane_t *p;
4719 texture_t *t = R_GetCurrentTexture(surface->texture);
4721 rsurface.texture = t;
4722 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
4723 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
4724 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
4726 // average the vertex normals, find the surface bounds (after deformvertexes)
4727 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
4728 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
4729 VectorCopy(n, normal);
4730 VectorCopy(v, mins);
4731 VectorCopy(v, maxs);
4732 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
4734 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
4735 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
4736 VectorAdd(normal, n, normal);
4737 mins[0] = min(mins[0], v[0]);
4738 mins[1] = min(mins[1], v[1]);
4739 mins[2] = min(mins[2], v[2]);
4740 maxs[0] = max(maxs[0], v[0]);
4741 maxs[1] = max(maxs[1], v[1]);
4742 maxs[2] = max(maxs[2], v[2]);
4744 VectorNormalize(normal);
4745 VectorMAM(0.5f, mins, 0.5f, maxs, center);
4747 VectorCopy(normal, plane.normal);
4748 VectorNormalize(plane.normal);
4749 plane.dist = DotProduct(center, plane.normal);
4750 PlaneClassify(&plane);
4751 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
4753 // skip backfaces (except if nocullface is set)
4754 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
4756 VectorNegate(plane.normal, plane.normal);
4758 PlaneClassify(&plane);
4762 // find a matching plane if there is one
4763 bestplaneindex = -1;
4764 bestplanescore = 1048576.0f;
4765 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4767 if(p->camera_entity == t->camera_entity)
4769 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
4770 if (bestplaneindex < 0 || bestplanescore > planescore)
4772 bestplaneindex = planeindex;
4773 bestplanescore = planescore;
4777 planeindex = bestplaneindex;
4779 // if this surface does not fit any known plane rendered this frame, add one
4780 if (planeindex < 0 || bestplanescore > 0.001f)
4782 if (r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
4784 // store the new plane
4785 planeindex = r_fb.water.numwaterplanes++;
4786 p = r_fb.water.waterplanes + planeindex;
4788 // clear materialflags and pvs
4789 p->materialflags = 0;
4790 p->pvsvalid = false;
4791 p->camera_entity = t->camera_entity;
4792 VectorCopy(mins, p->mins);
4793 VectorCopy(maxs, p->maxs);
4797 // We're totally screwed.
4803 // merge mins/maxs when we're adding this surface to the plane
4804 p = r_fb.water.waterplanes + planeindex;
4805 p->mins[0] = min(p->mins[0], mins[0]);
4806 p->mins[1] = min(p->mins[1], mins[1]);
4807 p->mins[2] = min(p->mins[2], mins[2]);
4808 p->maxs[0] = max(p->maxs[0], maxs[0]);
4809 p->maxs[1] = max(p->maxs[1], maxs[1]);
4810 p->maxs[2] = max(p->maxs[2], maxs[2]);
4812 // merge this surface's materialflags into the waterplane
4813 p->materialflags |= t->currentmaterialflags;
4814 if(!(p->materialflags & MATERIALFLAG_CAMERA))
4816 // merge this surface's PVS into the waterplane
4817 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
4818 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
4820 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
4826 extern cvar_t r_drawparticles;
4827 extern cvar_t r_drawdecals;
4829 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int viewx, int viewy, int viewwidth, int viewheight)
4832 r_refdef_view_t originalview;
4833 r_refdef_view_t myview;
4834 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;
4835 r_waterstate_waterplane_t *p;
4837 r_rendertarget_t *rt;
4839 originalview = r_refdef.view;
4841 // lowquality hack, temporarily shut down some cvars and restore afterwards
4842 qualityreduction = r_water_lowquality.integer;
4843 if (qualityreduction > 0)
4845 if (qualityreduction >= 1)
4847 old_r_shadows = r_shadows.integer;
4848 old_r_worldrtlight = r_shadow_realtime_world.integer;
4849 old_r_dlight = r_shadow_realtime_dlight.integer;
4850 Cvar_SetValueQuick(&r_shadows, 0);
4851 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
4852 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
4854 if (qualityreduction >= 2)
4856 old_r_dynamic = r_dynamic.integer;
4857 old_r_particles = r_drawparticles.integer;
4858 old_r_decals = r_drawdecals.integer;
4859 Cvar_SetValueQuick(&r_dynamic, 0);
4860 Cvar_SetValueQuick(&r_drawparticles, 0);
4861 Cvar_SetValueQuick(&r_drawdecals, 0);
4865 for (planeindex = 0, p = r_fb.water.waterplanes; planeindex < r_fb.water.numwaterplanes; planeindex++, p++)
4867 p->rt_reflection = NULL;
4868 p->rt_refraction = NULL;
4869 p->rt_camera = NULL;
4873 r_refdef.view = originalview;
4874 r_refdef.view.showdebug = false;
4875 r_refdef.view.width = r_fb.water.waterwidth;
4876 r_refdef.view.height = r_fb.water.waterheight;
4877 r_refdef.view.useclipplane = true;
4878 myview = r_refdef.view;
4879 r_fb.water.renderingscene = true;
4880 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4882 if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
4885 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4887 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
4888 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4890 r_refdef.view = myview;
4891 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
4892 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
4893 if(r_water_scissormode.integer)
4895 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4896 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4898 p->rt_reflection = NULL;
4899 p->rt_refraction = NULL;
4900 p->rt_camera = NULL;
4905 r_refdef.view.clipplane = p->plane;
4906 // reflected view origin may be in solid, so don't cull with it
4907 r_refdef.view.usevieworiginculling = false;
4908 // reverse the cullface settings for this render
4909 r_refdef.view.cullface_front = GL_FRONT;
4910 r_refdef.view.cullface_back = GL_BACK;
4911 // combined pvs (based on what can be seen from each surface center)
4912 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4914 r_refdef.view.usecustompvs = true;
4916 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4918 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4921 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 2) && !chase_active.integer);
4922 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4923 GL_ScissorTest(false);
4924 R_ClearScreen(r_refdef.fogenabled);
4925 GL_ScissorTest(true);
4926 if(r_water_scissormode.integer & 2)
4927 R_View_UpdateWithScissor(myscissor);
4930 R_AnimCache_CacheVisibleEntities();
4931 if(r_water_scissormode.integer & 1)
4932 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
4933 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4935 r_fb.water.hideplayer = false;
4936 p->rt_reflection = rt;
4939 // render the normal view scene and copy into texture
4940 // (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)
4941 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4943 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
4944 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4946 r_refdef.view = myview;
4947 if(r_water_scissormode.integer)
4949 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4950 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4952 p->rt_reflection = NULL;
4953 p->rt_refraction = NULL;
4954 p->rt_camera = NULL;
4959 // combined pvs (based on what can be seen from each surface center)
4960 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4962 r_refdef.view.usecustompvs = true;
4964 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4966 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4969 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 1) && !chase_active.integer);
4971 r_refdef.view.clipplane = p->plane;
4972 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
4973 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
4975 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
4977 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
4978 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
4979 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
4980 R_RenderView_UpdateViewVectors();
4981 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
4983 r_refdef.view.usecustompvs = true;
4984 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);
4988 PlaneClassify(&r_refdef.view.clipplane);
4990 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4991 GL_ScissorTest(false);
4992 R_ClearScreen(r_refdef.fogenabled);
4993 GL_ScissorTest(true);
4994 if(r_water_scissormode.integer & 2)
4995 R_View_UpdateWithScissor(myscissor);
4998 R_AnimCache_CacheVisibleEntities();
4999 if(r_water_scissormode.integer & 1)
5000 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5001 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5003 r_fb.water.hideplayer = false;
5004 p->rt_refraction = rt;
5006 else if (p->materialflags & MATERIALFLAG_CAMERA)
5008 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5009 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
5011 r_refdef.view = myview;
5013 r_refdef.view.clipplane = p->plane;
5014 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5015 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5017 r_refdef.view.width = r_fb.water.camerawidth;
5018 r_refdef.view.height = r_fb.water.cameraheight;
5019 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5020 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5021 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
5022 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
5024 if(p->camera_entity)
5026 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5027 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5030 // note: all of the view is used for displaying... so
5031 // there is no use in scissoring
5033 // reverse the cullface settings for this render
5034 r_refdef.view.cullface_front = GL_FRONT;
5035 r_refdef.view.cullface_back = GL_BACK;
5036 // also reverse the view matrix
5037 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
5038 R_RenderView_UpdateViewVectors();
5039 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5041 r_refdef.view.usecustompvs = true;
5042 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);
5045 // camera needs no clipplane
5046 r_refdef.view.useclipplane = false;
5047 // TODO: is the camera origin always valid? if so we don't need to clear this
5048 r_refdef.view.usevieworiginculling = false;
5050 PlaneClassify(&r_refdef.view.clipplane);
5052 r_fb.water.hideplayer = false;
5054 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5055 GL_ScissorTest(false);
5056 R_ClearScreen(r_refdef.fogenabled);
5057 GL_ScissorTest(true);
5059 R_AnimCache_CacheVisibleEntities();
5060 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5062 r_fb.water.hideplayer = false;
5067 r_fb.water.renderingscene = false;
5068 r_refdef.view = originalview;
5069 R_ResetViewRendering3D(fbo, depthtexture, colortexture, viewx, viewy, viewwidth, viewheight);
5071 R_AnimCache_CacheVisibleEntities();
5074 r_refdef.view = originalview;
5075 r_fb.water.renderingscene = false;
5076 Cvar_SetValueQuick(&r_water, 0);
5077 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
5079 // lowquality hack, restore cvars
5080 if (qualityreduction > 0)
5082 if (qualityreduction >= 1)
5084 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5085 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5086 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5088 if (qualityreduction >= 2)
5090 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5091 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5092 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5097 static void R_Bloom_StartFrame(void)
5099 int screentexturewidth, screentextureheight;
5100 textype_t textype = TEXTYPE_COLORBUFFER;
5103 // clear the pointers to rendertargets from last frame as they're stale
5104 r_fb.rt_screen = NULL;
5105 r_fb.rt_bloom = NULL;
5107 switch (vid.renderpath)
5109 case RENDERPATH_GL32:
5110 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
5111 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
5112 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
5114 case RENDERPATH_GLES2:
5115 r_fb.usedepthtextures = false;
5119 if (r_viewscale_fpsscaling.integer)
5121 double actualframetime;
5122 double targetframetime;
5124 actualframetime = r_refdef.lastdrawscreentime;
5125 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
5126 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
5127 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
5128 if (r_viewscale_fpsscaling_stepsize.value > 0)
5131 adjust = floor(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5133 adjust = ceil(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5135 viewscalefpsadjusted += adjust;
5136 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
5139 viewscalefpsadjusted = 1.0f;
5141 scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5143 scale *= sqrt(vid.samples); // supersampling
5144 scale = bound(0.03125f, scale, 4.0f);
5145 screentexturewidth = (int)ceil(r_refdef.view.width * scale);
5146 screentextureheight = (int)ceil(r_refdef.view.height * scale);
5147 screentexturewidth = bound(1, screentexturewidth, (int)vid.maxtexturesize_2d);
5148 screentextureheight = bound(1, screentextureheight, (int)vid.maxtexturesize_2d);
5150 // set bloomwidth and bloomheight to the bloom resolution that will be
5151 // used (often less than the screen resolution for faster rendering)
5152 r_fb.bloomheight = bound(1, r_bloom_resolution.value * 0.75f, screentextureheight);
5153 r_fb.bloomwidth = r_fb.bloomheight * screentexturewidth / screentextureheight;
5154 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, screentexturewidth);
5155 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
5156 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
5158 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))
5160 Cvar_SetValueQuick(&r_bloom, 0);
5161 Cvar_SetValueQuick(&r_motionblur, 0);
5162 Cvar_SetValueQuick(&r_damageblur, 0);
5164 if (!r_bloom.integer)
5165 r_fb.bloomwidth = r_fb.bloomheight = 0;
5167 // allocate motionblur ghost texture if needed - this is the only persistent texture and is only useful on the main view
5168 if (r_refdef.view.ismain && (r_fb.screentexturewidth != screentexturewidth || r_fb.screentextureheight != screentextureheight || r_fb.textype != textype))
5170 if (r_fb.ghosttexture)
5171 R_FreeTexture(r_fb.ghosttexture);
5172 r_fb.ghosttexture = NULL;
5174 r_fb.screentexturewidth = screentexturewidth;
5175 r_fb.screentextureheight = screentextureheight;
5176 r_fb.textype = textype;
5178 if (r_fb.screentexturewidth && r_fb.screentextureheight)
5180 if (r_motionblur.value > 0 || r_damageblur.value > 0)
5181 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);
5182 r_fb.ghosttexture_valid = false;
5186 r_fb.rt_screen = R_RenderTarget_Get(screentexturewidth, screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5188 r_refdef.view.clear = true;
5191 static void R_Bloom_MakeTexture(void)
5194 float xoffset, yoffset, r, brighten;
5195 float colorscale = r_bloom_colorscale.value;
5196 r_viewport_t bloomviewport;
5197 r_rendertarget_t *prev, *cur;
5198 textype_t textype = r_fb.rt_screen->colortextype[0];
5200 r_refdef.stats[r_stat_bloom]++;
5202 R_Viewport_InitOrtho(&bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
5204 // scale down screen texture to the bloom texture size
5206 prev = r_fb.rt_screen;
5207 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5208 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5209 R_SetViewport(&bloomviewport);
5210 GL_CullFace(GL_NONE);
5211 GL_DepthTest(false);
5212 GL_BlendFunc(GL_ONE, GL_ZERO);
5213 GL_Color(colorscale, colorscale, colorscale, 1);
5214 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5215 // TODO: do boxfilter scale-down in shader?
5216 R_SetupShader_Generic(prev->colortexture[0], false, true, true);
5217 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5218 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5219 // we now have a properly scaled bloom image
5221 // multiply bloom image by itself as many times as desired to darken it
5222 // TODO: if people actually use this it could be done more quickly in the previous shader pass
5223 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
5226 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5227 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5229 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
5231 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 0);
5232 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
5233 GL_Color(1,1,1,1); // no fix factor supported here
5234 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5235 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5236 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5237 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5241 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
5242 brighten = r_bloom_brighten.value;
5243 brighten = sqrt(brighten);
5245 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
5247 for (dir = 0;dir < 2;dir++)
5250 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5251 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5252 // blend on at multiple vertical offsets to achieve a vertical blur
5253 // TODO: do offset blends using GLSL
5254 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
5256 GL_BlendFunc(GL_ONE, GL_ZERO);
5258 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5260 for (x = -range;x <= range;x++)
5262 if (!dir){xoffset = 0;yoffset = x;}
5263 else {xoffset = x;yoffset = 0;}
5264 xoffset /= (float)prev->texturewidth;
5265 yoffset /= (float)prev->textureheight;
5266 // compute a texcoord array with the specified x and y offset
5267 r_fb.offsettexcoord2f[0] = xoffset+prev->texcoord2f[0];
5268 r_fb.offsettexcoord2f[1] = yoffset+prev->texcoord2f[1];
5269 r_fb.offsettexcoord2f[2] = xoffset+prev->texcoord2f[2];
5270 r_fb.offsettexcoord2f[3] = yoffset+prev->texcoord2f[3];
5271 r_fb.offsettexcoord2f[4] = xoffset+prev->texcoord2f[4];
5272 r_fb.offsettexcoord2f[5] = yoffset+prev->texcoord2f[5];
5273 r_fb.offsettexcoord2f[6] = xoffset+prev->texcoord2f[6];
5274 r_fb.offsettexcoord2f[7] = yoffset+prev->texcoord2f[7];
5275 // this r value looks like a 'dot' particle, fading sharply to
5276 // black at the edges
5277 // (probably not realistic but looks good enough)
5278 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
5279 //r = brighten/(range*2+1);
5280 r = brighten / (range * 2 + 1);
5282 r *= (1 - x*x/(float)((range+1)*(range+1)));
5286 GL_Color(r, r, r, 1);
5288 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
5290 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5291 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5293 GL_BlendFunc(GL_ONE, GL_ONE);
5298 // now we have the bloom image, so keep track of it
5299 r_fb.rt_bloom = cur;
5302 static void R_BlendView(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5304 uint64_t permutation;
5305 float uservecs[4][4];
5306 rtexture_t *viewtexture;
5307 rtexture_t *bloomtexture;
5309 R_EntityMatrix(&identitymatrix);
5311 if(r_refdef.view.ismain && !R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
5313 // declare variables
5314 float blur_factor, blur_mouseaccel, blur_velocity;
5315 static float blur_average;
5316 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
5318 // set a goal for the factoring
5319 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
5320 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
5321 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
5322 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
5323 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
5324 + (blur_mouseaccel * r_motionblur_mousefactor.value));
5326 // from the goal, pick an averaged value between goal and last value
5327 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
5328 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
5330 // enforce minimum amount of blur
5331 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
5333 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
5335 // calculate values into a standard alpha
5336 cl.motionbluralpha = 1 - exp(-
5338 (r_motionblur.value * blur_factor / 80)
5340 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
5343 max(0.0001, cl.time - cl.oldtime) // fps independent
5346 // randomization for the blur value to combat persistent ghosting
5347 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
5348 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
5351 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5352 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
5354 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5355 GL_Color(1, 1, 1, cl.motionbluralpha);
5356 R_CalcTexCoordsForView(0, 0, viewwidth, viewheight, viewwidth, viewheight, r_fb.ghosttexcoord2f);
5357 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.ghosttexcoord2f);
5358 R_SetupShader_Generic(r_fb.ghosttexture, false, true, true);
5359 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5360 r_refdef.stats[r_stat_bloom_drawpixels] += viewwidth * viewheight;
5363 // updates old view angles for next pass
5364 VectorCopy(cl.viewangles, blur_oldangles);
5366 // copy view into the ghost texture
5367 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, viewx, viewy, viewwidth, viewheight);
5368 r_refdef.stats[r_stat_bloom_copypixels] += viewwidth * viewheight;
5369 r_fb.ghosttexture_valid = true;
5372 if (r_fb.bloomwidth)
5374 // make the bloom texture
5375 R_Bloom_MakeTexture();
5378 #if _MSC_VER >= 1400
5379 #define sscanf sscanf_s
5381 memset(uservecs, 0, sizeof(uservecs));
5382 if (r_glsl_postprocess_uservec1_enable.integer)
5383 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
5384 if (r_glsl_postprocess_uservec2_enable.integer)
5385 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
5386 if (r_glsl_postprocess_uservec3_enable.integer)
5387 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
5388 if (r_glsl_postprocess_uservec4_enable.integer)
5389 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
5391 // render to the screen fbo
5392 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5393 GL_Color(1, 1, 1, 1);
5394 GL_BlendFunc(GL_ONE, GL_ZERO);
5396 viewtexture = r_fb.rt_screen->colortexture[0];
5397 bloomtexture = r_fb.rt_bloom ? r_fb.rt_bloom->colortexture[0] : NULL;
5399 if (r_rendertarget_debug.integer >= 0)
5401 r_rendertarget_t *rt = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, r_rendertarget_debug.integer);
5402 if (rt && rt->colortexture[0])
5404 viewtexture = rt->colortexture[0];
5405 bloomtexture = NULL;
5409 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.rt_screen->texcoord2f, bloomtexture ? r_fb.rt_bloom->texcoord2f : NULL);
5410 switch(vid.renderpath)
5412 case RENDERPATH_GL32:
5413 case RENDERPATH_GLES2:
5415 (r_fb.bloomwidth ? SHADERPERMUTATION_BLOOM : 0)
5416 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
5417 | (!vid_gammatables_trivial ? SHADERPERMUTATION_GAMMARAMPS : 0)
5418 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
5419 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
5420 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
5421 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , viewtexture);
5422 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , bloomtexture);
5423 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
5424 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]);
5425 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
5426 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]);
5427 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]);
5428 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]);
5429 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]);
5430 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
5431 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
5432 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);
5433 if (r_glsl_permutation->loc_ColorFringe >= 0) qglUniform1f(r_glsl_permutation->loc_ColorFringe, r_colorfringe.value );
5436 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5437 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
5440 matrix4x4_t r_waterscrollmatrix;
5442 void R_UpdateFog(void)
5445 if (gamemode == GAME_NEHAHRA)
5447 if (gl_fogenable.integer)
5449 r_refdef.oldgl_fogenable = true;
5450 r_refdef.fog_density = gl_fogdensity.value;
5451 r_refdef.fog_red = gl_fogred.value;
5452 r_refdef.fog_green = gl_foggreen.value;
5453 r_refdef.fog_blue = gl_fogblue.value;
5454 r_refdef.fog_alpha = 1;
5455 r_refdef.fog_start = 0;
5456 r_refdef.fog_end = gl_skyclip.value;
5457 r_refdef.fog_height = 1<<30;
5458 r_refdef.fog_fadedepth = 128;
5460 else if (r_refdef.oldgl_fogenable)
5462 r_refdef.oldgl_fogenable = false;
5463 r_refdef.fog_density = 0;
5464 r_refdef.fog_red = 0;
5465 r_refdef.fog_green = 0;
5466 r_refdef.fog_blue = 0;
5467 r_refdef.fog_alpha = 0;
5468 r_refdef.fog_start = 0;
5469 r_refdef.fog_end = 0;
5470 r_refdef.fog_height = 1<<30;
5471 r_refdef.fog_fadedepth = 128;
5476 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
5477 r_refdef.fog_start = max(0, r_refdef.fog_start);
5478 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
5480 if (r_refdef.fog_density && r_drawfog.integer)
5482 r_refdef.fogenabled = true;
5483 // this is the point where the fog reaches 0.9986 alpha, which we
5484 // consider a good enough cutoff point for the texture
5485 // (0.9986 * 256 == 255.6)
5486 if (r_fog_exp2.integer)
5487 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
5489 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
5490 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
5491 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
5492 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
5493 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
5494 R_BuildFogHeightTexture();
5495 // fog color was already set
5496 // update the fog texture
5497 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)
5498 R_BuildFogTexture();
5499 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
5500 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
5503 r_refdef.fogenabled = false;
5506 if (r_refdef.fog_density)
5508 r_refdef.fogcolor[0] = r_refdef.fog_red;
5509 r_refdef.fogcolor[1] = r_refdef.fog_green;
5510 r_refdef.fogcolor[2] = r_refdef.fog_blue;
5512 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
5513 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
5514 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
5515 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
5519 VectorCopy(r_refdef.fogcolor, fogvec);
5520 // color.rgb *= ContrastBoost * SceneBrightness;
5521 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
5522 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
5523 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
5524 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
5529 void R_UpdateVariables(void)
5533 r_refdef.scene.ambientintensity = r_ambient.value * (1.0f / 64.0f);
5535 r_refdef.farclip = r_farclip_base.value;
5536 if (r_refdef.scene.worldmodel)
5537 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
5538 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
5540 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
5541 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
5542 r_refdef.polygonfactor = 0;
5543 r_refdef.polygonoffset = 0;
5545 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
5546 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
5547 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
5548 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
5549 r_refdef.scene.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
5550 if (r_refdef.scene.worldmodel)
5552 r_refdef.scene.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
5554 if (r_showsurfaces.integer)
5556 r_refdef.scene.rtworld = false;
5557 r_refdef.scene.rtworldshadows = false;
5558 r_refdef.scene.rtdlight = false;
5559 r_refdef.scene.rtdlightshadows = false;
5560 r_refdef.scene.lightmapintensity = 0;
5563 r_gpuskeletal = false;
5564 switch(vid.renderpath)
5566 case RENDERPATH_GL32:
5567 r_gpuskeletal = r_glsl_skeletal.integer && !r_showsurfaces.integer;
5568 case RENDERPATH_GLES2:
5569 if(!vid_gammatables_trivial)
5571 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
5573 // build GLSL gamma texture
5574 #define RAMPWIDTH 256
5575 unsigned short ramp[RAMPWIDTH * 3];
5576 unsigned char rampbgr[RAMPWIDTH][4];
5579 r_texture_gammaramps_serial = vid_gammatables_serial;
5581 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
5582 for(i = 0; i < RAMPWIDTH; ++i)
5584 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5585 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5586 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
5589 if (r_texture_gammaramps)
5591 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1, 0);
5595 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
5601 // remove GLSL gamma texture
5607 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
5608 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
5614 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
5615 if( scenetype != r_currentscenetype ) {
5616 // store the old scenetype
5617 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
5618 r_currentscenetype = scenetype;
5619 // move in the new scene
5620 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
5629 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
5631 // of course, we could also add a qbool that provides a lock state and a ReleaseScenePointer function..
5632 if( scenetype == r_currentscenetype ) {
5633 return &r_refdef.scene;
5635 return &r_scenes_store[ scenetype ];
5639 static int R_SortEntities_Compare(const void *ap, const void *bp)
5641 const entity_render_t *a = *(const entity_render_t **)ap;
5642 const entity_render_t *b = *(const entity_render_t **)bp;
5645 if(a->model < b->model)
5647 if(a->model > b->model)
5651 // TODO possibly calculate the REAL skinnum here first using
5653 if(a->skinnum < b->skinnum)
5655 if(a->skinnum > b->skinnum)
5658 // everything we compared is equal
5661 static void R_SortEntities(void)
5663 // below or equal 2 ents, sorting never gains anything
5664 if(r_refdef.scene.numentities <= 2)
5667 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
5675 extern cvar_t r_shadow_bouncegrid;
5676 extern cvar_t v_isometric;
5677 extern void V_MakeViewIsometric(void);
5678 void R_RenderView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int x, int y, int width, int height)
5680 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
5682 rtexture_t *viewdepthtexture = NULL;
5683 rtexture_t *viewcolortexture = NULL;
5684 int viewx = r_refdef.view.x, viewy = r_refdef.view.y, viewwidth = r_refdef.view.width, viewheight = r_refdef.view.height;
5686 // finish any 2D rendering that was queued
5689 if (r_timereport_active)
5690 R_TimeReport("start");
5691 r_textureframe++; // used only by R_GetCurrentTexture
5692 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
5694 if(R_CompileShader_CheckStaticParms())
5695 R_GLSL_Restart_f(&cmd_client);
5697 if (!r_drawentities.integer)
5698 r_refdef.scene.numentities = 0;
5699 else if (r_sortentities.integer)
5702 R_AnimCache_ClearCache();
5704 /* adjust for stereo display */
5705 if(R_Stereo_Active())
5707 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);
5708 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
5711 if (r_refdef.view.isoverlay)
5713 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
5714 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
5715 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
5716 R_TimeReport("depthclear");
5718 r_refdef.view.showdebug = false;
5720 r_fb.water.enabled = false;
5721 r_fb.water.numwaterplanes = 0;
5723 R_RenderScene(0, NULL, NULL, r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5725 r_refdef.view.matrix = originalmatrix;
5731 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
5733 r_refdef.view.matrix = originalmatrix;
5737 r_refdef.view.usevieworiginculling = !r_trippy.value && r_refdef.view.useperspective;
5738 if (v_isometric.integer && r_refdef.view.ismain)
5739 V_MakeViewIsometric();
5741 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
5743 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
5744 // in sRGB fallback, behave similar to true sRGB: convert this
5745 // value from linear to sRGB
5746 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
5748 R_RenderView_UpdateViewVectors();
5750 R_Shadow_UpdateWorldLightSelection();
5752 // this will set up r_fb.rt_screen
5753 R_Bloom_StartFrame();
5755 // apply bloom brightness offset
5757 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
5759 // R_Bloom_StartFrame probably set up an fbo for us to render into, it will be rendered to the window later in R_BlendView
5762 viewfbo = r_fb.rt_screen->fbo;
5763 viewdepthtexture = r_fb.rt_screen->depthtexture;
5764 viewcolortexture = r_fb.rt_screen->colortexture[0];
5767 viewwidth = r_fb.rt_screen->texturewidth;
5768 viewheight = r_fb.rt_screen->textureheight;
5771 R_Water_StartFrame(viewwidth, viewheight);
5774 if (r_timereport_active)
5775 R_TimeReport("viewsetup");
5777 R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5779 // clear the whole fbo every frame - otherwise the driver will consider
5780 // it to be an inter-frame texture and stall in multi-gpu configurations
5782 GL_ScissorTest(false);
5783 R_ClearScreen(r_refdef.fogenabled);
5784 if (r_timereport_active)
5785 R_TimeReport("viewclear");
5787 r_refdef.view.clear = true;
5789 r_refdef.view.showdebug = true;
5792 if (r_timereport_active)
5793 R_TimeReport("visibility");
5795 R_AnimCache_CacheVisibleEntities();
5796 if (r_timereport_active)
5797 R_TimeReport("animcache");
5799 R_Shadow_UpdateBounceGridTexture();
5800 // R_Shadow_UpdateBounceGridTexture called R_TimeReport a few times internally, so we don't need to do that here.
5802 r_fb.water.numwaterplanes = 0;
5803 if (r_fb.water.enabled)
5804 R_RenderWaterPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5806 // for the actual view render we use scissoring a fair amount, so scissor
5807 // test needs to be on
5809 GL_ScissorTest(true);
5810 GL_Scissor(viewx, viewy, viewwidth, viewheight);
5811 R_RenderScene(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5812 r_fb.water.numwaterplanes = 0;
5814 // postprocess uses textures that are not aligned with the viewport we're rendering, so no scissoring
5815 GL_ScissorTest(false);
5817 R_BlendView(fbo, depthtexture, colortexture, x, y, width, height);
5818 if (r_timereport_active)
5819 R_TimeReport("blendview");
5821 r_refdef.view.matrix = originalmatrix;
5825 // go back to 2d rendering
5829 void R_RenderWaterPlanes(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5831 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
5833 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
5834 if (r_timereport_active)
5835 R_TimeReport("waterworld");
5838 // don't let sound skip if going slow
5839 if (r_refdef.scene.extraupdate)
5842 R_DrawModelsAddWaterPlanes();
5843 if (r_timereport_active)
5844 R_TimeReport("watermodels");
5846 if (r_fb.water.numwaterplanes)
5848 R_Water_ProcessPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5849 if (r_timereport_active)
5850 R_TimeReport("waterscenes");
5854 extern cvar_t cl_locs_show;
5855 static void R_DrawLocs(void);
5856 static void R_DrawEntityBBoxes(prvm_prog_t *prog);
5857 static void R_DrawModelDecals(void);
5858 extern qbool r_shadow_usingdeferredprepass;
5859 extern int r_shadow_shadowmapatlas_modelshadows_size;
5860 void R_RenderScene(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5862 qbool shadowmapping = false;
5864 if (r_timereport_active)
5865 R_TimeReport("beginscene");
5867 r_refdef.stats[r_stat_renders]++;
5871 // don't let sound skip if going slow
5872 if (r_refdef.scene.extraupdate)
5875 R_MeshQueue_BeginScene();
5879 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);
5881 if (r_timereport_active)
5882 R_TimeReport("skystartframe");
5884 if (cl.csqc_vidvars.drawworld)
5886 // don't let sound skip if going slow
5887 if (r_refdef.scene.extraupdate)
5890 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
5892 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
5893 if (r_timereport_active)
5894 R_TimeReport("worldsky");
5897 if (R_DrawBrushModelsSky() && r_timereport_active)
5898 R_TimeReport("bmodelsky");
5900 if (skyrendermasked && skyrenderlater)
5902 // we have to force off the water clipping plane while rendering sky
5903 R_SetupView(false, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5905 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5906 if (r_timereport_active)
5907 R_TimeReport("sky");
5911 // save the framebuffer info for R_Shadow_RenderMode_Reset during this view render
5912 r_shadow_viewfbo = viewfbo;
5913 r_shadow_viewdepthtexture = viewdepthtexture;
5914 r_shadow_viewcolortexture = viewcolortexture;
5915 r_shadow_viewx = viewx;
5916 r_shadow_viewy = viewy;
5917 r_shadow_viewwidth = viewwidth;
5918 r_shadow_viewheight = viewheight;
5920 R_Shadow_PrepareModelShadows();
5921 R_Shadow_PrepareLights();
5922 if (r_timereport_active)
5923 R_TimeReport("preparelights");
5925 // render all the shadowmaps that will be used for this view
5926 shadowmapping = R_Shadow_ShadowMappingEnabled();
5927 if (shadowmapping || r_shadow_shadowmapatlas_modelshadows_size)
5929 R_Shadow_DrawShadowMaps();
5930 if (r_timereport_active)
5931 R_TimeReport("shadowmaps");
5934 // render prepass deferred lighting if r_shadow_deferred is on, this produces light buffers that will be sampled in forward pass
5935 if (r_shadow_usingdeferredprepass)
5936 R_Shadow_DrawPrepass();
5938 // now we begin the forward pass of the view render
5939 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
5941 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
5942 if (r_timereport_active)
5943 R_TimeReport("worlddepth");
5945 if (r_depthfirst.integer >= 2)
5947 R_DrawModelsDepth();
5948 if (r_timereport_active)
5949 R_TimeReport("modeldepth");
5952 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
5954 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
5955 if (r_timereport_active)
5956 R_TimeReport("world");
5959 // don't let sound skip if going slow
5960 if (r_refdef.scene.extraupdate)
5964 if (r_timereport_active)
5965 R_TimeReport("models");
5967 // don't let sound skip if going slow
5968 if (r_refdef.scene.extraupdate)
5971 if (!r_shadow_usingdeferredprepass)
5973 R_Shadow_DrawLights();
5974 if (r_timereport_active)
5975 R_TimeReport("rtlights");
5978 // don't let sound skip if going slow
5979 if (r_refdef.scene.extraupdate)
5982 if (cl.csqc_vidvars.drawworld)
5984 R_DrawModelDecals();
5985 if (r_timereport_active)
5986 R_TimeReport("modeldecals");
5989 if (r_timereport_active)
5990 R_TimeReport("particles");
5993 if (r_timereport_active)
5994 R_TimeReport("explosions");
5997 if (r_refdef.view.showdebug)
5999 if (cl_locs_show.integer)
6002 if (r_timereport_active)
6003 R_TimeReport("showlocs");
6006 if (r_drawportals.integer)
6009 if (r_timereport_active)
6010 R_TimeReport("portals");
6013 if (r_showbboxes_client.value > 0)
6015 R_DrawEntityBBoxes(CLVM_prog);
6016 if (r_timereport_active)
6017 R_TimeReport("clbboxes");
6019 if (r_showbboxes.value > 0)
6021 R_DrawEntityBBoxes(SVVM_prog);
6022 if (r_timereport_active)
6023 R_TimeReport("svbboxes");
6027 if (r_transparent.integer)
6029 R_MeshQueue_RenderTransparent();
6030 if (r_timereport_active)
6031 R_TimeReport("drawtrans");
6034 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))
6036 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
6037 if (r_timereport_active)
6038 R_TimeReport("worlddebug");
6039 R_DrawModelsDebug();
6040 if (r_timereport_active)
6041 R_TimeReport("modeldebug");
6044 if (cl.csqc_vidvars.drawworld)
6046 R_Shadow_DrawCoronas();
6047 if (r_timereport_active)
6048 R_TimeReport("coronas");
6051 // don't let sound skip if going slow
6052 if (r_refdef.scene.extraupdate)
6056 static const unsigned short bboxelements[36] =
6066 #define BBOXEDGES 13
6067 static const float bboxedges[BBOXEDGES][6] =
6070 { 0, 0, 0, 1, 1, 1 },
6072 { 0, 0, 0, 0, 1, 0 },
6073 { 0, 0, 0, 1, 0, 0 },
6074 { 0, 1, 0, 1, 1, 0 },
6075 { 1, 0, 0, 1, 1, 0 },
6077 { 0, 0, 1, 0, 1, 1 },
6078 { 0, 0, 1, 1, 0, 1 },
6079 { 0, 1, 1, 1, 1, 1 },
6080 { 1, 0, 1, 1, 1, 1 },
6082 { 0, 0, 0, 0, 0, 1 },
6083 { 1, 0, 0, 1, 0, 1 },
6084 { 0, 1, 0, 0, 1, 1 },
6085 { 1, 1, 0, 1, 1, 1 },
6088 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
6090 int numvertices = BBOXEDGES * 8;
6091 float vertex3f[BBOXEDGES * 8 * 3], color4f[BBOXEDGES * 8 * 4];
6092 int numtriangles = BBOXEDGES * 12;
6093 unsigned short elements[BBOXEDGES * 36];
6095 float *v, *c, f1, f2, edgemins[3], edgemaxs[3];
6097 RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false);
6099 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6100 GL_DepthMask(false);
6101 GL_DepthRange(0, 1);
6102 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6104 for (edge = 0; edge < BBOXEDGES; edge++)
6106 for (i = 0; i < 3; i++)
6108 edgemins[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][i] - 0.25f;
6109 edgemaxs[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][3 + i] + 0.25f;
6111 vertex3f[edge * 24 + 0] = edgemins[0]; vertex3f[edge * 24 + 1] = edgemins[1]; vertex3f[edge * 24 + 2] = edgemins[2];
6112 vertex3f[edge * 24 + 3] = edgemaxs[0]; vertex3f[edge * 24 + 4] = edgemins[1]; vertex3f[edge * 24 + 5] = edgemins[2];
6113 vertex3f[edge * 24 + 6] = edgemins[0]; vertex3f[edge * 24 + 7] = edgemaxs[1]; vertex3f[edge * 24 + 8] = edgemins[2];
6114 vertex3f[edge * 24 + 9] = edgemaxs[0]; vertex3f[edge * 24 + 10] = edgemaxs[1]; vertex3f[edge * 24 + 11] = edgemins[2];
6115 vertex3f[edge * 24 + 12] = edgemins[0]; vertex3f[edge * 24 + 13] = edgemins[1]; vertex3f[edge * 24 + 14] = edgemaxs[2];
6116 vertex3f[edge * 24 + 15] = edgemaxs[0]; vertex3f[edge * 24 + 16] = edgemins[1]; vertex3f[edge * 24 + 17] = edgemaxs[2];
6117 vertex3f[edge * 24 + 18] = edgemins[0]; vertex3f[edge * 24 + 19] = edgemaxs[1]; vertex3f[edge * 24 + 20] = edgemaxs[2];
6118 vertex3f[edge * 24 + 21] = edgemaxs[0]; vertex3f[edge * 24 + 22] = edgemaxs[1]; vertex3f[edge * 24 + 23] = edgemaxs[2];
6119 for (i = 0; i < 36; i++)
6120 elements[edge * 36 + i] = edge * 8 + bboxelements[i];
6122 R_FillColors(color4f, numvertices, cr, cg, cb, ca);
6123 if (r_refdef.fogenabled)
6125 for (i = 0, v = vertex3f, c = color4f; i < numvertices; i++, v += 3, c += 4)
6127 f1 = RSurf_FogVertex(v);
6129 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
6130 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
6131 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
6134 R_Mesh_PrepareVertices_Generic_Arrays(numvertices, vertex3f, color4f, NULL);
6135 R_Mesh_ResetTextureState();
6136 R_SetupShader_Generic_NoTexture(false, false);
6137 R_Mesh_Draw(0, numvertices, 0, numtriangles, NULL, NULL, 0, elements, NULL, 0);
6140 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6142 // hacky overloading of the parameters
6143 prvm_prog_t *prog = (prvm_prog_t *)rtlight;
6146 prvm_edict_t *edict;
6148 GL_CullFace(GL_NONE);
6149 R_SetupShader_Generic_NoTexture(false, false);
6151 for (i = 0;i < numsurfaces;i++)
6153 edict = PRVM_EDICT_NUM(surfacelist[i]);
6154 switch ((int)PRVM_serveredictfloat(edict, solid))
6156 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
6157 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
6158 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
6159 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
6160 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
6161 case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break;
6162 default: Vector4Set(color, 0, 0, 0, 0.50);break;
6164 if (prog == CLVM_prog)
6165 color[3] *= r_showbboxes_client.value;
6167 color[3] *= r_showbboxes.value;
6168 color[3] = bound(0, color[3], 1);
6169 GL_DepthTest(!r_showdisabledepthtest.integer);
6170 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
6174 static void R_DrawEntityBBoxes(prvm_prog_t *prog)
6177 prvm_edict_t *edict;
6183 for (i = 0; i < prog->num_edicts; i++)
6185 edict = PRVM_EDICT_NUM(i);
6186 if (edict->priv.server->free)
6188 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
6189 if (PRVM_gameedictedict(edict, tag_entity) != 0)
6191 if (prog == SVVM_prog && PRVM_serveredictedict(edict, viewmodelforclient) != 0)
6193 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
6194 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)prog);
6198 static const int nomodelelement3i[24] =
6210 static const unsigned short nomodelelement3s[24] =
6222 static const float nomodelvertex3f[6*3] =
6232 static const float nomodelcolor4f[6*4] =
6234 0.0f, 0.0f, 0.5f, 1.0f,
6235 0.0f, 0.0f, 0.5f, 1.0f,
6236 0.0f, 0.5f, 0.0f, 1.0f,
6237 0.0f, 0.5f, 0.0f, 1.0f,
6238 0.5f, 0.0f, 0.0f, 1.0f,
6239 0.5f, 0.0f, 0.0f, 1.0f
6242 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6248 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);
6250 // this is only called once per entity so numsurfaces is always 1, and
6251 // surfacelist is always {0}, so this code does not handle batches
6253 if (rsurface.ent_flags & RENDER_ADDITIVE)
6255 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
6256 GL_DepthMask(false);
6258 else if (ent->alpha < 1)
6260 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6261 GL_DepthMask(false);
6265 GL_BlendFunc(GL_ONE, GL_ZERO);
6268 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
6269 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
6270 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
6271 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
6272 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
6273 for (i = 0, c = color4f;i < 6;i++, c += 4)
6275 c[0] *= ent->render_fullbright[0] * r_refdef.view.colorscale;
6276 c[1] *= ent->render_fullbright[1] * r_refdef.view.colorscale;
6277 c[2] *= ent->render_fullbright[2] * r_refdef.view.colorscale;
6280 if (r_refdef.fogenabled)
6282 for (i = 0, c = color4f;i < 6;i++, c += 4)
6284 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
6286 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
6287 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
6288 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
6291 // R_Mesh_ResetTextureState();
6292 R_SetupShader_Generic_NoTexture(false, false);
6293 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
6294 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
6297 void R_DrawNoModel(entity_render_t *ent)
6300 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6301 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
6302 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
6304 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
6307 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
6309 vec3_t right1, right2, diff, normal;
6311 VectorSubtract (org2, org1, normal);
6313 // calculate 'right' vector for start
6314 VectorSubtract (r_refdef.view.origin, org1, diff);
6315 CrossProduct (normal, diff, right1);
6316 VectorNormalize (right1);
6318 // calculate 'right' vector for end
6319 VectorSubtract (r_refdef.view.origin, org2, diff);
6320 CrossProduct (normal, diff, right2);
6321 VectorNormalize (right2);
6323 vert[ 0] = org1[0] + width * right1[0];
6324 vert[ 1] = org1[1] + width * right1[1];
6325 vert[ 2] = org1[2] + width * right1[2];
6326 vert[ 3] = org1[0] - width * right1[0];
6327 vert[ 4] = org1[1] - width * right1[1];
6328 vert[ 5] = org1[2] - width * right1[2];
6329 vert[ 6] = org2[0] - width * right2[0];
6330 vert[ 7] = org2[1] - width * right2[1];
6331 vert[ 8] = org2[2] - width * right2[2];
6332 vert[ 9] = org2[0] + width * right2[0];
6333 vert[10] = org2[1] + width * right2[1];
6334 vert[11] = org2[2] + width * right2[2];
6337 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)
6339 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
6340 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
6341 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
6342 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
6343 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
6344 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
6345 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
6346 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
6347 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
6348 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
6349 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
6350 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
6353 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
6358 VectorSet(v, x, y, z);
6359 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
6360 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
6362 if (i == mesh->numvertices)
6364 if (mesh->numvertices < mesh->maxvertices)
6366 VectorCopy(v, vertex3f);
6367 mesh->numvertices++;
6369 return mesh->numvertices;
6375 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
6379 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6380 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6381 e = mesh->element3i + mesh->numtriangles * 3;
6382 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
6384 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
6385 if (mesh->numtriangles < mesh->maxtriangles)
6390 mesh->numtriangles++;
6392 element[1] = element[2];
6396 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
6400 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6401 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6402 e = mesh->element3i + mesh->numtriangles * 3;
6403 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
6405 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
6406 if (mesh->numtriangles < mesh->maxtriangles)
6411 mesh->numtriangles++;
6413 element[1] = element[2];
6417 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
6418 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
6420 int planenum, planenum2;
6423 mplane_t *plane, *plane2;
6425 double temppoints[2][256*3];
6426 // figure out how large a bounding box we need to properly compute this brush
6428 for (w = 0;w < numplanes;w++)
6429 maxdist = max(maxdist, fabs(planes[w].dist));
6430 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
6431 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
6432 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
6436 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
6437 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
6439 if (planenum2 == planenum)
6441 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);
6444 if (tempnumpoints < 3)
6446 // generate elements forming a triangle fan for this polygon
6447 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
6451 static qbool R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
6453 if(parms[0] == 0 && parms[1] == 0)
6455 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6456 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
6461 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
6464 index = parms[2] + rsurface.shadertime * parms[3];
6465 index -= floor(index);
6466 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
6469 case Q3WAVEFUNC_NONE:
6470 case Q3WAVEFUNC_NOISE:
6471 case Q3WAVEFUNC_COUNT:
6474 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
6475 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
6476 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
6477 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
6478 case Q3WAVEFUNC_TRIANGLE:
6480 f = index - floor(index);
6493 f = parms[0] + parms[1] * f;
6494 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6495 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
6499 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
6506 matrix4x4_t matrix, temp;
6507 // if shadertime exceeds about 9 hours (32768 seconds), just wrap it,
6508 // it's better to have one huge fixup every 9 hours than gradual
6509 // degradation over time which looks consistently bad after many hours.
6511 // tcmod scroll in particular suffers from this degradation which can't be
6512 // effectively worked around even with floor() tricks because we don't
6513 // know if tcmod scroll is the last tcmod being applied, and for clampmap
6514 // a workaround involving floor() would be incorrect anyway...
6515 shadertime = rsurface.shadertime;
6516 if (shadertime >= 32768.0f)
6517 shadertime -= floor(rsurface.shadertime * (1.0f / 32768.0f)) * 32768.0f;
6518 switch(tcmod->tcmod)
6522 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6523 matrix = r_waterscrollmatrix;
6525 matrix = identitymatrix;
6527 case Q3TCMOD_ENTITYTRANSLATE:
6528 // this is used in Q3 to allow the gamecode to control texcoord
6529 // scrolling on the entity, which is not supported in darkplaces yet.
6530 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
6532 case Q3TCMOD_ROTATE:
6533 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
6534 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1);
6535 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
6538 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
6540 case Q3TCMOD_SCROLL:
6541 // this particular tcmod is a "bug for bug" compatible one with regards to
6542 // Quake3, the wrapping is unnecessary with our shadetime fix but quake3
6543 // specifically did the wrapping and so we must mimic that...
6544 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
6545 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
6546 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
6548 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
6549 w = (int) tcmod->parms[0];
6550 h = (int) tcmod->parms[1];
6551 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
6553 idx = (int) floor(f * w * h);
6554 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
6556 case Q3TCMOD_STRETCH:
6557 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
6558 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
6560 case Q3TCMOD_TRANSFORM:
6561 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
6562 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
6563 VectorSet(tcmat + 6, 0 , 0 , 1);
6564 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
6565 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
6567 case Q3TCMOD_TURBULENT:
6568 // this is handled in the RSurf_PrepareVertices function
6569 matrix = identitymatrix;
6573 Matrix4x4_Concat(texmatrix, &matrix, &temp);
6576 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
6578 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
6579 char name[MAX_QPATH];
6580 skinframe_t *skinframe;
6581 unsigned char pixels[296*194];
6582 strlcpy(cache->name, skinname, sizeof(cache->name));
6583 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
6584 if (developer_loading.integer)
6585 Con_Printf("loading %s\n", name);
6586 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6587 if (!skinframe || !skinframe->base)
6590 fs_offset_t filesize;
6592 f = FS_LoadFile(name, tempmempool, true, &filesize);
6595 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
6596 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
6600 cache->skinframe = skinframe;
6603 texture_t *R_GetCurrentTexture(texture_t *t)
6606 const entity_render_t *ent = rsurface.entity;
6607 model_t *model = ent->model; // when calling this, ent must not be NULL
6608 q3shaderinfo_layer_tcmod_t *tcmod;
6609 float specularscale = 0.0f;
6611 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
6612 return t->currentframe;
6613 t->update_lastrenderframe = r_textureframe;
6614 t->update_lastrenderentity = (void *)ent;
6616 if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
6617 t->camera_entity = ent->entitynumber;
6619 t->camera_entity = 0;
6621 // switch to an alternate material if this is a q1bsp animated material
6623 texture_t *texture = t;
6624 int s = rsurface.ent_skinnum;
6625 if ((unsigned int)s >= (unsigned int)model->numskins)
6627 if (model->skinscenes)
6629 if (model->skinscenes[s].framecount > 1)
6630 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
6632 s = model->skinscenes[s].firstframe;
6635 t = t + s * model->num_surfaces;
6638 // use an alternate animation if the entity's frame is not 0,
6639 // and only if the texture has an alternate animation
6640 if (t->animated == 2) // q2bsp
6641 t = t->anim_frames[0][ent->framegroupblend[0].frame % t->anim_total[0]];
6642 else if (rsurface.ent_alttextures && t->anim_total[1])
6643 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
6645 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
6647 texture->currentframe = t;
6650 // update currentskinframe to be a qw skin or animation frame
6651 if (rsurface.ent_qwskin >= 0)
6653 i = rsurface.ent_qwskin;
6654 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
6656 r_qwskincache_size = cl.maxclients;
6658 Mem_Free(r_qwskincache);
6659 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
6661 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
6662 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
6663 t->currentskinframe = r_qwskincache[i].skinframe;
6664 if (t->materialshaderpass && t->currentskinframe == NULL)
6665 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6667 else if (t->materialshaderpass && t->materialshaderpass->numframes >= 2)
6668 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6669 if (t->backgroundshaderpass && t->backgroundshaderpass->numframes >= 2)
6670 t->backgroundcurrentskinframe = t->backgroundshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundshaderpass->framerate, t->backgroundshaderpass->numframes)];
6672 t->currentmaterialflags = t->basematerialflags;
6673 t->currentalpha = rsurface.entity->alpha * t->basealpha;
6674 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_water.integer || r_novis.integer || r_trippy.integer))
6675 t->currentalpha *= r_wateralpha.value;
6676 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
6677 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
6678 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
6679 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
6681 // decide on which type of lighting to use for this surface
6682 if (rsurface.entity->render_modellight_forced)
6683 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
6684 if (rsurface.entity->render_rtlight_disabled)
6685 t->currentmaterialflags |= MATERIALFLAG_NORTLIGHT;
6686 if (rsurface.entity->render_lightgrid)
6687 t->currentmaterialflags |= MATERIALFLAG_LIGHTGRID;
6688 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND && !(R_BlendFuncFlags(t->customblendfunc[0], t->customblendfunc[1]) & BLENDFUNC_ALLOWS_COLORMOD))
6690 // some CUSTOMBLEND blendfuncs are too weird, we have to ignore colormod and view colorscale
6691 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NORTLIGHT) & ~MATERIALFLAG_LIGHTGRID;
6692 for (q = 0; q < 3; q++)
6694 t->render_glowmod[q] = rsurface.entity->glowmod[q];
6695 t->render_modellight_lightdir_world[q] = q == 2;
6696 t->render_modellight_lightdir_local[q] = q == 2;
6697 t->render_modellight_ambient[q] = 1;
6698 t->render_modellight_diffuse[q] = 0;
6699 t->render_modellight_specular[q] = 0;
6700 t->render_lightmap_ambient[q] = 0;
6701 t->render_lightmap_diffuse[q] = 0;
6702 t->render_lightmap_specular[q] = 0;
6703 t->render_rtlight_diffuse[q] = 0;
6704 t->render_rtlight_specular[q] = 0;
6707 else if ((t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || !(rsurface.ent_flags & RENDER_LIGHT))
6709 // fullbright is basically MATERIALFLAG_MODELLIGHT but with ambient locked to 1,1,1 and no shading
6710 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_NORTLIGHT | MATERIALFLAG_MODELLIGHT) & ~MATERIALFLAG_LIGHTGRID;
6711 for (q = 0; q < 3; q++)
6713 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6714 t->render_modellight_ambient[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6715 t->render_modellight_lightdir_world[q] = q == 2;
6716 t->render_modellight_lightdir_local[q] = q == 2;
6717 t->render_modellight_diffuse[q] = 0;
6718 t->render_modellight_specular[q] = 0;
6719 t->render_lightmap_ambient[q] = 0;
6720 t->render_lightmap_diffuse[q] = 0;
6721 t->render_lightmap_specular[q] = 0;
6722 t->render_rtlight_diffuse[q] = 0;
6723 t->render_rtlight_specular[q] = 0;
6726 else if (t->currentmaterialflags & MATERIALFLAG_LIGHTGRID)
6728 t->currentmaterialflags &= ~MATERIALFLAG_MODELLIGHT;
6729 for (q = 0; q < 3; q++)
6731 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6732 t->render_modellight_lightdir_world[q] = q == 2;
6733 t->render_modellight_lightdir_local[q] = q == 2;
6734 t->render_modellight_ambient[q] = 0;
6735 t->render_modellight_diffuse[q] = 0;
6736 t->render_modellight_specular[q] = 0;
6737 t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
6738 t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
6739 t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
6740 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6741 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6744 else if ((rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT)) || rsurface.modeltexcoordlightmap2f == NULL)
6746 // ambient + single direction light (modellight)
6747 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_MODELLIGHT) & ~MATERIALFLAG_LIGHTGRID;
6748 for (q = 0; q < 3; q++)
6750 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6751 t->render_modellight_lightdir_world[q] = rsurface.entity->render_modellight_lightdir_world[q];
6752 t->render_modellight_lightdir_local[q] = rsurface.entity->render_modellight_lightdir_local[q];
6753 t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
6754 t->render_modellight_diffuse[q] = rsurface.entity->render_modellight_diffuse[q] * r_refdef.view.colorscale;
6755 t->render_modellight_specular[q] = rsurface.entity->render_modellight_specular[q] * r_refdef.view.colorscale;
6756 t->render_lightmap_ambient[q] = 0;
6757 t->render_lightmap_diffuse[q] = 0;
6758 t->render_lightmap_specular[q] = 0;
6759 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6760 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6765 // lightmap - 2x diffuse and specular brightness because bsp files have 0-2 colors as 0-1
6766 for (q = 0; q < 3; q++)
6768 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6769 t->render_modellight_lightdir_world[q] = q == 2;
6770 t->render_modellight_lightdir_local[q] = q == 2;
6771 t->render_modellight_ambient[q] = 0;
6772 t->render_modellight_diffuse[q] = 0;
6773 t->render_modellight_specular[q] = 0;
6774 t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
6775 t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
6776 t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
6777 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6778 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6782 if (t->currentmaterialflags & MATERIALFLAG_VERTEXCOLOR)
6784 // since MATERIALFLAG_VERTEXCOLOR uses the lightmapcolor4f vertex
6785 // attribute, we punt it to the lightmap path and hope for the best,
6786 // but lighting doesn't work.
6788 // FIXME: this is fine for effects but CSQC polygons should be subject
6790 t->currentmaterialflags &= ~(MATERIALFLAG_MODELLIGHT | MATERIALFLAG_LIGHTGRID);
6791 for (q = 0; q < 3; q++)
6793 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6794 t->render_modellight_lightdir_world[q] = q == 2;
6795 t->render_modellight_lightdir_local[q] = q == 2;
6796 t->render_modellight_ambient[q] = 0;
6797 t->render_modellight_diffuse[q] = 0;
6798 t->render_modellight_specular[q] = 0;
6799 t->render_lightmap_ambient[q] = 0;
6800 t->render_lightmap_diffuse[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6801 t->render_lightmap_specular[q] = 0;
6802 t->render_rtlight_diffuse[q] = 0;
6803 t->render_rtlight_specular[q] = 0;
6807 for (q = 0; q < 3; q++)
6809 t->render_colormap_pants[q] = rsurface.entity->colormap_pantscolor[q];
6810 t->render_colormap_shirt[q] = rsurface.entity->colormap_shirtcolor[q];
6813 if (rsurface.ent_flags & RENDER_ADDITIVE)
6814 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6815 else if (t->currentalpha < 1)
6816 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6817 // LadyHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
6818 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6819 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
6820 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
6821 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
6822 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
6823 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
6824 if (t->backgroundshaderpass)
6825 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
6826 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
6828 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
6829 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
6832 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
6833 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
6835 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
6836 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
6838 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
6839 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
6841 // there is no tcmod
6842 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6844 t->currenttexmatrix = r_waterscrollmatrix;
6845 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
6847 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
6849 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
6850 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
6853 if (t->materialshaderpass)
6854 for (i = 0, tcmod = t->materialshaderpass->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
6855 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
6857 t->colormapping = VectorLength2(t->render_colormap_pants) + VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f);
6858 if (t->currentskinframe->qpixels)
6859 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
6860 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
6861 if (!t->basetexture)
6862 t->basetexture = r_texture_notexture;
6863 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
6864 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
6865 t->nmaptexture = t->currentskinframe->nmap;
6866 if (!t->nmaptexture)
6867 t->nmaptexture = r_texture_blanknormalmap;
6868 t->glosstexture = r_texture_black;
6869 t->glowtexture = t->currentskinframe->glow;
6870 t->fogtexture = t->currentskinframe->fog;
6871 t->reflectmasktexture = t->currentskinframe->reflect;
6872 if (t->backgroundshaderpass)
6874 for (i = 0, tcmod = t->backgroundshaderpass->tcmods; i < Q3MAXTCMODS && tcmod->tcmod; i++, tcmod++)
6875 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
6876 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
6877 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
6878 t->backgroundglosstexture = r_texture_black;
6879 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
6880 if (!t->backgroundnmaptexture)
6881 t->backgroundnmaptexture = r_texture_blanknormalmap;
6882 // make sure that if glow is going to be used, both textures are not NULL
6883 if (!t->backgroundglowtexture && t->glowtexture)
6884 t->backgroundglowtexture = r_texture_black;
6885 if (!t->glowtexture && t->backgroundglowtexture)
6886 t->glowtexture = r_texture_black;
6890 t->backgroundbasetexture = r_texture_white;
6891 t->backgroundnmaptexture = r_texture_blanknormalmap;
6892 t->backgroundglosstexture = r_texture_black;
6893 t->backgroundglowtexture = NULL;
6895 t->specularpower = r_shadow_glossexponent.value;
6896 // TODO: store reference values for these in the texture?
6897 if (r_shadow_gloss.integer > 0)
6899 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
6901 if (r_shadow_glossintensity.value > 0)
6903 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
6904 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
6905 specularscale = r_shadow_glossintensity.value;
6908 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
6910 t->glosstexture = r_texture_white;
6911 t->backgroundglosstexture = r_texture_white;
6912 specularscale = r_shadow_gloss2intensity.value;
6913 t->specularpower = r_shadow_gloss2exponent.value;
6916 specularscale *= t->specularscalemod;
6917 t->specularpower *= t->specularpowermod;
6919 // lightmaps mode looks bad with dlights using actual texturing, so turn
6920 // off the colormap and glossmap, but leave the normalmap on as it still
6921 // accurately represents the shading involved
6922 if (gl_lightmaps.integer && ent != &cl_meshentities[MESH_UI].render)
6924 t->basetexture = r_texture_grey128;
6925 t->pantstexture = r_texture_black;
6926 t->shirttexture = r_texture_black;
6927 if (gl_lightmaps.integer < 2)
6928 t->nmaptexture = r_texture_blanknormalmap;
6929 t->glosstexture = r_texture_black;
6930 t->glowtexture = NULL;
6931 t->fogtexture = NULL;
6932 t->reflectmasktexture = NULL;
6933 t->backgroundbasetexture = NULL;
6934 if (gl_lightmaps.integer < 2)
6935 t->backgroundnmaptexture = r_texture_blanknormalmap;
6936 t->backgroundglosstexture = r_texture_black;
6937 t->backgroundglowtexture = NULL;
6939 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
6942 if (specularscale != 1.0f)
6944 for (q = 0; q < 3; q++)
6946 t->render_modellight_specular[q] *= specularscale;
6947 t->render_lightmap_specular[q] *= specularscale;
6948 t->render_rtlight_specular[q] *= specularscale;
6952 t->currentblendfunc[0] = GL_ONE;
6953 t->currentblendfunc[1] = GL_ZERO;
6954 if (t->currentmaterialflags & MATERIALFLAG_ADD)
6956 t->currentblendfunc[0] = GL_SRC_ALPHA;
6957 t->currentblendfunc[1] = GL_ONE;
6959 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
6961 t->currentblendfunc[0] = GL_SRC_ALPHA;
6962 t->currentblendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
6964 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6966 t->currentblendfunc[0] = t->customblendfunc[0];
6967 t->currentblendfunc[1] = t->customblendfunc[1];
6973 rsurfacestate_t rsurface;
6975 void RSurf_ActiveModelEntity(const entity_render_t *ent, qbool wantnormals, qbool wanttangents, qbool prepass)
6977 model_t *model = ent->model;
6978 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
6980 rsurface.entity = (entity_render_t *)ent;
6981 rsurface.skeleton = ent->skeleton;
6982 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
6983 rsurface.ent_skinnum = ent->skinnum;
6984 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;
6985 rsurface.ent_flags = ent->flags;
6986 if (r_fullbright_directed.integer && (r_fullbright.integer || !model->lit))
6987 rsurface.ent_flags |= RENDER_LIGHT | RENDER_DYNAMICMODELLIGHT;
6988 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
6989 rsurface.matrix = ent->matrix;
6990 rsurface.inversematrix = ent->inversematrix;
6991 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
6992 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
6993 R_EntityMatrix(&rsurface.matrix);
6994 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
6995 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
6996 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist * rsurface.inversematrixscale;
6997 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
6998 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
6999 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7000 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
7001 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
7002 rsurface.basepolygonfactor = r_refdef.polygonfactor;
7003 rsurface.basepolygonoffset = r_refdef.polygonoffset;
7004 if (ent->model->brush.submodel && !prepass)
7006 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
7007 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
7009 // if the animcache code decided it should use the shader path, skip the deform step
7010 rsurface.entityskeletaltransform3x4 = ent->animcache_skeletaltransform3x4;
7011 rsurface.entityskeletaltransform3x4buffer = ent->animcache_skeletaltransform3x4buffer;
7012 rsurface.entityskeletaltransform3x4offset = ent->animcache_skeletaltransform3x4offset;
7013 rsurface.entityskeletaltransform3x4size = ent->animcache_skeletaltransform3x4size;
7014 rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
7015 if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
7017 if (ent->animcache_vertex3f)
7019 r_refdef.stats[r_stat_batch_entitycache_count]++;
7020 r_refdef.stats[r_stat_batch_entitycache_surfaces] += model->num_surfaces;
7021 r_refdef.stats[r_stat_batch_entitycache_vertices] += model->surfmesh.num_vertices;
7022 r_refdef.stats[r_stat_batch_entitycache_triangles] += model->surfmesh.num_triangles;
7023 rsurface.modelvertex3f = ent->animcache_vertex3f;
7024 rsurface.modelvertex3f_vertexbuffer = ent->animcache_vertex3f_vertexbuffer;
7025 rsurface.modelvertex3f_bufferoffset = ent->animcache_vertex3f_bufferoffset;
7026 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
7027 rsurface.modelsvector3f_vertexbuffer = wanttangents ? ent->animcache_svector3f_vertexbuffer : NULL;
7028 rsurface.modelsvector3f_bufferoffset = wanttangents ? ent->animcache_svector3f_bufferoffset : 0;
7029 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
7030 rsurface.modeltvector3f_vertexbuffer = wanttangents ? ent->animcache_tvector3f_vertexbuffer : NULL;
7031 rsurface.modeltvector3f_bufferoffset = wanttangents ? ent->animcache_tvector3f_bufferoffset : 0;
7032 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
7033 rsurface.modelnormal3f_vertexbuffer = wantnormals ? ent->animcache_normal3f_vertexbuffer : NULL;
7034 rsurface.modelnormal3f_bufferoffset = wantnormals ? ent->animcache_normal3f_bufferoffset : 0;
7036 else if (wanttangents)
7038 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7039 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7040 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7041 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7042 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7043 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7044 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7045 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7046 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
7047 rsurface.modelvertex3f_vertexbuffer = NULL;
7048 rsurface.modelvertex3f_bufferoffset = 0;
7049 rsurface.modelvertex3f_vertexbuffer = 0;
7050 rsurface.modelvertex3f_bufferoffset = 0;
7051 rsurface.modelsvector3f_vertexbuffer = 0;
7052 rsurface.modelsvector3f_bufferoffset = 0;
7053 rsurface.modeltvector3f_vertexbuffer = 0;
7054 rsurface.modeltvector3f_bufferoffset = 0;
7055 rsurface.modelnormal3f_vertexbuffer = 0;
7056 rsurface.modelnormal3f_bufferoffset = 0;
7058 else if (wantnormals)
7060 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7061 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7062 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7063 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7064 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7065 rsurface.modelsvector3f = NULL;
7066 rsurface.modeltvector3f = NULL;
7067 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7068 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
7069 rsurface.modelvertex3f_vertexbuffer = NULL;
7070 rsurface.modelvertex3f_bufferoffset = 0;
7071 rsurface.modelvertex3f_vertexbuffer = 0;
7072 rsurface.modelvertex3f_bufferoffset = 0;
7073 rsurface.modelsvector3f_vertexbuffer = 0;
7074 rsurface.modelsvector3f_bufferoffset = 0;
7075 rsurface.modeltvector3f_vertexbuffer = 0;
7076 rsurface.modeltvector3f_bufferoffset = 0;
7077 rsurface.modelnormal3f_vertexbuffer = 0;
7078 rsurface.modelnormal3f_bufferoffset = 0;
7082 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7083 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7084 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7085 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7086 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7087 rsurface.modelsvector3f = NULL;
7088 rsurface.modeltvector3f = NULL;
7089 rsurface.modelnormal3f = NULL;
7090 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
7091 rsurface.modelvertex3f_vertexbuffer = NULL;
7092 rsurface.modelvertex3f_bufferoffset = 0;
7093 rsurface.modelvertex3f_vertexbuffer = 0;
7094 rsurface.modelvertex3f_bufferoffset = 0;
7095 rsurface.modelsvector3f_vertexbuffer = 0;
7096 rsurface.modelsvector3f_bufferoffset = 0;
7097 rsurface.modeltvector3f_vertexbuffer = 0;
7098 rsurface.modeltvector3f_bufferoffset = 0;
7099 rsurface.modelnormal3f_vertexbuffer = 0;
7100 rsurface.modelnormal3f_bufferoffset = 0;
7102 rsurface.modelgeneratedvertex = true;
7106 if (rsurface.entityskeletaltransform3x4)
7108 r_refdef.stats[r_stat_batch_entityskeletal_count]++;
7109 r_refdef.stats[r_stat_batch_entityskeletal_surfaces] += model->num_surfaces;
7110 r_refdef.stats[r_stat_batch_entityskeletal_vertices] += model->surfmesh.num_vertices;
7111 r_refdef.stats[r_stat_batch_entityskeletal_triangles] += model->surfmesh.num_triangles;
7115 r_refdef.stats[r_stat_batch_entitystatic_count]++;
7116 r_refdef.stats[r_stat_batch_entitystatic_surfaces] += model->num_surfaces;
7117 r_refdef.stats[r_stat_batch_entitystatic_vertices] += model->surfmesh.num_vertices;
7118 r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles;
7120 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
7121 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.data_vertex3f_vertexbuffer;
7122 rsurface.modelvertex3f_bufferoffset = model->surfmesh.data_vertex3f_bufferoffset;
7123 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
7124 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.data_svector3f_vertexbuffer;
7125 rsurface.modelsvector3f_bufferoffset = model->surfmesh.data_svector3f_bufferoffset;
7126 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
7127 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.data_tvector3f_vertexbuffer;
7128 rsurface.modeltvector3f_bufferoffset = model->surfmesh.data_tvector3f_bufferoffset;
7129 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
7130 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.data_normal3f_vertexbuffer;
7131 rsurface.modelnormal3f_bufferoffset = model->surfmesh.data_normal3f_bufferoffset;
7132 rsurface.modelgeneratedvertex = false;
7134 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
7135 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.data_lightmapcolor4f_vertexbuffer;
7136 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.data_lightmapcolor4f_bufferoffset;
7137 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
7138 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.data_texcoordtexture2f_vertexbuffer;
7139 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.data_texcoordtexture2f_bufferoffset;
7140 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
7141 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.data_texcoordlightmap2f_vertexbuffer;
7142 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.data_texcoordlightmap2f_bufferoffset;
7143 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
7144 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.data_skeletalindex4ub_vertexbuffer;
7145 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.data_skeletalindex4ub_bufferoffset;
7146 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
7147 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.data_skeletalweight4ub_vertexbuffer;
7148 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.data_skeletalweight4ub_bufferoffset;
7149 rsurface.modelelement3i = model->surfmesh.data_element3i;
7150 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
7151 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
7152 rsurface.modelelement3s = model->surfmesh.data_element3s;
7153 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
7154 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
7155 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
7156 rsurface.modelnumvertices = model->surfmesh.num_vertices;
7157 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
7158 rsurface.modelsurfaces = model->data_surfaces;
7159 rsurface.batchgeneratedvertex = false;
7160 rsurface.batchfirstvertex = 0;
7161 rsurface.batchnumvertices = 0;
7162 rsurface.batchfirsttriangle = 0;
7163 rsurface.batchnumtriangles = 0;
7164 rsurface.batchvertex3f = NULL;
7165 rsurface.batchvertex3f_vertexbuffer = NULL;
7166 rsurface.batchvertex3f_bufferoffset = 0;
7167 rsurface.batchsvector3f = NULL;
7168 rsurface.batchsvector3f_vertexbuffer = NULL;
7169 rsurface.batchsvector3f_bufferoffset = 0;
7170 rsurface.batchtvector3f = NULL;
7171 rsurface.batchtvector3f_vertexbuffer = NULL;
7172 rsurface.batchtvector3f_bufferoffset = 0;
7173 rsurface.batchnormal3f = NULL;
7174 rsurface.batchnormal3f_vertexbuffer = NULL;
7175 rsurface.batchnormal3f_bufferoffset = 0;
7176 rsurface.batchlightmapcolor4f = NULL;
7177 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7178 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7179 rsurface.batchtexcoordtexture2f = NULL;
7180 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7181 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7182 rsurface.batchtexcoordlightmap2f = NULL;
7183 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7184 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7185 rsurface.batchskeletalindex4ub = NULL;
7186 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7187 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7188 rsurface.batchskeletalweight4ub = NULL;
7189 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7190 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7191 rsurface.batchelement3i = NULL;
7192 rsurface.batchelement3i_indexbuffer = NULL;
7193 rsurface.batchelement3i_bufferoffset = 0;
7194 rsurface.batchelement3s = NULL;
7195 rsurface.batchelement3s_indexbuffer = NULL;
7196 rsurface.batchelement3s_bufferoffset = 0;
7197 rsurface.forcecurrenttextureupdate = false;
7200 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, qbool wantnormals, qbool wanttangents)
7202 rsurface.entity = r_refdef.scene.worldentity;
7203 if (r != 1.0f || g != 1.0f || b != 1.0f || a != 1.0f) {
7204 // HACK to provide a valid entity with modded colors to R_GetCurrentTexture.
7205 // A better approach could be making this copy only once per frame.
7206 static entity_render_t custom_entity;
7208 custom_entity = *rsurface.entity;
7209 for (q = 0; q < 3; ++q) {
7210 float colormod = q == 0 ? r : q == 1 ? g : b;
7211 custom_entity.render_fullbright[q] *= colormod;
7212 custom_entity.render_modellight_ambient[q] *= colormod;
7213 custom_entity.render_modellight_diffuse[q] *= colormod;
7214 custom_entity.render_lightmap_ambient[q] *= colormod;
7215 custom_entity.render_lightmap_diffuse[q] *= colormod;
7216 custom_entity.render_rtlight_diffuse[q] *= colormod;
7218 custom_entity.alpha *= a;
7219 rsurface.entity = &custom_entity;
7221 rsurface.skeleton = NULL;
7222 rsurface.ent_skinnum = 0;
7223 rsurface.ent_qwskin = -1;
7224 rsurface.ent_flags = entflags;
7225 rsurface.shadertime = r_refdef.scene.time - shadertime;
7226 rsurface.modelnumvertices = numvertices;
7227 rsurface.modelnumtriangles = numtriangles;
7228 rsurface.matrix = *matrix;
7229 rsurface.inversematrix = *inversematrix;
7230 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
7231 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
7232 R_EntityMatrix(&rsurface.matrix);
7233 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
7234 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
7235 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
7236 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
7237 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
7238 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7239 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
7240 rsurface.frameblend[0].lerp = 1;
7241 rsurface.ent_alttextures = false;
7242 rsurface.basepolygonfactor = r_refdef.polygonfactor;
7243 rsurface.basepolygonoffset = r_refdef.polygonoffset;
7244 rsurface.entityskeletaltransform3x4 = NULL;
7245 rsurface.entityskeletaltransform3x4buffer = NULL;
7246 rsurface.entityskeletaltransform3x4offset = 0;
7247 rsurface.entityskeletaltransform3x4size = 0;
7248 rsurface.entityskeletalnumtransforms = 0;
7249 r_refdef.stats[r_stat_batch_entitycustom_count]++;
7250 r_refdef.stats[r_stat_batch_entitycustom_surfaces] += 1;
7251 r_refdef.stats[r_stat_batch_entitycustom_vertices] += rsurface.modelnumvertices;
7252 r_refdef.stats[r_stat_batch_entitycustom_triangles] += rsurface.modelnumtriangles;
7255 rsurface.modelvertex3f = (float *)vertex3f;
7256 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7257 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7258 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7260 else if (wantnormals)
7262 rsurface.modelvertex3f = (float *)vertex3f;
7263 rsurface.modelsvector3f = NULL;
7264 rsurface.modeltvector3f = NULL;
7265 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7269 rsurface.modelvertex3f = (float *)vertex3f;
7270 rsurface.modelsvector3f = NULL;
7271 rsurface.modeltvector3f = NULL;
7272 rsurface.modelnormal3f = NULL;
7274 rsurface.modelvertex3f_vertexbuffer = 0;
7275 rsurface.modelvertex3f_bufferoffset = 0;
7276 rsurface.modelsvector3f_vertexbuffer = 0;
7277 rsurface.modelsvector3f_bufferoffset = 0;
7278 rsurface.modeltvector3f_vertexbuffer = 0;
7279 rsurface.modeltvector3f_bufferoffset = 0;
7280 rsurface.modelnormal3f_vertexbuffer = 0;
7281 rsurface.modelnormal3f_bufferoffset = 0;
7282 rsurface.modelgeneratedvertex = true;
7283 rsurface.modellightmapcolor4f = (float *)color4f;
7284 rsurface.modellightmapcolor4f_vertexbuffer = 0;
7285 rsurface.modellightmapcolor4f_bufferoffset = 0;
7286 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
7287 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
7288 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
7289 rsurface.modeltexcoordlightmap2f = NULL;
7290 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
7291 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
7292 rsurface.modelskeletalindex4ub = NULL;
7293 rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
7294 rsurface.modelskeletalindex4ub_bufferoffset = 0;
7295 rsurface.modelskeletalweight4ub = NULL;
7296 rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
7297 rsurface.modelskeletalweight4ub_bufferoffset = 0;
7298 rsurface.modelelement3i = (int *)element3i;
7299 rsurface.modelelement3i_indexbuffer = NULL;
7300 rsurface.modelelement3i_bufferoffset = 0;
7301 rsurface.modelelement3s = (unsigned short *)element3s;
7302 rsurface.modelelement3s_indexbuffer = NULL;
7303 rsurface.modelelement3s_bufferoffset = 0;
7304 rsurface.modellightmapoffsets = NULL;
7305 rsurface.modelsurfaces = NULL;
7306 rsurface.batchgeneratedvertex = false;
7307 rsurface.batchfirstvertex = 0;
7308 rsurface.batchnumvertices = 0;
7309 rsurface.batchfirsttriangle = 0;
7310 rsurface.batchnumtriangles = 0;
7311 rsurface.batchvertex3f = NULL;
7312 rsurface.batchvertex3f_vertexbuffer = NULL;
7313 rsurface.batchvertex3f_bufferoffset = 0;
7314 rsurface.batchsvector3f = NULL;
7315 rsurface.batchsvector3f_vertexbuffer = NULL;
7316 rsurface.batchsvector3f_bufferoffset = 0;
7317 rsurface.batchtvector3f = NULL;
7318 rsurface.batchtvector3f_vertexbuffer = NULL;
7319 rsurface.batchtvector3f_bufferoffset = 0;
7320 rsurface.batchnormal3f = NULL;
7321 rsurface.batchnormal3f_vertexbuffer = NULL;
7322 rsurface.batchnormal3f_bufferoffset = 0;
7323 rsurface.batchlightmapcolor4f = NULL;
7324 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7325 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7326 rsurface.batchtexcoordtexture2f = NULL;
7327 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7328 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7329 rsurface.batchtexcoordlightmap2f = NULL;
7330 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7331 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7332 rsurface.batchskeletalindex4ub = NULL;
7333 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7334 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7335 rsurface.batchskeletalweight4ub = NULL;
7336 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7337 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7338 rsurface.batchelement3i = NULL;
7339 rsurface.batchelement3i_indexbuffer = NULL;
7340 rsurface.batchelement3i_bufferoffset = 0;
7341 rsurface.batchelement3s = NULL;
7342 rsurface.batchelement3s_indexbuffer = NULL;
7343 rsurface.batchelement3s_bufferoffset = 0;
7344 rsurface.forcecurrenttextureupdate = true;
7346 if (rsurface.modelnumvertices && rsurface.modelelement3i)
7348 if ((wantnormals || wanttangents) && !normal3f)
7350 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7351 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
7353 if (wanttangents && !svector3f)
7355 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7356 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7357 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
7362 float RSurf_FogPoint(const float *v)
7364 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7365 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
7366 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
7367 float FogHeightFade = r_refdef.fogheightfade;
7369 unsigned int fogmasktableindex;
7370 if (r_refdef.fogplaneviewabove)
7371 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7373 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7374 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
7375 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7378 float RSurf_FogVertex(const float *v)
7380 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7381 float FogPlaneViewDist = rsurface.fogplaneviewdist;
7382 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
7383 float FogHeightFade = rsurface.fogheightfade;
7385 unsigned int fogmasktableindex;
7386 if (r_refdef.fogplaneviewabove)
7387 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7389 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7390 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
7391 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7394 void RSurf_UploadBuffersForBatch(void)
7396 // upload buffer data for generated vertex data (dynamicvertex case) or index data (copytriangles case) and models that lack it to begin with (e.g. DrawQ_FlushUI)
7397 // note that if rsurface.batchvertex3f_vertexbuffer is NULL, dynamicvertex is forced as we don't account for the proper base vertex here.
7398 if (rsurface.batchvertex3f && !rsurface.batchvertex3f_vertexbuffer)
7399 rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
7400 if (rsurface.batchsvector3f && !rsurface.batchsvector3f_vertexbuffer)
7401 rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
7402 if (rsurface.batchtvector3f && !rsurface.batchtvector3f_vertexbuffer)
7403 rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
7404 if (rsurface.batchnormal3f && !rsurface.batchnormal3f_vertexbuffer)
7405 rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
7406 if (rsurface.batchlightmapcolor4f && !rsurface.batchlightmapcolor4f_vertexbuffer)
7407 rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
7408 if (rsurface.batchtexcoordtexture2f && !rsurface.batchtexcoordtexture2f_vertexbuffer)
7409 rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
7410 if (rsurface.batchtexcoordlightmap2f && !rsurface.batchtexcoordlightmap2f_vertexbuffer)
7411 rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
7412 if (rsurface.batchskeletalindex4ub && !rsurface.batchskeletalindex4ub_vertexbuffer)
7413 rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
7414 if (rsurface.batchskeletalweight4ub && !rsurface.batchskeletalweight4ub_vertexbuffer)
7415 rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
7417 if (rsurface.batchelement3s && !rsurface.batchelement3s_indexbuffer)
7418 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
7419 else if (rsurface.batchelement3i && !rsurface.batchelement3i_indexbuffer)
7420 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
7422 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
7423 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
7424 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
7425 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
7426 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
7427 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
7428 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
7429 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
7430 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
7431 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
7434 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
7437 for (i = 0;i < numelements;i++)
7438 outelement3i[i] = inelement3i[i] + adjust;
7441 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
7442 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
7450 int surfacefirsttriangle;
7451 int surfacenumtriangles;
7452 int surfacefirstvertex;
7453 int surfaceendvertex;
7454 int surfacenumvertices;
7455 int batchnumsurfaces = texturenumsurfaces;
7456 int batchnumvertices;
7457 int batchnumtriangles;
7460 qbool dynamicvertex;
7463 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
7466 q3shaderinfo_deform_t *deform;
7467 const msurface_t *surface, *firstsurface;
7468 if (!texturenumsurfaces)
7470 // find vertex range of this surface batch
7472 firstsurface = texturesurfacelist[0];
7473 firsttriangle = firstsurface->num_firsttriangle;
7474 batchnumvertices = 0;
7475 batchnumtriangles = 0;
7476 firstvertex = endvertex = firstsurface->num_firstvertex;
7477 for (i = 0;i < texturenumsurfaces;i++)
7479 surface = texturesurfacelist[i];
7480 if (surface != firstsurface + i)
7482 surfacefirstvertex = surface->num_firstvertex;
7483 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
7484 surfacenumvertices = surface->num_vertices;
7485 surfacenumtriangles = surface->num_triangles;
7486 if (firstvertex > surfacefirstvertex)
7487 firstvertex = surfacefirstvertex;
7488 if (endvertex < surfaceendvertex)
7489 endvertex = surfaceendvertex;
7490 batchnumvertices += surfacenumvertices;
7491 batchnumtriangles += surfacenumtriangles;
7494 r_refdef.stats[r_stat_batch_batches]++;
7496 r_refdef.stats[r_stat_batch_withgaps]++;
7497 r_refdef.stats[r_stat_batch_surfaces] += batchnumsurfaces;
7498 r_refdef.stats[r_stat_batch_vertices] += batchnumvertices;
7499 r_refdef.stats[r_stat_batch_triangles] += batchnumtriangles;
7501 // we now know the vertex range used, and if there are any gaps in it
7502 rsurface.batchfirstvertex = firstvertex;
7503 rsurface.batchnumvertices = endvertex - firstvertex;
7504 rsurface.batchfirsttriangle = firsttriangle;
7505 rsurface.batchnumtriangles = batchnumtriangles;
7507 // check if any dynamic vertex processing must occur
7508 dynamicvertex = false;
7510 // we must use vertexbuffers for rendering, we can upload vertex buffers
7511 // easily enough but if the basevertex is non-zero it becomes more
7512 // difficult, so force dynamicvertex path in that case - it's suboptimal
7513 // but the most optimal case is to have the geometry sources provide their
7515 if (!rsurface.modelvertex3f_vertexbuffer && firstvertex != 0)
7516 dynamicvertex = true;
7518 // a cvar to force the dynamic vertex path to be taken, for debugging
7519 if (r_batch_debugdynamicvertexpath.integer)
7523 r_refdef.stats[r_stat_batch_dynamic_batches_because_cvar] += 1;
7524 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_cvar] += batchnumsurfaces;
7525 r_refdef.stats[r_stat_batch_dynamic_vertices_because_cvar] += batchnumvertices;
7526 r_refdef.stats[r_stat_batch_dynamic_triangles_because_cvar] += batchnumtriangles;
7528 dynamicvertex = true;
7531 // if there is a chance of animated vertex colors, it's a dynamic batch
7532 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
7536 r_refdef.stats[r_stat_batch_dynamic_batches_because_lightmapvertex] += 1;
7537 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_lightmapvertex] += batchnumsurfaces;
7538 r_refdef.stats[r_stat_batch_dynamic_vertices_because_lightmapvertex] += batchnumvertices;
7539 r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
7541 dynamicvertex = true;
7544 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
7546 switch (deform->deform)
7549 case Q3DEFORM_PROJECTIONSHADOW:
7550 case Q3DEFORM_TEXT0:
7551 case Q3DEFORM_TEXT1:
7552 case Q3DEFORM_TEXT2:
7553 case Q3DEFORM_TEXT3:
7554 case Q3DEFORM_TEXT4:
7555 case Q3DEFORM_TEXT5:
7556 case Q3DEFORM_TEXT6:
7557 case Q3DEFORM_TEXT7:
7560 case Q3DEFORM_AUTOSPRITE:
7563 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite] += 1;
7564 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite] += batchnumsurfaces;
7565 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite] += batchnumvertices;
7566 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite] += batchnumtriangles;
7568 dynamicvertex = true;
7569 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
7571 case Q3DEFORM_AUTOSPRITE2:
7574 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite2] += 1;
7575 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite2] += batchnumsurfaces;
7576 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite2] += batchnumvertices;
7577 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite2] += batchnumtriangles;
7579 dynamicvertex = true;
7580 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7582 case Q3DEFORM_NORMAL:
7585 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_normal] += 1;
7586 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_normal] += batchnumsurfaces;
7587 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_normal] += batchnumvertices;
7588 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_normal] += batchnumtriangles;
7590 dynamicvertex = true;
7591 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7594 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7595 break; // if wavefunc is a nop, ignore this transform
7598 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_wave] += 1;
7599 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_wave] += batchnumsurfaces;
7600 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_wave] += batchnumvertices;
7601 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_wave] += batchnumtriangles;
7603 dynamicvertex = true;
7604 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7606 case Q3DEFORM_BULGE:
7609 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_bulge] += 1;
7610 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_bulge] += batchnumsurfaces;
7611 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_bulge] += batchnumvertices;
7612 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_bulge] += batchnumtriangles;
7614 dynamicvertex = true;
7615 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7618 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7619 break; // if wavefunc is a nop, ignore this transform
7622 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_move] += 1;
7623 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_move] += batchnumsurfaces;
7624 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_move] += batchnumvertices;
7625 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_move] += batchnumtriangles;
7627 dynamicvertex = true;
7628 batchneed |= BATCHNEED_ARRAY_VERTEX;
7632 if (rsurface.texture->materialshaderpass)
7634 switch (rsurface.texture->materialshaderpass->tcgen.tcgen)
7637 case Q3TCGEN_TEXTURE:
7639 case Q3TCGEN_LIGHTMAP:
7642 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1;
7643 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces;
7644 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices;
7645 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles;
7647 dynamicvertex = true;
7648 batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
7650 case Q3TCGEN_VECTOR:
7653 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1;
7654 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces;
7655 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices;
7656 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles;
7658 dynamicvertex = true;
7659 batchneed |= BATCHNEED_ARRAY_VERTEX;
7661 case Q3TCGEN_ENVIRONMENT:
7664 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1;
7665 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces;
7666 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices;
7667 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles;
7669 dynamicvertex = true;
7670 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
7673 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
7677 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1;
7678 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces;
7679 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices;
7680 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles;
7682 dynamicvertex = true;
7683 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7687 // the caller can specify BATCHNEED_NOGAPS to force a batch with
7688 // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
7689 // we ensure this by treating the vertex batch as dynamic...
7690 if ((batchneed & BATCHNEED_ALWAYSCOPY) || ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0)))
7694 r_refdef.stats[r_stat_batch_dynamic_batches_because_nogaps] += 1;
7695 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_nogaps] += batchnumsurfaces;
7696 r_refdef.stats[r_stat_batch_dynamic_vertices_because_nogaps] += batchnumvertices;
7697 r_refdef.stats[r_stat_batch_dynamic_triangles_because_nogaps] += batchnumtriangles;
7699 dynamicvertex = true;
7702 // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
7703 if (dynamicvertex && rsurface.entityskeletaltransform3x4)
7704 batchneed |= BATCHNEED_ARRAY_SKELETAL;
7706 rsurface.batchvertex3f = rsurface.modelvertex3f;
7707 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
7708 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
7709 rsurface.batchsvector3f = rsurface.modelsvector3f;
7710 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
7711 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
7712 rsurface.batchtvector3f = rsurface.modeltvector3f;
7713 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
7714 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
7715 rsurface.batchnormal3f = rsurface.modelnormal3f;
7716 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
7717 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
7718 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
7719 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
7720 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7721 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
7722 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
7723 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
7724 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
7725 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
7726 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
7727 rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
7728 rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
7729 rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
7730 rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
7731 rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
7732 rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
7733 rsurface.batchelement3i = rsurface.modelelement3i;
7734 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
7735 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
7736 rsurface.batchelement3s = rsurface.modelelement3s;
7737 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
7738 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
7739 rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4;
7740 rsurface.batchskeletaltransform3x4buffer = rsurface.entityskeletaltransform3x4buffer;
7741 rsurface.batchskeletaltransform3x4offset = rsurface.entityskeletaltransform3x4offset;
7742 rsurface.batchskeletaltransform3x4size = rsurface.entityskeletaltransform3x4size;
7743 rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms;
7745 // if any dynamic vertex processing has to occur in software, we copy the
7746 // entire surface list together before processing to rebase the vertices
7747 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
7749 // if any gaps exist and we do not have a static vertex buffer, we have to
7750 // copy the surface list together to avoid wasting upload bandwidth on the
7751 // vertices in the gaps.
7753 // if gaps exist and we have a static vertex buffer, we can choose whether
7754 // to combine the index buffer ranges into one dynamic index buffer or
7755 // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
7757 // in many cases the batch is reduced to one draw call.
7759 rsurface.batchmultidraw = false;
7760 rsurface.batchmultidrawnumsurfaces = 0;
7761 rsurface.batchmultidrawsurfacelist = NULL;
7765 // static vertex data, just set pointers...
7766 rsurface.batchgeneratedvertex = false;
7767 // if there are gaps, we want to build a combined index buffer,
7768 // otherwise use the original static buffer with an appropriate offset
7771 r_refdef.stats[r_stat_batch_copytriangles_batches] += 1;
7772 r_refdef.stats[r_stat_batch_copytriangles_surfaces] += batchnumsurfaces;
7773 r_refdef.stats[r_stat_batch_copytriangles_vertices] += batchnumvertices;
7774 r_refdef.stats[r_stat_batch_copytriangles_triangles] += batchnumtriangles;
7775 if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
7777 rsurface.batchmultidraw = true;
7778 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
7779 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
7782 // build a new triangle elements array for this batch
7783 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7784 rsurface.batchfirsttriangle = 0;
7786 for (i = 0;i < texturenumsurfaces;i++)
7788 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7789 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7790 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
7791 numtriangles += surfacenumtriangles;
7793 rsurface.batchelement3i_indexbuffer = NULL;
7794 rsurface.batchelement3i_bufferoffset = 0;
7795 rsurface.batchelement3s = NULL;
7796 rsurface.batchelement3s_indexbuffer = NULL;
7797 rsurface.batchelement3s_bufferoffset = 0;
7798 if (endvertex <= 65536)
7800 // make a 16bit (unsigned short) index array if possible
7801 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
7802 for (i = 0;i < numtriangles*3;i++)
7803 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
7808 r_refdef.stats[r_stat_batch_fast_batches] += 1;
7809 r_refdef.stats[r_stat_batch_fast_surfaces] += batchnumsurfaces;
7810 r_refdef.stats[r_stat_batch_fast_vertices] += batchnumvertices;
7811 r_refdef.stats[r_stat_batch_fast_triangles] += batchnumtriangles;
7816 // something needs software processing, do it for real...
7817 // we only directly handle separate array data in this case and then
7818 // generate interleaved data if needed...
7819 rsurface.batchgeneratedvertex = true;
7820 r_refdef.stats[r_stat_batch_dynamic_batches] += 1;
7821 r_refdef.stats[r_stat_batch_dynamic_surfaces] += batchnumsurfaces;
7822 r_refdef.stats[r_stat_batch_dynamic_vertices] += batchnumvertices;
7823 r_refdef.stats[r_stat_batch_dynamic_triangles] += batchnumtriangles;
7825 // now copy the vertex data into a combined array and make an index array
7826 // (this is what Quake3 does all the time)
7827 // we also apply any skeletal animation here that would have been done in
7828 // the vertex shader, because most of the dynamic vertex animation cases
7829 // need actual vertex positions and normals
7830 //if (dynamicvertex)
7832 rsurface.batchvertex3f = NULL;
7833 rsurface.batchvertex3f_vertexbuffer = NULL;
7834 rsurface.batchvertex3f_bufferoffset = 0;
7835 rsurface.batchsvector3f = NULL;
7836 rsurface.batchsvector3f_vertexbuffer = NULL;
7837 rsurface.batchsvector3f_bufferoffset = 0;
7838 rsurface.batchtvector3f = NULL;
7839 rsurface.batchtvector3f_vertexbuffer = NULL;
7840 rsurface.batchtvector3f_bufferoffset = 0;
7841 rsurface.batchnormal3f = NULL;
7842 rsurface.batchnormal3f_vertexbuffer = NULL;
7843 rsurface.batchnormal3f_bufferoffset = 0;
7844 rsurface.batchlightmapcolor4f = NULL;
7845 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7846 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7847 rsurface.batchtexcoordtexture2f = NULL;
7848 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7849 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7850 rsurface.batchtexcoordlightmap2f = NULL;
7851 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7852 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7853 rsurface.batchskeletalindex4ub = NULL;
7854 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7855 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7856 rsurface.batchskeletalweight4ub = NULL;
7857 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7858 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7859 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7860 rsurface.batchelement3i_indexbuffer = NULL;
7861 rsurface.batchelement3i_bufferoffset = 0;
7862 rsurface.batchelement3s = NULL;
7863 rsurface.batchelement3s_indexbuffer = NULL;
7864 rsurface.batchelement3s_bufferoffset = 0;
7865 rsurface.batchskeletaltransform3x4buffer = NULL;
7866 rsurface.batchskeletaltransform3x4offset = 0;
7867 rsurface.batchskeletaltransform3x4size = 0;
7868 // we'll only be setting up certain arrays as needed
7869 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7870 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7871 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7872 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7873 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7875 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7876 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7878 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7879 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
7880 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7881 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7882 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7883 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7884 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7886 rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7887 rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7891 for (i = 0;i < texturenumsurfaces;i++)
7893 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
7894 surfacenumvertices = texturesurfacelist[i]->num_vertices;
7895 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7896 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7897 // copy only the data requested
7898 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
7900 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7902 if (rsurface.batchvertex3f)
7903 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7905 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7907 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7909 if (rsurface.modelnormal3f)
7910 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7912 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7914 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7916 if (rsurface.modelsvector3f)
7918 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7919 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7923 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7924 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7927 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7929 if (rsurface.modellightmapcolor4f)
7930 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
7932 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
7934 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7936 if (rsurface.modeltexcoordtexture2f)
7937 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7939 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7941 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7943 if (rsurface.modeltexcoordlightmap2f)
7944 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7946 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7948 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7950 if (rsurface.modelskeletalindex4ub)
7952 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
7953 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
7957 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
7958 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
7959 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
7960 for (j = 0;j < surfacenumvertices;j++)
7965 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
7966 numvertices += surfacenumvertices;
7967 numtriangles += surfacenumtriangles;
7970 // generate a 16bit index array as well if possible
7971 // (in general, dynamic batches fit)
7972 if (numvertices <= 65536)
7974 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
7975 for (i = 0;i < numtriangles*3;i++)
7976 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
7979 // since we've copied everything, the batch now starts at 0
7980 rsurface.batchfirstvertex = 0;
7981 rsurface.batchnumvertices = batchnumvertices;
7982 rsurface.batchfirsttriangle = 0;
7983 rsurface.batchnumtriangles = batchnumtriangles;
7986 // apply skeletal animation that would have been done in the vertex shader
7987 if (rsurface.batchskeletaltransform3x4)
7989 const unsigned char *si;
7990 const unsigned char *sw;
7992 const float *b = rsurface.batchskeletaltransform3x4;
7993 float *vp, *vs, *vt, *vn;
7995 float m[3][4], n[3][4];
7996 float tp[3], ts[3], tt[3], tn[3];
7997 r_refdef.stats[r_stat_batch_dynamicskeletal_batches] += 1;
7998 r_refdef.stats[r_stat_batch_dynamicskeletal_surfaces] += batchnumsurfaces;
7999 r_refdef.stats[r_stat_batch_dynamicskeletal_vertices] += batchnumvertices;
8000 r_refdef.stats[r_stat_batch_dynamicskeletal_triangles] += batchnumtriangles;
8001 si = rsurface.batchskeletalindex4ub;
8002 sw = rsurface.batchskeletalweight4ub;
8003 vp = rsurface.batchvertex3f;
8004 vs = rsurface.batchsvector3f;
8005 vt = rsurface.batchtvector3f;
8006 vn = rsurface.batchnormal3f;
8007 memset(m[0], 0, sizeof(m));
8008 memset(n[0], 0, sizeof(n));
8009 for (i = 0;i < batchnumvertices;i++)
8011 t[0] = b + si[0]*12;
8014 // common case - only one matrix
8028 else if (sw[2] + sw[3])
8031 t[1] = b + si[1]*12;
8032 t[2] = b + si[2]*12;
8033 t[3] = b + si[3]*12;
8034 w[0] = sw[0] * (1.0f / 255.0f);
8035 w[1] = sw[1] * (1.0f / 255.0f);
8036 w[2] = sw[2] * (1.0f / 255.0f);
8037 w[3] = sw[3] * (1.0f / 255.0f);
8038 // blend the matrices
8039 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
8040 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
8041 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
8042 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
8043 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
8044 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
8045 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
8046 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
8047 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
8048 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
8049 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
8050 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
8055 t[1] = b + si[1]*12;
8056 w[0] = sw[0] * (1.0f / 255.0f);
8057 w[1] = sw[1] * (1.0f / 255.0f);
8058 // blend the matrices
8059 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
8060 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
8061 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
8062 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
8063 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
8064 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
8065 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
8066 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
8067 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
8068 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
8069 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
8070 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
8074 // modify the vertex
8076 vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
8077 vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
8078 vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
8082 // the normal transformation matrix is a set of cross products...
8083 CrossProduct(m[1], m[2], n[0]);
8084 CrossProduct(m[2], m[0], n[1]);
8085 CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
8087 vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
8088 vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
8089 vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
8090 VectorNormalize(vn);
8095 vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
8096 vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
8097 vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
8098 VectorNormalize(vs);
8101 vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
8102 vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
8103 vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
8104 VectorNormalize(vt);
8109 rsurface.batchskeletaltransform3x4 = NULL;
8110 rsurface.batchskeletalnumtransforms = 0;
8113 // q1bsp surfaces rendered in vertex color mode have to have colors
8114 // calculated based on lightstyles
8115 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
8117 // generate color arrays for the surfaces in this list
8122 const unsigned char *lm;
8123 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8124 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8125 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8127 for (i = 0;i < texturenumsurfaces;i++)
8129 surface = texturesurfacelist[i];
8130 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8131 surfacenumvertices = surface->num_vertices;
8132 if (surface->lightmapinfo->samples)
8134 for (j = 0;j < surfacenumvertices;j++)
8136 lm = surface->lightmapinfo->samples + offsets[j];
8137 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8138 VectorScale(lm, scale, c);
8139 if (surface->lightmapinfo->styles[1] != 255)
8141 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8143 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8144 VectorMA(c, scale, lm, c);
8145 if (surface->lightmapinfo->styles[2] != 255)
8148 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8149 VectorMA(c, scale, lm, c);
8150 if (surface->lightmapinfo->styles[3] != 255)
8153 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8154 VectorMA(c, scale, lm, c);
8161 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);
8167 for (j = 0;j < surfacenumvertices;j++)
8169 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
8176 // if vertices are deformed (sprite flares and things in maps, possibly
8177 // water waves, bulges and other deformations), modify the copied vertices
8179 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8182 switch (deform->deform)
8185 case Q3DEFORM_PROJECTIONSHADOW:
8186 case Q3DEFORM_TEXT0:
8187 case Q3DEFORM_TEXT1:
8188 case Q3DEFORM_TEXT2:
8189 case Q3DEFORM_TEXT3:
8190 case Q3DEFORM_TEXT4:
8191 case Q3DEFORM_TEXT5:
8192 case Q3DEFORM_TEXT6:
8193 case Q3DEFORM_TEXT7:
8196 case Q3DEFORM_AUTOSPRITE:
8197 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8198 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8199 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8200 VectorNormalize(newforward);
8201 VectorNormalize(newright);
8202 VectorNormalize(newup);
8203 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8204 // rsurface.batchvertex3f_vertexbuffer = NULL;
8205 // rsurface.batchvertex3f_bufferoffset = 0;
8206 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
8207 // rsurface.batchsvector3f_vertexbuffer = NULL;
8208 // rsurface.batchsvector3f_bufferoffset = 0;
8209 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
8210 // rsurface.batchtvector3f_vertexbuffer = NULL;
8211 // rsurface.batchtvector3f_bufferoffset = 0;
8212 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8213 // rsurface.batchnormal3f_vertexbuffer = NULL;
8214 // rsurface.batchnormal3f_bufferoffset = 0;
8215 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
8216 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
8217 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8218 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
8219 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);
8220 // a single autosprite surface can contain multiple sprites...
8221 for (j = 0;j < batchnumvertices - 3;j += 4)
8223 VectorClear(center);
8224 for (i = 0;i < 4;i++)
8225 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8226 VectorScale(center, 0.25f, center);
8227 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
8228 VectorCopy(rsurface.batchsvector3f + 3*j, right);
8229 VectorCopy(rsurface.batchtvector3f + 3*j, up);
8230 for (i = 0;i < 4;i++)
8232 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
8233 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
8236 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
8237 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8238 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);
8240 case Q3DEFORM_AUTOSPRITE2:
8241 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8242 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8243 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8244 VectorNormalize(newforward);
8245 VectorNormalize(newright);
8246 VectorNormalize(newup);
8247 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8248 // rsurface.batchvertex3f_vertexbuffer = NULL;
8249 // rsurface.batchvertex3f_bufferoffset = 0;
8251 const float *v1, *v2;
8261 memset(shortest, 0, sizeof(shortest));
8262 // a single autosprite surface can contain multiple sprites...
8263 for (j = 0;j < batchnumvertices - 3;j += 4)
8265 VectorClear(center);
8266 for (i = 0;i < 4;i++)
8267 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8268 VectorScale(center, 0.25f, center);
8269 // find the two shortest edges, then use them to define the
8270 // axis vectors for rotating around the central axis
8271 for (i = 0;i < 6;i++)
8273 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
8274 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
8275 l = VectorDistance2(v1, v2);
8276 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
8278 l += (1.0f / 1024.0f);
8279 if (shortest[0].length2 > l || i == 0)
8281 shortest[1] = shortest[0];
8282 shortest[0].length2 = l;
8283 shortest[0].v1 = v1;
8284 shortest[0].v2 = v2;
8286 else if (shortest[1].length2 > l || i == 1)
8288 shortest[1].length2 = l;
8289 shortest[1].v1 = v1;
8290 shortest[1].v2 = v2;
8293 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
8294 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
8295 // this calculates the right vector from the shortest edge
8296 // and the up vector from the edge midpoints
8297 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
8298 VectorNormalize(right);
8299 VectorSubtract(end, start, up);
8300 VectorNormalize(up);
8301 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
8302 VectorSubtract(rsurface.localvieworigin, center, forward);
8303 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
8304 VectorNegate(forward, forward);
8305 VectorReflect(forward, 0, up, forward);
8306 VectorNormalize(forward);
8307 CrossProduct(up, forward, newright);
8308 VectorNormalize(newright);
8309 // rotate the quad around the up axis vector, this is made
8310 // especially easy by the fact we know the quad is flat,
8311 // so we only have to subtract the center position and
8312 // measure distance along the right vector, and then
8313 // multiply that by the newright vector and add back the
8315 // we also need to subtract the old position to undo the
8316 // displacement from the center, which we do with a
8317 // DotProduct, the subtraction/addition of center is also
8318 // optimized into DotProducts here
8319 l = DotProduct(right, center);
8320 for (i = 0;i < 4;i++)
8322 v1 = rsurface.batchvertex3f + 3*(j+i);
8323 f = DotProduct(right, v1) - l;
8324 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
8328 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
8330 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8331 // rsurface.batchnormal3f_vertexbuffer = NULL;
8332 // rsurface.batchnormal3f_bufferoffset = 0;
8333 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8335 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8337 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8338 // rsurface.batchsvector3f_vertexbuffer = NULL;
8339 // rsurface.batchsvector3f_bufferoffset = 0;
8340 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8341 // rsurface.batchtvector3f_vertexbuffer = NULL;
8342 // rsurface.batchtvector3f_bufferoffset = 0;
8343 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);
8346 case Q3DEFORM_NORMAL:
8347 // deform the normals to make reflections wavey
8348 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8349 rsurface.batchnormal3f_vertexbuffer = NULL;
8350 rsurface.batchnormal3f_bufferoffset = 0;
8351 for (j = 0;j < batchnumvertices;j++)
8354 float *normal = rsurface.batchnormal3f + 3*j;
8355 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
8356 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8357 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8358 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8359 VectorNormalize(normal);
8361 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8363 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8364 // rsurface.batchsvector3f_vertexbuffer = NULL;
8365 // rsurface.batchsvector3f_bufferoffset = 0;
8366 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8367 // rsurface.batchtvector3f_vertexbuffer = NULL;
8368 // rsurface.batchtvector3f_bufferoffset = 0;
8369 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);
8373 // deform vertex array to make wavey water and flags and such
8374 waveparms[0] = deform->waveparms[0];
8375 waveparms[1] = deform->waveparms[1];
8376 waveparms[2] = deform->waveparms[2];
8377 waveparms[3] = deform->waveparms[3];
8378 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
8379 break; // if wavefunc is a nop, don't make a dynamic vertex array
8380 // this is how a divisor of vertex influence on deformation
8381 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
8382 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8383 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8384 // rsurface.batchvertex3f_vertexbuffer = NULL;
8385 // rsurface.batchvertex3f_bufferoffset = 0;
8386 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8387 // rsurface.batchnormal3f_vertexbuffer = NULL;
8388 // rsurface.batchnormal3f_bufferoffset = 0;
8389 for (j = 0;j < batchnumvertices;j++)
8391 // if the wavefunc depends on time, evaluate it per-vertex
8394 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
8395 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8397 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8399 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8400 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8401 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8403 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8404 // rsurface.batchsvector3f_vertexbuffer = NULL;
8405 // rsurface.batchsvector3f_bufferoffset = 0;
8406 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8407 // rsurface.batchtvector3f_vertexbuffer = NULL;
8408 // rsurface.batchtvector3f_bufferoffset = 0;
8409 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);
8412 case Q3DEFORM_BULGE:
8413 // deform vertex array to make the surface have moving bulges
8414 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8415 // rsurface.batchvertex3f_vertexbuffer = NULL;
8416 // rsurface.batchvertex3f_bufferoffset = 0;
8417 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8418 // rsurface.batchnormal3f_vertexbuffer = NULL;
8419 // rsurface.batchnormal3f_bufferoffset = 0;
8420 for (j = 0;j < batchnumvertices;j++)
8422 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
8423 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8425 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8426 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8427 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8429 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8430 // rsurface.batchsvector3f_vertexbuffer = NULL;
8431 // rsurface.batchsvector3f_bufferoffset = 0;
8432 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8433 // rsurface.batchtvector3f_vertexbuffer = NULL;
8434 // rsurface.batchtvector3f_bufferoffset = 0;
8435 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);
8439 // deform vertex array
8440 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8441 break; // if wavefunc is a nop, don't make a dynamic vertex array
8442 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
8443 VectorScale(deform->parms, scale, waveparms);
8444 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8445 // rsurface.batchvertex3f_vertexbuffer = NULL;
8446 // rsurface.batchvertex3f_bufferoffset = 0;
8447 for (j = 0;j < batchnumvertices;j++)
8448 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
8453 if (rsurface.batchtexcoordtexture2f && rsurface.texture->materialshaderpass)
8455 // generate texcoords based on the chosen texcoord source
8456 switch(rsurface.texture->materialshaderpass->tcgen.tcgen)
8459 case Q3TCGEN_TEXTURE:
8461 case Q3TCGEN_LIGHTMAP:
8462 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8463 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8464 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8465 if (rsurface.batchtexcoordlightmap2f)
8466 memcpy(rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f, batchnumvertices * sizeof(float[2]));
8468 case Q3TCGEN_VECTOR:
8469 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8470 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8471 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8472 for (j = 0;j < batchnumvertices;j++)
8474 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms);
8475 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms + 3);
8478 case Q3TCGEN_ENVIRONMENT:
8479 // make environment reflections using a spheremap
8480 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8481 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8482 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8483 for (j = 0;j < batchnumvertices;j++)
8485 // identical to Q3A's method, but executed in worldspace so
8486 // carried models can be shiny too
8488 float viewer[3], d, reflected[3], worldreflected[3];
8490 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
8491 // VectorNormalize(viewer);
8493 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
8495 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
8496 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
8497 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
8498 // note: this is proportinal to viewer, so we can normalize later
8500 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
8501 VectorNormalize(worldreflected);
8503 // note: this sphere map only uses world x and z!
8504 // so positive and negative y will LOOK THE SAME.
8505 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
8506 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
8510 // the only tcmod that needs software vertex processing is turbulent, so
8511 // check for it here and apply the changes if needed
8512 // and we only support that as the first one
8513 // (handling a mixture of turbulent and other tcmods would be problematic
8514 // without punting it entirely to a software path)
8515 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8517 amplitude = rsurface.texture->materialshaderpass->tcmods[0].parms[1];
8518 animpos = rsurface.texture->materialshaderpass->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->materialshaderpass->tcmods[0].parms[3];
8519 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8520 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8521 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8522 for (j = 0;j < batchnumvertices;j++)
8524 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);
8525 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
8531 void RSurf_DrawBatch(void)
8533 // sometimes a zero triangle surface (usually a degenerate patch) makes it
8534 // through the pipeline, killing it earlier in the pipeline would have
8535 // per-surface overhead rather than per-batch overhead, so it's best to
8536 // reject it here, before it hits glDraw.
8537 if (rsurface.batchnumtriangles == 0)
8540 // batch debugging code
8541 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
8547 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
8548 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
8551 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
8553 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
8555 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
8556 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);
8563 if (rsurface.batchmultidraw)
8565 // issue multiple draws rather than copying index data
8566 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
8567 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
8568 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
8569 for (i = 0;i < numsurfaces;)
8571 // combine consecutive surfaces as one draw
8572 for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
8573 if (surfacelist[j] != surfacelist[k] + 1)
8575 firstvertex = surfacelist[i]->num_firstvertex;
8576 endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
8577 firsttriangle = surfacelist[i]->num_firsttriangle;
8578 endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
8579 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);
8585 // there is only one consecutive run of index data (may have been combined)
8586 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);
8590 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
8592 // pick the closest matching water plane
8593 int planeindex, vertexindex, bestplaneindex = -1;
8597 r_waterstate_waterplane_t *p;
8598 qbool prepared = false;
8600 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
8602 if(p->camera_entity != rsurface.texture->camera_entity)
8607 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
8609 if(rsurface.batchnumvertices == 0)
8612 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
8614 Matrix4x4_Transform(&rsurface.matrix, v, vert);
8615 d += fabs(PlaneDiff(vert, &p->plane));
8617 if (bestd > d || bestplaneindex < 0)
8620 bestplaneindex = planeindex;
8623 return bestplaneindex;
8624 // NOTE: this MAY return a totally unrelated water plane; we can ignore
8625 // this situation though, as it might be better to render single larger
8626 // batches with useless stuff (backface culled for example) than to
8627 // render multiple smaller batches
8630 void RSurf_SetupDepthAndCulling(void)
8632 // submodels are biased to avoid z-fighting with world surfaces that they
8633 // may be exactly overlapping (avoids z-fighting artifacts on certain
8634 // doors and things in Quake maps)
8635 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
8636 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
8637 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
8638 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
8641 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8645 float p[3], mins[3], maxs[3];
8647 // transparent sky would be ridiculous
8648 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
8650 R_SetupShader_Generic_NoTexture(false, false);
8651 skyrenderlater = true;
8652 RSurf_SetupDepthAndCulling();
8655 // add the vertices of the surfaces to a world bounding box so we can scissor the sky render later
8656 if (r_sky_scissor.integer)
8658 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
8659 for (j = 0, v = rsurface.batchvertex3f + 3 * rsurface.batchfirstvertex; j < rsurface.batchnumvertices; j++, v += 3)
8661 Matrix4x4_Transform(&rsurface.matrix, v, p);
8664 if (mins[0] > p[0]) mins[0] = p[0];
8665 if (mins[1] > p[1]) mins[1] = p[1];
8666 if (mins[2] > p[2]) mins[2] = p[2];
8667 if (maxs[0] < p[0]) maxs[0] = p[0];
8668 if (maxs[1] < p[1]) maxs[1] = p[1];
8669 if (maxs[2] < p[2]) maxs[2] = p[2];
8673 VectorCopy(p, mins);
8674 VectorCopy(p, maxs);
8677 if (!R_ScissorForBBox(mins, maxs, scissor))
8681 if (skyscissor[0] > scissor[0])
8683 skyscissor[2] += skyscissor[0] - scissor[0];
8684 skyscissor[0] = scissor[0];
8686 if (skyscissor[1] > scissor[1])
8688 skyscissor[3] += skyscissor[1] - scissor[1];
8689 skyscissor[1] = scissor[1];
8691 if (skyscissor[0] + skyscissor[2] < scissor[0] + scissor[2])
8692 skyscissor[2] = scissor[0] + scissor[2] - skyscissor[0];
8693 if (skyscissor[1] + skyscissor[3] < scissor[1] + scissor[3])
8694 skyscissor[3] = scissor[1] + scissor[3] - skyscissor[1];
8697 Vector4Copy(scissor, skyscissor);
8701 // LadyHavoc: HalfLife maps have freaky skypolys so don't use
8702 // skymasking on them, and Quake3 never did sky masking (unlike
8703 // software Quake and software Quake2), so disable the sky masking
8704 // in Quake3 maps as it causes problems with q3map2 sky tricks,
8705 // and skymasking also looks very bad when noclipping outside the
8706 // level, so don't use it then either.
8707 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.skymasking && (r_refdef.scene.worldmodel->brush.isq3bsp ? r_q3bsp_renderskydepth.integer : r_q1bsp_skymasking.integer) && !r_refdef.viewcache.world_novis && !r_trippy.integer)
8709 R_Mesh_ResetTextureState();
8710 if (skyrendermasked)
8712 R_SetupShader_DepthOrShadow(false, false, false);
8713 // depth-only (masking)
8714 GL_ColorMask(0, 0, 0, 0);
8715 // just to make sure that braindead drivers don't draw
8716 // anything despite that colormask...
8717 GL_BlendFunc(GL_ZERO, GL_ONE);
8718 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8719 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8723 R_SetupShader_Generic_NoTexture(false, false);
8725 GL_BlendFunc(GL_ONE, GL_ZERO);
8726 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
8727 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
8728 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
8731 if (skyrendermasked)
8732 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8734 R_Mesh_ResetTextureState();
8735 GL_Color(1, 1, 1, 1);
8738 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
8739 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
8740 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qbool writedepth, qbool prepass, qbool ui)
8742 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
8746 // render screenspace normalmap to texture
8748 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false, false);
8753 // bind lightmap texture
8755 // water/refraction/reflection/camera surfaces have to be handled specially
8756 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
8758 int start, end, startplaneindex;
8759 for (start = 0;start < texturenumsurfaces;start = end)
8761 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
8762 if(startplaneindex < 0)
8764 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
8765 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
8769 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
8771 // now that we have a batch using the same planeindex, render it
8772 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
8774 // render water or distortion background
8776 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false, false);
8778 // blend surface on top
8779 GL_DepthMask(false);
8780 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false, false);
8783 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
8785 // render surface with reflection texture as input
8786 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8787 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false, false);
8794 // render surface batch normally
8795 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8796 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0 || ui, ui);
8800 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qbool writedepth)
8804 int texturesurfaceindex;
8806 const msurface_t *surface;
8807 float surfacecolor4f[4];
8809 // R_Mesh_ResetTextureState();
8810 R_SetupShader_Generic_NoTexture(false, false);
8812 GL_BlendFunc(GL_ONE, GL_ZERO);
8813 GL_DepthMask(writedepth);
8815 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ALWAYSCOPY, texturenumsurfaces, texturesurfacelist);
8817 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
8819 surface = texturesurfacelist[texturesurfaceindex];
8820 k = (int)(((size_t)surface) / sizeof(msurface_t));
8821 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
8822 for (j = 0;j < surface->num_vertices;j++)
8824 Vector4Copy(surfacecolor4f, rsurface.batchlightmapcolor4f + 4 * vi);
8828 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f);
8832 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qbool writedepth, qbool prepass, qbool ui)
8835 RSurf_SetupDepthAndCulling();
8836 if (r_showsurfaces.integer && r_refdef.view.showdebug)
8838 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
8841 switch (vid.renderpath)
8843 case RENDERPATH_GL32:
8844 case RENDERPATH_GLES2:
8845 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
8851 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8854 int texturenumsurfaces, endsurface;
8856 const msurface_t *surface;
8857 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
8859 RSurf_ActiveModelEntity(ent, true, true, false);
8861 if (r_transparentdepthmasking.integer)
8863 qbool setup = false;
8864 for (i = 0;i < numsurfaces;i = j)
8867 surface = rsurface.modelsurfaces + surfacelist[i];
8868 texture = surface->texture;
8869 rsurface.texture = R_GetCurrentTexture(texture);
8870 rsurface.lightmaptexture = NULL;
8871 rsurface.deluxemaptexture = NULL;
8872 rsurface.uselightmaptexture = false;
8873 // scan ahead until we find a different texture
8874 endsurface = min(i + 1024, numsurfaces);
8875 texturenumsurfaces = 0;
8876 texturesurfacelist[texturenumsurfaces++] = surface;
8877 for (;j < endsurface;j++)
8879 surface = rsurface.modelsurfaces + surfacelist[j];
8880 if (texture != surface->texture)
8882 texturesurfacelist[texturenumsurfaces++] = surface;
8884 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
8886 // render the range of surfaces as depth
8890 GL_ColorMask(0,0,0,0);
8893 GL_BlendFunc(GL_ONE, GL_ZERO);
8895 // R_Mesh_ResetTextureState();
8897 RSurf_SetupDepthAndCulling();
8898 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8899 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
8900 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8904 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8907 for (i = 0;i < numsurfaces;i = j)
8910 surface = rsurface.modelsurfaces + surfacelist[i];
8911 texture = surface->texture;
8912 rsurface.texture = R_GetCurrentTexture(texture);
8913 // scan ahead until we find a different texture
8914 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
8915 texturenumsurfaces = 0;
8916 texturesurfacelist[texturenumsurfaces++] = surface;
8917 rsurface.lightmaptexture = surface->lightmaptexture;
8918 rsurface.deluxemaptexture = surface->deluxemaptexture;
8919 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
8920 for (;j < endsurface;j++)
8922 surface = rsurface.modelsurfaces + surfacelist[j];
8923 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
8925 texturesurfacelist[texturenumsurfaces++] = surface;
8927 // render the range of surfaces
8928 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false, false);
8930 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
8933 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8935 // transparent surfaces get pushed off into the transparent queue
8936 int surfacelistindex;
8937 const msurface_t *surface;
8938 vec3_t tempcenter, center;
8939 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
8941 surface = texturesurfacelist[surfacelistindex];
8942 if (r_transparent_sortsurfacesbynearest.integer)
8944 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
8945 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
8946 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
8950 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
8951 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
8952 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
8954 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
8955 if (rsurface.entity->transparent_offset) // transparent offset
8957 center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
8958 center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
8959 center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
8961 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);
8965 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8967 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
8969 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
8971 RSurf_SetupDepthAndCulling();
8972 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8973 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8974 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
8978 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qbool writedepth, qbool depthonly, qbool prepass, qbool ui)
8982 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
8984 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
8987 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
8989 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
8990 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
8992 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
8994 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
8995 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
8996 else if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
8998 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
9000 // in the deferred case, transparent surfaces were queued during prepass
9001 if (!r_shadow_usingdeferredprepass)
9002 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
9006 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
9007 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass, ui);
9012 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qbool writedepth, qbool depthonly, qbool prepass, qbool ui)
9016 R_FrameData_SetMark();
9017 // break the surface list down into batches by texture and use of lightmapping
9018 for (i = 0;i < numsurfaces;i = j)
9021 // texture is the base texture pointer, rsurface.texture is the
9022 // current frame/skin the texture is directing us to use (for example
9023 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
9024 // use skin 1 instead)
9025 texture = surfacelist[i]->texture;
9026 rsurface.texture = R_GetCurrentTexture(texture);
9027 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
9029 // if this texture is not the kind we want, skip ahead to the next one
9030 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
9034 if(depthonly || prepass)
9036 rsurface.lightmaptexture = NULL;
9037 rsurface.deluxemaptexture = NULL;
9038 rsurface.uselightmaptexture = false;
9039 // simply scan ahead until we find a different texture or lightmap state
9040 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
9045 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
9046 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
9047 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
9048 // simply scan ahead until we find a different texture or lightmap state
9049 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
9052 // render the range of surfaces
9053 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass, ui);
9055 R_FrameData_ReturnToMark();
9058 float locboxvertex3f[6*4*3] =
9060 1,0,1, 1,0,0, 1,1,0, 1,1,1,
9061 0,1,1, 0,1,0, 0,0,0, 0,0,1,
9062 1,1,1, 1,1,0, 0,1,0, 0,1,1,
9063 0,0,1, 0,0,0, 1,0,0, 1,0,1,
9064 0,0,1, 1,0,1, 1,1,1, 0,1,1,
9065 1,0,0, 0,0,0, 0,1,0, 1,1,0
9068 unsigned short locboxelements[6*2*3] =
9078 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9081 cl_locnode_t *loc = (cl_locnode_t *)ent;
9083 float vertex3f[6*4*3];
9085 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9086 GL_DepthMask(false);
9087 GL_DepthRange(0, 1);
9088 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9090 GL_CullFace(GL_NONE);
9091 R_EntityMatrix(&identitymatrix);
9093 // R_Mesh_ResetTextureState();
9096 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9097 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9098 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9099 surfacelist[0] < 0 ? 0.5f : 0.125f);
9101 if (VectorCompare(loc->mins, loc->maxs))
9103 VectorSet(size, 2, 2, 2);
9104 VectorMA(loc->mins, -0.5f, size, mins);
9108 VectorCopy(loc->mins, mins);
9109 VectorSubtract(loc->maxs, loc->mins, size);
9112 for (i = 0;i < 6*4*3;)
9113 for (j = 0;j < 3;j++, i++)
9114 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
9116 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
9117 R_SetupShader_Generic_NoTexture(false, false);
9118 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
9121 void R_DrawLocs(void)
9124 cl_locnode_t *loc, *nearestloc;
9126 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
9127 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
9129 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
9130 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
9134 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
9136 if (decalsystem->decals)
9137 Mem_Free(decalsystem->decals);
9138 memset(decalsystem, 0, sizeof(*decalsystem));
9141 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, unsigned int decalsequence)
9147 // expand or initialize the system
9148 if (decalsystem->maxdecals <= decalsystem->numdecals)
9150 decalsystem_t old = *decalsystem;
9151 qbool useshortelements;
9152 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
9153 useshortelements = decalsystem->maxdecals * 3 <= 65536;
9154 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)));
9155 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
9156 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
9157 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
9158 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
9159 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
9160 if (decalsystem->numdecals)
9161 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
9163 Mem_Free(old.decals);
9164 for (i = 0;i < decalsystem->maxdecals*3;i++)
9165 decalsystem->element3i[i] = i;
9166 if (useshortelements)
9167 for (i = 0;i < decalsystem->maxdecals*3;i++)
9168 decalsystem->element3s[i] = i;
9171 // grab a decal and search for another free slot for the next one
9172 decals = decalsystem->decals;
9173 decal = decalsystem->decals + (i = decalsystem->freedecal++);
9174 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
9176 decalsystem->freedecal = i;
9177 if (decalsystem->numdecals <= i)
9178 decalsystem->numdecals = i + 1;
9180 // initialize the decal
9182 decal->triangleindex = triangleindex;
9183 decal->surfaceindex = surfaceindex;
9184 decal->decalsequence = decalsequence;
9185 decal->color4f[0][0] = c0[0];
9186 decal->color4f[0][1] = c0[1];
9187 decal->color4f[0][2] = c0[2];
9188 decal->color4f[0][3] = 1;
9189 decal->color4f[1][0] = c1[0];
9190 decal->color4f[1][1] = c1[1];
9191 decal->color4f[1][2] = c1[2];
9192 decal->color4f[1][3] = 1;
9193 decal->color4f[2][0] = c2[0];
9194 decal->color4f[2][1] = c2[1];
9195 decal->color4f[2][2] = c2[2];
9196 decal->color4f[2][3] = 1;
9197 decal->vertex3f[0][0] = v0[0];
9198 decal->vertex3f[0][1] = v0[1];
9199 decal->vertex3f[0][2] = v0[2];
9200 decal->vertex3f[1][0] = v1[0];
9201 decal->vertex3f[1][1] = v1[1];
9202 decal->vertex3f[1][2] = v1[2];
9203 decal->vertex3f[2][0] = v2[0];
9204 decal->vertex3f[2][1] = v2[1];
9205 decal->vertex3f[2][2] = v2[2];
9206 decal->texcoord2f[0][0] = t0[0];
9207 decal->texcoord2f[0][1] = t0[1];
9208 decal->texcoord2f[1][0] = t1[0];
9209 decal->texcoord2f[1][1] = t1[1];
9210 decal->texcoord2f[2][0] = t2[0];
9211 decal->texcoord2f[2][1] = t2[1];
9212 TriangleNormal(v0, v1, v2, decal->plane);
9213 VectorNormalize(decal->plane);
9214 decal->plane[3] = DotProduct(v0, decal->plane);
9217 extern cvar_t cl_decals_bias;
9218 extern cvar_t cl_decals_models;
9219 extern cvar_t cl_decals_newsystem_intensitymultiplier;
9220 // baseparms, parms, temps
9221 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, unsigned int decalsequence, qbool dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
9226 const float *vertex3f;
9227 const float *normal3f;
9229 float points[2][9][3];
9236 e = rsurface.modelelement3i + 3*triangleindex;
9238 vertex3f = rsurface.modelvertex3f;
9239 normal3f = rsurface.modelnormal3f;
9243 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9245 index = 3*e[cornerindex];
9246 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
9251 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9253 index = 3*e[cornerindex];
9254 VectorCopy(vertex3f + index, v[cornerindex]);
9259 //TriangleNormal(v[0], v[1], v[2], normal);
9260 //if (DotProduct(normal, localnormal) < 0.0f)
9262 // clip by each of the box planes formed from the projection matrix
9263 // if anything survives, we emit the decal
9264 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]);
9267 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]);
9270 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]);
9273 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]);
9276 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]);
9279 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]);
9282 // some part of the triangle survived, so we have to accept it...
9285 // dynamic always uses the original triangle
9287 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9289 index = 3*e[cornerindex];
9290 VectorCopy(vertex3f + index, v[cornerindex]);
9293 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
9295 // convert vertex positions to texcoords
9296 Matrix4x4_Transform(projection, v[cornerindex], temp);
9297 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
9298 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
9299 // calculate distance fade from the projection origin
9300 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
9301 f = bound(0.0f, f, 1.0f);
9302 c[cornerindex][0] = r * f;
9303 c[cornerindex][1] = g * f;
9304 c[cornerindex][2] = b * f;
9305 c[cornerindex][3] = 1.0f;
9306 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
9309 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);
9311 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
9312 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);
9314 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, unsigned int decalsequence)
9316 matrix4x4_t projection;
9317 decalsystem_t *decalsystem;
9320 const msurface_t *surface;
9321 const msurface_t *surfaces;
9322 const texture_t *texture;
9326 float localorigin[3];
9327 float localnormal[3];
9335 int bih_triangles_count;
9336 int bih_triangles[256];
9337 int bih_surfaces[256];
9339 decalsystem = &ent->decalsystem;
9341 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
9343 R_DecalSystem_Reset(&ent->decalsystem);
9347 if (!model->brush.data_leafs && !cl_decals_models.integer)
9349 if (decalsystem->model)
9350 R_DecalSystem_Reset(decalsystem);
9354 if (decalsystem->model != model)
9355 R_DecalSystem_Reset(decalsystem);
9356 decalsystem->model = model;
9358 RSurf_ActiveModelEntity(ent, true, false, false);
9360 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
9361 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
9362 VectorNormalize(localnormal);
9363 localsize = worldsize*rsurface.inversematrixscale;
9364 localmins[0] = localorigin[0] - localsize;
9365 localmins[1] = localorigin[1] - localsize;
9366 localmins[2] = localorigin[2] - localsize;
9367 localmaxs[0] = localorigin[0] + localsize;
9368 localmaxs[1] = localorigin[1] + localsize;
9369 localmaxs[2] = localorigin[2] + localsize;
9371 //VectorCopy(localnormal, planes[4]);
9372 //VectorVectors(planes[4], planes[2], planes[0]);
9373 AnglesFromVectors(angles, localnormal, NULL, false);
9374 AngleVectors(angles, planes[0], planes[2], planes[4]);
9375 VectorNegate(planes[0], planes[1]);
9376 VectorNegate(planes[2], planes[3]);
9377 VectorNegate(planes[4], planes[5]);
9378 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
9379 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
9380 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
9381 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
9382 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
9383 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
9388 matrix4x4_t forwardprojection;
9389 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
9390 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
9395 float projectionvector[4][3];
9396 VectorScale(planes[0], ilocalsize, projectionvector[0]);
9397 VectorScale(planes[2], ilocalsize, projectionvector[1]);
9398 VectorScale(planes[4], ilocalsize, projectionvector[2]);
9399 projectionvector[0][0] = planes[0][0] * ilocalsize;
9400 projectionvector[0][1] = planes[1][0] * ilocalsize;
9401 projectionvector[0][2] = planes[2][0] * ilocalsize;
9402 projectionvector[1][0] = planes[0][1] * ilocalsize;
9403 projectionvector[1][1] = planes[1][1] * ilocalsize;
9404 projectionvector[1][2] = planes[2][1] * ilocalsize;
9405 projectionvector[2][0] = planes[0][2] * ilocalsize;
9406 projectionvector[2][1] = planes[1][2] * ilocalsize;
9407 projectionvector[2][2] = planes[2][2] * ilocalsize;
9408 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
9409 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
9410 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
9411 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
9415 dynamic = model->surfmesh.isanimated;
9416 surfaces = model->data_surfaces;
9419 bih_triangles_count = -1;
9422 if(model->render_bih.numleafs)
9423 bih = &model->render_bih;
9424 else if(model->collision_bih.numleafs)
9425 bih = &model->collision_bih;
9428 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
9429 if(bih_triangles_count == 0)
9431 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
9433 if(bih_triangles_count > 0)
9435 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
9437 surfaceindex = bih_surfaces[triangleindex];
9438 surface = surfaces + surfaceindex;
9439 texture = surface->texture;
9442 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9444 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9446 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
9451 for (surfaceindex = model->submodelsurfaces_start;surfaceindex < model->submodelsurfaces_end;surfaceindex++)
9453 surface = surfaces + surfaceindex;
9454 // check cull box first because it rejects more than any other check
9455 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
9457 // skip transparent surfaces
9458 texture = surface->texture;
9461 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9463 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9465 numtriangles = surface->num_triangles;
9466 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
9467 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
9472 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
9473 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, unsigned int decalsequence)
9475 int renderentityindex;
9478 entity_render_t *ent;
9480 worldmins[0] = worldorigin[0] - worldsize;
9481 worldmins[1] = worldorigin[1] - worldsize;
9482 worldmins[2] = worldorigin[2] - worldsize;
9483 worldmaxs[0] = worldorigin[0] + worldsize;
9484 worldmaxs[1] = worldorigin[1] + worldsize;
9485 worldmaxs[2] = worldorigin[2] + worldsize;
9487 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9489 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
9491 ent = r_refdef.scene.entities[renderentityindex];
9492 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
9495 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9499 typedef struct r_decalsystem_splatqueue_s
9506 unsigned int decalsequence;
9508 r_decalsystem_splatqueue_t;
9510 int r_decalsystem_numqueued = 0;
9511 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
9513 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)
9515 r_decalsystem_splatqueue_t *queue;
9517 if (r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
9520 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
9521 VectorCopy(worldorigin, queue->worldorigin);
9522 VectorCopy(worldnormal, queue->worldnormal);
9523 Vector4Set(queue->color, r, g, b, a);
9524 Vector4Set(queue->tcrange, s1, t1, s2, t2);
9525 queue->worldsize = worldsize;
9526 queue->decalsequence = cl.decalsequence++;
9529 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
9532 r_decalsystem_splatqueue_t *queue;
9534 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
9535 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);
9536 r_decalsystem_numqueued = 0;
9539 extern cvar_t cl_decals_max;
9540 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
9543 decalsystem_t *decalsystem = &ent->decalsystem;
9545 unsigned int killsequence;
9550 if (!decalsystem->numdecals)
9553 if (r_showsurfaces.integer)
9556 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9558 R_DecalSystem_Reset(decalsystem);
9562 killsequence = cl.decalsequence - bound(1, (unsigned int) cl_decals_max.integer, cl.decalsequence);
9563 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
9565 if (decalsystem->lastupdatetime)
9566 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
9569 decalsystem->lastupdatetime = r_refdef.scene.time;
9570 numdecals = decalsystem->numdecals;
9572 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9574 if (decal->color4f[0][3])
9576 decal->lived += frametime;
9577 if (killsequence > decal->decalsequence || decal->lived >= lifetime)
9579 memset(decal, 0, sizeof(*decal));
9580 if (decalsystem->freedecal > i)
9581 decalsystem->freedecal = i;
9585 decal = decalsystem->decals;
9586 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
9589 // collapse the array by shuffling the tail decals into the gaps
9592 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
9593 decalsystem->freedecal++;
9594 if (decalsystem->freedecal == numdecals)
9596 decal[decalsystem->freedecal] = decal[--numdecals];
9599 decalsystem->numdecals = numdecals;
9603 // if there are no decals left, reset decalsystem
9604 R_DecalSystem_Reset(decalsystem);
9608 extern skinframe_t *decalskinframe;
9609 static void R_DrawModelDecals_Entity(entity_render_t *ent)
9612 decalsystem_t *decalsystem = &ent->decalsystem;
9621 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
9624 numdecals = decalsystem->numdecals;
9628 if (r_showsurfaces.integer)
9631 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9633 R_DecalSystem_Reset(decalsystem);
9637 // if the model is static it doesn't matter what value we give for
9638 // wantnormals and wanttangents, so this logic uses only rules applicable
9639 // to a model, knowing that they are meaningless otherwise
9640 RSurf_ActiveModelEntity(ent, false, false, false);
9642 decalsystem->lastupdatetime = r_refdef.scene.time;
9644 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
9646 // update vertex positions for animated models
9647 v3f = decalsystem->vertex3f;
9648 c4f = decalsystem->color4f;
9649 t2f = decalsystem->texcoord2f;
9650 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9652 if (!decal->color4f[0][3])
9655 if (surfacevisible && !surfacevisible[decal->surfaceindex])
9659 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
9662 // update color values for fading decals
9663 if (decal->lived >= cl_decals_time.value)
9664 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
9668 c4f[ 0] = decal->color4f[0][0] * alpha;
9669 c4f[ 1] = decal->color4f[0][1] * alpha;
9670 c4f[ 2] = decal->color4f[0][2] * alpha;
9672 c4f[ 4] = decal->color4f[1][0] * alpha;
9673 c4f[ 5] = decal->color4f[1][1] * alpha;
9674 c4f[ 6] = decal->color4f[1][2] * alpha;
9676 c4f[ 8] = decal->color4f[2][0] * alpha;
9677 c4f[ 9] = decal->color4f[2][1] * alpha;
9678 c4f[10] = decal->color4f[2][2] * alpha;
9681 t2f[0] = decal->texcoord2f[0][0];
9682 t2f[1] = decal->texcoord2f[0][1];
9683 t2f[2] = decal->texcoord2f[1][0];
9684 t2f[3] = decal->texcoord2f[1][1];
9685 t2f[4] = decal->texcoord2f[2][0];
9686 t2f[5] = decal->texcoord2f[2][1];
9688 // update vertex positions for animated models
9689 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
9691 e = rsurface.modelelement3i + 3*decal->triangleindex;
9692 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
9693 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
9694 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
9698 VectorCopy(decal->vertex3f[0], v3f);
9699 VectorCopy(decal->vertex3f[1], v3f + 3);
9700 VectorCopy(decal->vertex3f[2], v3f + 6);
9703 if (r_refdef.fogenabled)
9705 alpha = RSurf_FogVertex(v3f);
9706 VectorScale(c4f, alpha, c4f);
9707 alpha = RSurf_FogVertex(v3f + 3);
9708 VectorScale(c4f + 4, alpha, c4f + 4);
9709 alpha = RSurf_FogVertex(v3f + 6);
9710 VectorScale(c4f + 8, alpha, c4f + 8);
9721 r_refdef.stats[r_stat_drawndecals] += numtris;
9723 // now render the decals all at once
9724 // (this assumes they all use one particle font texture!)
9725 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);
9726 // R_Mesh_ResetTextureState();
9727 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
9728 GL_DepthMask(false);
9729 GL_DepthRange(0, 1);
9730 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
9732 GL_CullFace(GL_NONE);
9733 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
9734 R_SetupShader_Generic(decalskinframe->base, false, false, false);
9735 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
9739 static void R_DrawModelDecals(void)
9743 // fade faster when there are too many decals
9744 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9745 for (i = 0;i < r_refdef.scene.numentities;i++)
9746 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9748 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
9749 for (i = 0;i < r_refdef.scene.numentities;i++)
9750 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9751 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
9753 R_DecalSystem_ApplySplatEntitiesQueue();
9755 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9756 for (i = 0;i < r_refdef.scene.numentities;i++)
9757 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9759 r_refdef.stats[r_stat_totaldecals] += numdecals;
9761 if (r_showsurfaces.integer || !r_drawdecals.integer)
9764 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
9766 for (i = 0;i < r_refdef.scene.numentities;i++)
9768 if (!r_refdef.viewcache.entityvisible[i])
9770 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9771 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
9775 static void R_DrawDebugModel(void)
9777 entity_render_t *ent = rsurface.entity;
9779 const msurface_t *surface;
9780 model_t *model = ent->model;
9782 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
9785 if (r_showoverdraw.value > 0)
9787 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
9788 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9789 R_SetupShader_Generic_NoTexture(false, false);
9790 GL_DepthTest(false);
9791 GL_DepthMask(false);
9792 GL_DepthRange(0, 1);
9793 GL_BlendFunc(GL_ONE, GL_ONE);
9794 for (j = model->submodelsurfaces_start;j < model->submodelsurfaces_end;j++)
9796 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9798 surface = model->data_surfaces + j;
9799 rsurface.texture = R_GetCurrentTexture(surface->texture);
9800 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9802 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9803 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9804 if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
9805 GL_Color(c, 0, 0, 1.0f);
9806 else if (ent == r_refdef.scene.worldentity)
9807 GL_Color(c, c, c, 1.0f);
9809 GL_Color(0, c, 0, 1.0f);
9810 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9814 rsurface.texture = NULL;
9817 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9819 // R_Mesh_ResetTextureState();
9820 R_SetupShader_Generic_NoTexture(false, false);
9821 GL_DepthRange(0, 1);
9822 GL_DepthTest(!r_showdisabledepthtest.integer);
9823 GL_DepthMask(false);
9824 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9826 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
9830 qbool cullbox = false;
9831 const q3mbrush_t *brush;
9832 const bih_t *bih = &model->collision_bih;
9833 const bih_leaf_t *bihleaf;
9834 float vertex3f[3][3];
9835 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
9836 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
9838 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
9840 switch (bihleaf->type)
9843 brush = model->brush.data_brushes + bihleaf->itemindex;
9844 if (brush->colbrushf && brush->colbrushf->numtriangles)
9846 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);
9847 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
9848 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
9851 case BIH_COLLISIONTRIANGLE:
9852 triangleindex = bihleaf->itemindex;
9853 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
9854 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
9855 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
9856 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);
9857 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9858 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9860 case BIH_RENDERTRIANGLE:
9861 triangleindex = bihleaf->itemindex;
9862 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
9863 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
9864 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
9865 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);
9866 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9867 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9873 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9876 if (r_showtris.value > 0 && qglPolygonMode)
9878 if (r_showdisabledepthtest.integer)
9880 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9881 GL_DepthMask(false);
9885 GL_BlendFunc(GL_ONE, GL_ZERO);
9888 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
9889 for (j = model->submodelsurfaces_start; j < model->submodelsurfaces_end; j++)
9891 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9893 surface = model->data_surfaces + j;
9894 rsurface.texture = R_GetCurrentTexture(surface->texture);
9895 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9897 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
9898 if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
9899 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
9900 else if (ent == r_refdef.scene.worldentity)
9901 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
9903 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
9904 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9908 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
9909 rsurface.texture = NULL;
9913 // FIXME! implement r_shownormals with just triangles
9914 if (r_shownormals.value != 0 && qglBegin)
9918 if (r_showdisabledepthtest.integer)
9920 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9921 GL_DepthMask(false);
9925 GL_BlendFunc(GL_ONE, GL_ZERO);
9928 for (j = model->submodelsurfaces_start; j < model->submodelsurfaces_end; j++)
9930 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9932 surface = model->data_surfaces + j;
9933 rsurface.texture = R_GetCurrentTexture(surface->texture);
9934 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9936 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
9938 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
9940 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9942 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9943 GL_Color(0, 0, r_refdef.view.colorscale, 1);
9944 qglVertex3f(v[0], v[1], v[2]);
9945 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
9946 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9947 qglVertex3f(v[0], v[1], v[2]);
9950 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
9952 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9954 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9955 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
9956 qglVertex3f(v[0], v[1], v[2]);
9957 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
9958 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9959 qglVertex3f(v[0], v[1], v[2]);
9962 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
9964 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9966 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9967 GL_Color(0, r_refdef.view.colorscale, 0, 1);
9968 qglVertex3f(v[0], v[1], v[2]);
9969 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
9970 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9971 qglVertex3f(v[0], v[1], v[2]);
9974 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
9976 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9978 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9979 GL_Color(0, 0, r_refdef.view.colorscale, 1);
9980 qglVertex3f(v[0], v[1], v[2]);
9981 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
9982 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9983 qglVertex3f(v[0], v[1], v[2]);
9990 rsurface.texture = NULL;
9996 int r_maxsurfacelist = 0;
9997 const msurface_t **r_surfacelist = NULL;
9998 void R_DrawModelSurfaces(entity_render_t *ent, qbool skysurfaces, qbool writedepth, qbool depthonly, qbool debug, qbool prepass, qbool ui)
10000 int i, j, flagsmask;
10001 model_t *model = ent->model;
10002 msurface_t *surfaces;
10003 unsigned char *update;
10004 int numsurfacelist = 0;
10008 if (r_maxsurfacelist < model->num_surfaces)
10010 r_maxsurfacelist = model->num_surfaces;
10012 Mem_Free((msurface_t **)r_surfacelist);
10013 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
10016 if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10017 RSurf_ActiveModelEntity(ent, false, false, false);
10019 RSurf_ActiveModelEntity(ent, true, true, true);
10020 else if (depthonly)
10021 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
10023 RSurf_ActiveModelEntity(ent, true, true, false);
10025 surfaces = model->data_surfaces;
10026 update = model->brushq1.lightmapupdateflags;
10028 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
10032 R_DrawDebugModel();
10033 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10037 // check if this is an empty model
10038 if (model->submodelsurfaces_start >= model->submodelsurfaces_end)
10041 rsurface.lightmaptexture = NULL;
10042 rsurface.deluxemaptexture = NULL;
10043 rsurface.uselightmaptexture = false;
10044 rsurface.texture = NULL;
10045 rsurface.rtlight = NULL;
10046 numsurfacelist = 0;
10048 // add visible surfaces to draw list
10049 if (ent == r_refdef.scene.worldentity)
10051 // for the world entity, check surfacevisible
10052 for (i = model->submodelsurfaces_start;i < model->submodelsurfaces_end;i++)
10054 j = model->modelsurfaces_sorted[i];
10055 if (r_refdef.viewcache.world_surfacevisible[j])
10056 r_surfacelist[numsurfacelist++] = surfaces + j;
10059 // don't do anything if there were no surfaces added (none of the world entity is visible)
10060 if (!numsurfacelist)
10062 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10068 // for ui we have to preserve the order of surfaces (not using sortedmodelsurfaces)
10069 for (i = model->submodelsurfaces_start; i < model->submodelsurfaces_end; i++)
10070 r_surfacelist[numsurfacelist++] = surfaces + i;
10074 // add all surfaces
10075 for (i = model->submodelsurfaces_start; i < model->submodelsurfaces_end; i++)
10076 r_surfacelist[numsurfacelist++] = surfaces + model->modelsurfaces_sorted[i];
10080 * Mark lightmaps as dirty if their lightstyle's value changed. We do this by
10081 * using style chains because most styles do not change on most frames, and most
10082 * surfaces do not have styles on them. Mods like Arcane Dimensions (e.g. ad_necrokeep)
10083 * break this rule and animate most surfaces.
10085 if (update && !skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.scene.lightmapintensity > 0 && r_q1bsp_lightmap_updates_enabled.integer)
10087 model_brush_lightstyleinfo_t *style;
10089 // For each lightstyle, check if its value changed and mark the lightmaps as dirty if so
10090 for (i = 0, style = model->brushq1.data_lightstyleinfo; i < model->brushq1.num_lightstyles; i++, style++)
10092 if (style->value != r_refdef.scene.lightstylevalue[style->style])
10094 int* list = style->surfacelist;
10095 style->value = r_refdef.scene.lightstylevalue[style->style];
10096 // Value changed - mark the surfaces belonging to this style chain as dirty
10097 for (j = 0; j < style->numsurfaces; j++)
10098 update[list[j]] = true;
10101 // Now check if update flags are set on any surfaces that are visible
10102 if (r_q1bsp_lightmap_updates_hidden_surfaces.integer)
10105 * We can do less frequent texture uploads (approximately 10hz for animated
10106 * lightstyles) by rebuilding lightmaps on surfaces that are not currently visible.
10107 * For optimal efficiency, this includes the submodels of the worldmodel, so we
10108 * use model->num_surfaces, not nummodelsurfaces.
10110 for (i = 0; i < model->num_surfaces;i++)
10112 R_BuildLightMap(ent, surfaces + i, r_q1bsp_lightmap_updates_combine.integer);
10116 for (i = 0; i < numsurfacelist; i++)
10117 if (update[r_surfacelist[i] - surfaces])
10118 R_BuildLightMap(ent, (msurface_t *)r_surfacelist[i], r_q1bsp_lightmap_updates_combine.integer);
10122 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass, ui);
10124 // add to stats if desired
10125 if (r_speeds.integer && !skysurfaces && !depthonly)
10127 r_refdef.stats[r_stat_entities_surfaces] += numsurfacelist;
10128 for (j = 0;j < numsurfacelist;j++)
10129 r_refdef.stats[r_stat_entities_triangles] += r_surfacelist[j]->num_triangles;
10132 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10135 void R_DebugLine(vec3_t start, vec3_t end)
10137 model_t *mod = CL_Mesh_UI();
10139 int e0, e1, e2, e3;
10140 float offsetx, offsety, x1, y1, x2, y2, width = 1.0f;
10141 float r1 = 1.0f, g1 = 0.0f, b1 = 0.0f, alpha1 = 0.25f;
10142 float r2 = 1.0f, g2 = 1.0f, b2 = 0.0f, alpha2 = 0.25f;
10145 // transform to screen coords first
10146 Vector4Set(w[0], start[0], start[1], start[2], 1);
10147 Vector4Set(w[1], end[0], end[1], end[2], 1);
10148 R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[0], s[0]);
10149 R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[1], s[1]);
10150 x1 = s[0][0] * vid_conwidth.value / vid.width;
10151 y1 = (vid.height - s[0][1]) * vid_conheight.value / vid.height;
10152 x2 = s[1][0] * vid_conwidth.value / vid.width;
10153 y2 = (vid.height - s[1][1]) * vid_conheight.value / vid.height;
10154 //Con_DPrintf("R_DebugLine: %.0f,%.0f to %.0f,%.0f\n", x1, y1, x2, y2);
10156 // add the line to the UI mesh for drawing later
10158 // width is measured in real pixels
10159 if (fabs(x2 - x1) > fabs(y2 - y1))
10162 offsety = 0.5f * width * vid_conheight.value / vid.height;
10166 offsetx = 0.5f * width * vid_conwidth.value / vid.width;
10169 surf = Mod_Mesh_AddSurface(mod, Mod_Mesh_GetTexture(mod, "white", 0, 0, MATERIALFLAG_WALL | MATERIALFLAG_VERTEXCOLOR | MATERIALFLAG_ALPHAGEN_VERTEX | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW), true);
10170 e0 = Mod_Mesh_IndexForVertex(mod, surf, x1 - offsetx, y1 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10171 e1 = Mod_Mesh_IndexForVertex(mod, surf, x2 - offsetx, y2 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10172 e2 = Mod_Mesh_IndexForVertex(mod, surf, x2 + offsetx, y2 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10173 e3 = Mod_Mesh_IndexForVertex(mod, surf, x1 + offsetx, y1 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10174 Mod_Mesh_AddTriangle(mod, surf, e0, e1, e2);
10175 Mod_Mesh_AddTriangle(mod, surf, e0, e2, e3);
10180 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qbool writedepth, qbool prepass, qbool ui)
10182 static texture_t texture;
10184 // fake enough texture and surface state to render this geometry
10186 texture.update_lastrenderframe = -1; // regenerate this texture
10187 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
10188 texture.basealpha = 1.0f;
10189 texture.currentskinframe = skinframe;
10190 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
10191 texture.offsetmapping = OFFSETMAPPING_OFF;
10192 texture.offsetscale = 1;
10193 texture.specularscalemod = 1;
10194 texture.specularpowermod = 1;
10195 texture.transparentsort = TRANSPARENTSORT_DISTANCE;
10197 R_DrawCustomSurface_Texture(&texture, texmatrix, materialflags, firstvertex, numvertices, firsttriangle, numtriangles, writedepth, prepass, ui);
10200 void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qbool writedepth, qbool prepass, qbool ui)
10202 static msurface_t surface;
10203 const msurface_t *surfacelist = &surface;
10205 // fake enough texture and surface state to render this geometry
10206 surface.texture = texture;
10207 surface.num_triangles = numtriangles;
10208 surface.num_firsttriangle = firsttriangle;
10209 surface.num_vertices = numvertices;
10210 surface.num_firstvertex = firstvertex;
10213 rsurface.texture = R_GetCurrentTexture(surface.texture);
10214 rsurface.lightmaptexture = NULL;
10215 rsurface.deluxemaptexture = NULL;
10216 rsurface.uselightmaptexture = false;
10217 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass, ui);