2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
30 #include "dpsoftrast.h"
34 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
37 mempool_t *r_main_mempool;
38 rtexturepool_t *r_main_texturepool;
40 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
42 static qboolean r_loadnormalmap;
43 static qboolean r_loadgloss;
45 static qboolean r_loaddds;
46 static qboolean r_savedds;
53 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended"};
54 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended"};
55 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
56 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
57 cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
58 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
59 cvar_t r_motionblur_velocityfactor = {CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
60 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
61 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
62 cvar_t r_motionblur_mousefactor = {CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
63 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
64 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
66 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
67 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
68 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
69 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
70 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
72 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
73 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
74 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
75 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
76 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
77 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
78 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
79 cvar_t r_transparent_alphatocoverage = {0, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
80 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
81 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
82 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
83 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
84 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
85 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
86 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
87 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
88 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
89 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
90 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
91 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
92 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
93 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
94 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
95 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
96 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
97 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
98 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
99 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
100 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
101 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
102 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
103 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
104 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
106 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
107 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
108 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
110 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
111 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
112 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
113 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
114 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
115 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
116 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
117 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
118 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
119 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
120 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
121 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
122 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
123 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
124 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
125 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
126 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
127 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
128 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
129 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
130 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
131 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
132 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
134 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
135 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
136 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
137 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
138 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
139 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
140 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
141 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
143 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
144 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
146 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
147 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
148 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
150 cvar_t r_viewfbo = {CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
151 cvar_t r_viewscale = {CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
152 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
153 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
154 cvar_t r_viewscale_fpsscaling_multiply = {CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
155 cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
156 cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
157 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
159 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
160 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
161 cvar_t r_glsl_offsetmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
162 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
163 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
164 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
165 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
166 cvar_t r_glsl_offsetmapping_lod = {CVAR_SAVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
167 cvar_t r_glsl_offsetmapping_lod_distance = {CVAR_SAVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
168 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
169 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
170 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
171 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
172 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
173 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
174 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
175 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
176 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
178 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
179 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
180 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
181 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
182 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
183 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
184 cvar_t r_water_lowquality = {0, "r_water_lowquality", "0", "special option to accelerate water rendering, 1 disables shadows and particles, 2 disables all dynamic lights"};
185 cvar_t r_water_hideplayer = {CVAR_SAVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
186 cvar_t r_water_fbo = {CVAR_SAVE, "r_water_fbo", "1", "enables use of render to texture for water effects, otherwise copy to texture is used (slower)"};
188 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
189 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
190 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
191 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
193 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
194 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
196 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
197 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
198 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
199 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
200 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
202 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
203 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
204 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
205 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
206 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
207 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
208 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
209 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
210 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
211 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
213 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
215 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
217 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
219 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
221 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
222 cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
224 cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer."};
226 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
228 extern cvar_t v_glslgamma;
229 extern cvar_t v_glslgamma_2d;
231 extern qboolean v_flipped_state;
233 r_framebufferstate_t r_fb;
235 /// shadow volume bsp struct with automatically growing nodes buffer
238 rtexture_t *r_texture_blanknormalmap;
239 rtexture_t *r_texture_white;
240 rtexture_t *r_texture_grey128;
241 rtexture_t *r_texture_black;
242 rtexture_t *r_texture_notexture;
243 rtexture_t *r_texture_whitecube;
244 rtexture_t *r_texture_normalizationcube;
245 rtexture_t *r_texture_fogattenuation;
246 rtexture_t *r_texture_fogheighttexture;
247 rtexture_t *r_texture_gammaramps;
248 unsigned int r_texture_gammaramps_serial;
249 //rtexture_t *r_texture_fogintensity;
250 rtexture_t *r_texture_reflectcube;
252 // TODO: hash lookups?
253 typedef struct cubemapinfo_s
260 int r_texture_numcubemaps;
261 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
263 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
264 unsigned int r_numqueries;
265 unsigned int r_maxqueries;
267 typedef struct r_qwskincache_s
269 char name[MAX_QPATH];
270 skinframe_t *skinframe;
274 static r_qwskincache_t *r_qwskincache;
275 static int r_qwskincache_size;
277 /// vertex coordinates for a quad that covers the screen exactly
278 extern const float r_screenvertex3f[12];
279 extern const float r_d3dscreenvertex3f[12];
280 const float r_screenvertex3f[12] =
287 const float r_d3dscreenvertex3f[12] =
295 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
298 for (i = 0;i < verts;i++)
309 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
312 for (i = 0;i < verts;i++)
322 // FIXME: move this to client?
325 if (gamemode == GAME_NEHAHRA)
327 Cvar_Set("gl_fogenable", "0");
328 Cvar_Set("gl_fogdensity", "0.2");
329 Cvar_Set("gl_fogred", "0.3");
330 Cvar_Set("gl_foggreen", "0.3");
331 Cvar_Set("gl_fogblue", "0.3");
333 r_refdef.fog_density = 0;
334 r_refdef.fog_red = 0;
335 r_refdef.fog_green = 0;
336 r_refdef.fog_blue = 0;
337 r_refdef.fog_alpha = 1;
338 r_refdef.fog_start = 0;
339 r_refdef.fog_end = 16384;
340 r_refdef.fog_height = 1<<30;
341 r_refdef.fog_fadedepth = 128;
342 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
345 static void R_BuildBlankTextures(void)
347 unsigned char data[4];
348 data[2] = 128; // normal X
349 data[1] = 128; // normal Y
350 data[0] = 255; // normal Z
351 data[3] = 255; // height
352 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
357 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
362 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
367 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
370 static void R_BuildNoTexture(void)
373 unsigned char pix[16][16][4];
374 // this makes a light grey/dark grey checkerboard texture
375 for (y = 0;y < 16;y++)
377 for (x = 0;x < 16;x++)
379 if ((y < 8) ^ (x < 8))
395 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
398 static void R_BuildWhiteCube(void)
400 unsigned char data[6*1*1*4];
401 memset(data, 255, sizeof(data));
402 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
405 static void R_BuildNormalizationCube(void)
409 vec_t s, t, intensity;
412 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
413 for (side = 0;side < 6;side++)
415 for (y = 0;y < NORMSIZE;y++)
417 for (x = 0;x < NORMSIZE;x++)
419 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
420 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
455 intensity = 127.0f / sqrt(DotProduct(v, v));
456 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
457 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
458 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
459 data[((side*64+y)*64+x)*4+3] = 255;
463 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
467 static void R_BuildFogTexture(void)
471 unsigned char data1[FOGWIDTH][4];
472 //unsigned char data2[FOGWIDTH][4];
475 r_refdef.fogmasktable_start = r_refdef.fog_start;
476 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
477 r_refdef.fogmasktable_range = r_refdef.fogrange;
478 r_refdef.fogmasktable_density = r_refdef.fog_density;
480 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
481 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
483 d = (x * r - r_refdef.fogmasktable_start);
484 if(developer_extra.integer)
485 Con_DPrintf("%f ", d);
487 if (r_fog_exp2.integer)
488 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
490 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
491 if(developer_extra.integer)
492 Con_DPrintf(" : %f ", alpha);
493 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
494 if(developer_extra.integer)
495 Con_DPrintf(" = %f\n", alpha);
496 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
499 for (x = 0;x < FOGWIDTH;x++)
501 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
506 //data2[x][0] = 255 - b;
507 //data2[x][1] = 255 - b;
508 //data2[x][2] = 255 - b;
511 if (r_texture_fogattenuation)
513 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
514 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
518 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
519 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
523 static void R_BuildFogHeightTexture(void)
525 unsigned char *inpixels;
533 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
534 if (r_refdef.fogheighttexturename[0])
535 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
538 r_refdef.fog_height_tablesize = 0;
539 if (r_texture_fogheighttexture)
540 R_FreeTexture(r_texture_fogheighttexture);
541 r_texture_fogheighttexture = NULL;
542 if (r_refdef.fog_height_table2d)
543 Mem_Free(r_refdef.fog_height_table2d);
544 r_refdef.fog_height_table2d = NULL;
545 if (r_refdef.fog_height_table1d)
546 Mem_Free(r_refdef.fog_height_table1d);
547 r_refdef.fog_height_table1d = NULL;
551 r_refdef.fog_height_tablesize = size;
552 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
553 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
554 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
556 // LordHavoc: now the magic - what is that table2d for? it is a cooked
557 // average fog color table accounting for every fog layer between a point
558 // and the camera. (Note: attenuation is handled separately!)
559 for (y = 0;y < size;y++)
561 for (x = 0;x < size;x++)
567 for (j = x;j <= y;j++)
569 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
575 for (j = x;j >= y;j--)
577 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
582 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
583 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
584 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
585 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
588 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
591 //=======================================================================================================================================================
593 static const char *builtinshaderstring =
594 #include "shader_glsl.h"
597 const char *builtinhlslshaderstring =
598 #include "shader_hlsl.h"
601 char *glslshaderstring = NULL;
602 char *hlslshaderstring = NULL;
604 //=======================================================================================================================================================
606 typedef struct shaderpermutationinfo_s
611 shaderpermutationinfo_t;
613 typedef struct shadermodeinfo_s
615 const char *vertexfilename;
616 const char *geometryfilename;
617 const char *fragmentfilename;
623 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
624 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
626 {"#define USEDIFFUSE\n", " diffuse"},
627 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
628 {"#define USEVIEWTINT\n", " viewtint"},
629 {"#define USECOLORMAPPING\n", " colormapping"},
630 {"#define USESATURATION\n", " saturation"},
631 {"#define USEFOGINSIDE\n", " foginside"},
632 {"#define USEFOGOUTSIDE\n", " fogoutside"},
633 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
634 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
635 {"#define USEGAMMARAMPS\n", " gammaramps"},
636 {"#define USECUBEFILTER\n", " cubefilter"},
637 {"#define USEGLOW\n", " glow"},
638 {"#define USEBLOOM\n", " bloom"},
639 {"#define USESPECULAR\n", " specular"},
640 {"#define USEPOSTPROCESSING\n", " postprocessing"},
641 {"#define USEREFLECTION\n", " reflection"},
642 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
643 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
644 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
645 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
646 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
647 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
648 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
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"},
656 {"#define USETRIPPY\n", " trippy"},
659 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
660 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
662 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
663 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
664 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
665 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
666 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
667 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
668 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
669 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
670 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
671 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
672 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
673 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
674 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
675 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
676 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
677 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
678 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
679 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
682 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
684 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
685 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
686 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
687 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
688 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
689 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
690 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
691 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
692 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
693 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
694 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
695 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
696 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
697 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
698 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
699 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
700 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
701 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
704 struct r_glsl_permutation_s;
705 typedef struct r_glsl_permutation_s
708 struct r_glsl_permutation_s *hashnext;
710 unsigned int permutation;
712 /// indicates if we have tried compiling this permutation already
714 /// 0 if compilation failed
716 // texture units assigned to each detected uniform
717 int tex_Texture_First;
718 int tex_Texture_Second;
719 int tex_Texture_GammaRamps;
720 int tex_Texture_Normal;
721 int tex_Texture_Color;
722 int tex_Texture_Gloss;
723 int tex_Texture_Glow;
724 int tex_Texture_SecondaryNormal;
725 int tex_Texture_SecondaryColor;
726 int tex_Texture_SecondaryGloss;
727 int tex_Texture_SecondaryGlow;
728 int tex_Texture_Pants;
729 int tex_Texture_Shirt;
730 int tex_Texture_FogHeightTexture;
731 int tex_Texture_FogMask;
732 int tex_Texture_Lightmap;
733 int tex_Texture_Deluxemap;
734 int tex_Texture_Attenuation;
735 int tex_Texture_Cube;
736 int tex_Texture_Refraction;
737 int tex_Texture_Reflection;
738 int tex_Texture_ShadowMap2D;
739 int tex_Texture_CubeProjection;
740 int tex_Texture_ScreenDepth;
741 int tex_Texture_ScreenNormalMap;
742 int tex_Texture_ScreenDiffuse;
743 int tex_Texture_ScreenSpecular;
744 int tex_Texture_ReflectMask;
745 int tex_Texture_ReflectCube;
746 int tex_Texture_BounceGrid;
747 /// locations of detected uniforms in program object, or -1 if not found
748 int loc_Texture_First;
749 int loc_Texture_Second;
750 int loc_Texture_GammaRamps;
751 int loc_Texture_Normal;
752 int loc_Texture_Color;
753 int loc_Texture_Gloss;
754 int loc_Texture_Glow;
755 int loc_Texture_SecondaryNormal;
756 int loc_Texture_SecondaryColor;
757 int loc_Texture_SecondaryGloss;
758 int loc_Texture_SecondaryGlow;
759 int loc_Texture_Pants;
760 int loc_Texture_Shirt;
761 int loc_Texture_FogHeightTexture;
762 int loc_Texture_FogMask;
763 int loc_Texture_Lightmap;
764 int loc_Texture_Deluxemap;
765 int loc_Texture_Attenuation;
766 int loc_Texture_Cube;
767 int loc_Texture_Refraction;
768 int loc_Texture_Reflection;
769 int loc_Texture_ShadowMap2D;
770 int loc_Texture_CubeProjection;
771 int loc_Texture_ScreenDepth;
772 int loc_Texture_ScreenNormalMap;
773 int loc_Texture_ScreenDiffuse;
774 int loc_Texture_ScreenSpecular;
775 int loc_Texture_ReflectMask;
776 int loc_Texture_ReflectCube;
777 int loc_Texture_BounceGrid;
779 int loc_BloomBlur_Parameters;
781 int loc_Color_Ambient;
782 int loc_Color_Diffuse;
783 int loc_Color_Specular;
787 int loc_DeferredColor_Ambient;
788 int loc_DeferredColor_Diffuse;
789 int loc_DeferredColor_Specular;
790 int loc_DeferredMod_Diffuse;
791 int loc_DeferredMod_Specular;
792 int loc_DistortScaleRefractReflect;
795 int loc_FogHeightFade;
797 int loc_FogPlaneViewDist;
798 int loc_FogRangeRecip;
801 int loc_LightPosition;
802 int loc_OffsetMapping_ScaleSteps;
803 int loc_OffsetMapping_LodDistance;
804 int loc_OffsetMapping_Bias;
806 int loc_ReflectColor;
807 int loc_ReflectFactor;
808 int loc_ReflectOffset;
809 int loc_RefractColor;
811 int loc_ScreenCenterRefractReflect;
812 int loc_ScreenScaleRefractReflect;
813 int loc_ScreenToDepth;
814 int loc_ShadowMap_Parameters;
815 int loc_ShadowMap_TextureScale;
816 int loc_SpecularPower;
821 int loc_ViewTintColor;
823 int loc_ModelToLight;
825 int loc_BackgroundTexMatrix;
826 int loc_ModelViewProjectionMatrix;
827 int loc_ModelViewMatrix;
828 int loc_PixelToScreenTexCoord;
829 int loc_ModelToReflectCube;
830 int loc_ShadowMapMatrix;
831 int loc_BloomColorSubtract;
832 int loc_NormalmapScrollBlend;
833 int loc_BounceGridMatrix;
834 int loc_BounceGridIntensity;
836 r_glsl_permutation_t;
838 #define SHADERPERMUTATION_HASHSIZE 256
841 // non-degradable "lightweight" shader parameters to keep the permutations simpler
842 // these can NOT degrade! only use for simple stuff
845 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
846 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
847 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
848 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
849 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
850 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
851 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
852 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
854 #define SHADERSTATICPARMS_COUNT 8
856 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
857 static int shaderstaticparms_count = 0;
859 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
860 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
861 qboolean R_CompileShader_CheckStaticParms(void)
863 static int r_compileshader_staticparms_save[1];
864 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
865 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
868 if (r_glsl_saturation_redcompensate.integer)
869 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
870 if (r_glsl_vertextextureblend_usebothalphas.integer)
871 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
872 if (r_shadow_glossexact.integer)
873 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
874 if (r_glsl_postprocess.integer)
876 if (r_glsl_postprocess_uservec1_enable.integer)
877 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
878 if (r_glsl_postprocess_uservec2_enable.integer)
879 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
880 if (r_glsl_postprocess_uservec3_enable.integer)
881 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
882 if (r_glsl_postprocess_uservec4_enable.integer)
883 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
885 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
886 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
887 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
890 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
891 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
892 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
894 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
895 void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
897 shaderstaticparms_count = 0;
900 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
901 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
902 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
903 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
904 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
905 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
906 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
907 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
910 /// information about each possible shader permutation
911 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
912 /// currently selected permutation
913 r_glsl_permutation_t *r_glsl_permutation;
914 /// storage for permutations linked in the hash table
915 memexpandablearray_t r_glsl_permutationarray;
917 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
919 //unsigned int hashdepth = 0;
920 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
921 r_glsl_permutation_t *p;
922 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
924 if (p->mode == mode && p->permutation == permutation)
926 //if (hashdepth > 10)
927 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
932 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
934 p->permutation = permutation;
935 p->hashnext = r_glsl_permutationhash[mode][hashindex];
936 r_glsl_permutationhash[mode][hashindex] = p;
937 //if (hashdepth > 10)
938 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
942 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
945 if (!filename || !filename[0])
947 if (!strcmp(filename, "glsl/default.glsl"))
949 if (!glslshaderstring)
951 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
952 if (glslshaderstring)
953 Con_DPrintf("Loading shaders from file %s...\n", filename);
955 glslshaderstring = (char *)builtinshaderstring;
957 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
958 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
961 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
964 if (printfromdisknotice)
965 Con_DPrintf("from disk %s... ", filename);
971 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
975 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
976 char *vertexstring, *geometrystring, *fragmentstring;
977 char permutationname[256];
978 int vertstrings_count = 0;
979 int geomstrings_count = 0;
980 int fragstrings_count = 0;
981 const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
982 const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
983 const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
990 permutationname[0] = 0;
991 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
992 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
993 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
995 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
997 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
998 if(vid.support.gl20shaders130)
1000 vertstrings_list[vertstrings_count++] = "#version 130\n";
1001 geomstrings_list[geomstrings_count++] = "#version 130\n";
1002 fragstrings_list[fragstrings_count++] = "#version 130\n";
1003 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1004 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1005 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1008 // the first pretext is which type of shader to compile as
1009 // (later these will all be bound together as a program object)
1010 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1011 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1012 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1014 // the second pretext is the mode (for example a light source)
1015 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1016 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1017 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1018 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1020 // now add all the permutation pretexts
1021 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1023 if (permutation & (1<<i))
1025 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1026 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1027 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1028 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1032 // keep line numbers correct
1033 vertstrings_list[vertstrings_count++] = "\n";
1034 geomstrings_list[geomstrings_count++] = "\n";
1035 fragstrings_list[fragstrings_count++] = "\n";
1040 R_CompileShader_AddStaticParms(mode, permutation);
1041 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1042 vertstrings_count += shaderstaticparms_count;
1043 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1044 geomstrings_count += shaderstaticparms_count;
1045 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1046 fragstrings_count += shaderstaticparms_count;
1048 // now append the shader text itself
1049 vertstrings_list[vertstrings_count++] = vertexstring;
1050 geomstrings_list[geomstrings_count++] = geometrystring;
1051 fragstrings_list[fragstrings_count++] = fragmentstring;
1053 // if any sources were NULL, clear the respective list
1055 vertstrings_count = 0;
1056 if (!geometrystring)
1057 geomstrings_count = 0;
1058 if (!fragmentstring)
1059 fragstrings_count = 0;
1061 // compile the shader program
1062 if (vertstrings_count + geomstrings_count + fragstrings_count)
1063 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1067 qglUseProgram(p->program);CHECKGLERROR
1068 // look up all the uniform variable names we care about, so we don't
1069 // have to look them up every time we set them
1071 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1072 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1073 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1074 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1075 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1076 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1077 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1078 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1079 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1080 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1081 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1082 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1083 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1084 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1085 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1086 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1087 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1088 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1089 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1090 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1091 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1092 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1093 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1094 p->loc_Texture_ScreenDepth = qglGetUniformLocation(p->program, "Texture_ScreenDepth");
1095 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1096 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1097 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1098 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1099 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1100 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1101 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1102 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1103 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1104 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1105 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1106 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1107 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1108 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1109 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1110 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1111 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1112 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1113 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1114 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1115 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1116 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1117 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1118 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1119 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1120 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1121 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1122 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1123 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1124 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1125 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1126 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1127 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1128 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1129 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1130 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1131 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1132 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1133 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1134 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1135 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1136 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1137 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1138 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1139 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1140 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1141 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1142 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1143 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1144 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1145 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1146 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1147 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1148 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1149 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1150 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1151 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1152 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1153 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1154 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1155 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1156 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1157 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1158 // initialize the samplers to refer to the texture units we use
1159 p->tex_Texture_First = -1;
1160 p->tex_Texture_Second = -1;
1161 p->tex_Texture_GammaRamps = -1;
1162 p->tex_Texture_Normal = -1;
1163 p->tex_Texture_Color = -1;
1164 p->tex_Texture_Gloss = -1;
1165 p->tex_Texture_Glow = -1;
1166 p->tex_Texture_SecondaryNormal = -1;
1167 p->tex_Texture_SecondaryColor = -1;
1168 p->tex_Texture_SecondaryGloss = -1;
1169 p->tex_Texture_SecondaryGlow = -1;
1170 p->tex_Texture_Pants = -1;
1171 p->tex_Texture_Shirt = -1;
1172 p->tex_Texture_FogHeightTexture = -1;
1173 p->tex_Texture_FogMask = -1;
1174 p->tex_Texture_Lightmap = -1;
1175 p->tex_Texture_Deluxemap = -1;
1176 p->tex_Texture_Attenuation = -1;
1177 p->tex_Texture_Cube = -1;
1178 p->tex_Texture_Refraction = -1;
1179 p->tex_Texture_Reflection = -1;
1180 p->tex_Texture_ShadowMap2D = -1;
1181 p->tex_Texture_CubeProjection = -1;
1182 p->tex_Texture_ScreenDepth = -1;
1183 p->tex_Texture_ScreenNormalMap = -1;
1184 p->tex_Texture_ScreenDiffuse = -1;
1185 p->tex_Texture_ScreenSpecular = -1;
1186 p->tex_Texture_ReflectMask = -1;
1187 p->tex_Texture_ReflectCube = -1;
1188 p->tex_Texture_BounceGrid = -1;
1190 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1191 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1192 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1193 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1194 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1195 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1196 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1197 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1198 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1199 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1200 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1201 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1202 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1203 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1204 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1205 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1206 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1207 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1208 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1209 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1210 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1211 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1212 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1213 if (p->loc_Texture_ScreenDepth >= 0) {p->tex_Texture_ScreenDepth = sampler;qglUniform1i(p->loc_Texture_ScreenDepth , sampler);sampler++;}
1214 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1215 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1216 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1217 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1218 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1219 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1221 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1224 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1228 Mem_Free(vertexstring);
1230 Mem_Free(geometrystring);
1232 Mem_Free(fragmentstring);
1235 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1237 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1238 if (r_glsl_permutation != perm)
1240 r_glsl_permutation = perm;
1241 if (!r_glsl_permutation->program)
1243 if (!r_glsl_permutation->compiled)
1244 R_GLSL_CompilePermutation(perm, mode, permutation);
1245 if (!r_glsl_permutation->program)
1247 // remove features until we find a valid permutation
1249 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1251 // reduce i more quickly whenever it would not remove any bits
1252 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1253 if (!(permutation & j))
1256 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1257 if (!r_glsl_permutation->compiled)
1258 R_GLSL_CompilePermutation(perm, mode, permutation);
1259 if (r_glsl_permutation->program)
1262 if (i >= SHADERPERMUTATION_COUNT)
1264 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1265 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1266 qglUseProgram(0);CHECKGLERROR
1267 return; // no bit left to clear, entire mode is broken
1272 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1274 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1275 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1276 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1283 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1284 extern D3DCAPS9 vid_d3d9caps;
1287 struct r_hlsl_permutation_s;
1288 typedef struct r_hlsl_permutation_s
1290 /// hash lookup data
1291 struct r_hlsl_permutation_s *hashnext;
1293 unsigned int permutation;
1295 /// indicates if we have tried compiling this permutation already
1297 /// NULL if compilation failed
1298 IDirect3DVertexShader9 *vertexshader;
1299 IDirect3DPixelShader9 *pixelshader;
1301 r_hlsl_permutation_t;
1303 typedef enum D3DVSREGISTER_e
1305 D3DVSREGISTER_TexMatrix = 0, // float4x4
1306 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1307 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1308 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1309 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1310 D3DVSREGISTER_ModelToLight = 20, // float4x4
1311 D3DVSREGISTER_EyePosition = 24,
1312 D3DVSREGISTER_FogPlane = 25,
1313 D3DVSREGISTER_LightDir = 26,
1314 D3DVSREGISTER_LightPosition = 27,
1318 typedef enum D3DPSREGISTER_e
1320 D3DPSREGISTER_Alpha = 0,
1321 D3DPSREGISTER_BloomBlur_Parameters = 1,
1322 D3DPSREGISTER_ClientTime = 2,
1323 D3DPSREGISTER_Color_Ambient = 3,
1324 D3DPSREGISTER_Color_Diffuse = 4,
1325 D3DPSREGISTER_Color_Specular = 5,
1326 D3DPSREGISTER_Color_Glow = 6,
1327 D3DPSREGISTER_Color_Pants = 7,
1328 D3DPSREGISTER_Color_Shirt = 8,
1329 D3DPSREGISTER_DeferredColor_Ambient = 9,
1330 D3DPSREGISTER_DeferredColor_Diffuse = 10,
1331 D3DPSREGISTER_DeferredColor_Specular = 11,
1332 D3DPSREGISTER_DeferredMod_Diffuse = 12,
1333 D3DPSREGISTER_DeferredMod_Specular = 13,
1334 D3DPSREGISTER_DistortScaleRefractReflect = 14,
1335 D3DPSREGISTER_EyePosition = 15, // unused
1336 D3DPSREGISTER_FogColor = 16,
1337 D3DPSREGISTER_FogHeightFade = 17,
1338 D3DPSREGISTER_FogPlane = 18,
1339 D3DPSREGISTER_FogPlaneViewDist = 19,
1340 D3DPSREGISTER_FogRangeRecip = 20,
1341 D3DPSREGISTER_LightColor = 21,
1342 D3DPSREGISTER_LightDir = 22, // unused
1343 D3DPSREGISTER_LightPosition = 23,
1344 D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1345 D3DPSREGISTER_PixelSize = 25,
1346 D3DPSREGISTER_ReflectColor = 26,
1347 D3DPSREGISTER_ReflectFactor = 27,
1348 D3DPSREGISTER_ReflectOffset = 28,
1349 D3DPSREGISTER_RefractColor = 29,
1350 D3DPSREGISTER_Saturation = 30,
1351 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1352 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1353 D3DPSREGISTER_ScreenToDepth = 33,
1354 D3DPSREGISTER_ShadowMap_Parameters = 34,
1355 D3DPSREGISTER_ShadowMap_TextureScale = 35,
1356 D3DPSREGISTER_SpecularPower = 36,
1357 D3DPSREGISTER_UserVec1 = 37,
1358 D3DPSREGISTER_UserVec2 = 38,
1359 D3DPSREGISTER_UserVec3 = 39,
1360 D3DPSREGISTER_UserVec4 = 40,
1361 D3DPSREGISTER_ViewTintColor = 41,
1362 D3DPSREGISTER_PixelToScreenTexCoord = 42,
1363 D3DPSREGISTER_BloomColorSubtract = 43,
1364 D3DPSREGISTER_ViewToLight = 44, // float4x4
1365 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1366 D3DPSREGISTER_NormalmapScrollBlend = 52,
1367 D3DPSREGISTER_OffsetMapping_LodDistance = 53,
1368 D3DPSREGISTER_OffsetMapping_Bias = 54,
1373 /// information about each possible shader permutation
1374 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1375 /// currently selected permutation
1376 r_hlsl_permutation_t *r_hlsl_permutation;
1377 /// storage for permutations linked in the hash table
1378 memexpandablearray_t r_hlsl_permutationarray;
1380 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1382 //unsigned int hashdepth = 0;
1383 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1384 r_hlsl_permutation_t *p;
1385 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1387 if (p->mode == mode && p->permutation == permutation)
1389 //if (hashdepth > 10)
1390 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1395 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1397 p->permutation = permutation;
1398 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1399 r_hlsl_permutationhash[mode][hashindex] = p;
1400 //if (hashdepth > 10)
1401 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1405 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
1408 if (!filename || !filename[0])
1410 if (!strcmp(filename, "hlsl/default.hlsl"))
1412 if (!hlslshaderstring)
1414 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1415 if (hlslshaderstring)
1416 Con_DPrintf("Loading shaders from file %s...\n", filename);
1418 hlslshaderstring = (char *)builtinhlslshaderstring;
1420 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
1421 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
1422 return shaderstring;
1424 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1427 if (printfromdisknotice)
1428 Con_DPrintf("from disk %s... ", filename);
1429 return shaderstring;
1431 return shaderstring;
1435 //#include <d3dx9shader.h>
1436 //#include <d3dx9mesh.h>
1438 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1440 DWORD *vsbin = NULL;
1441 DWORD *psbin = NULL;
1442 fs_offset_t vsbinsize;
1443 fs_offset_t psbinsize;
1444 // IDirect3DVertexShader9 *vs = NULL;
1445 // IDirect3DPixelShader9 *ps = NULL;
1446 ID3DXBuffer *vslog = NULL;
1447 ID3DXBuffer *vsbuffer = NULL;
1448 ID3DXConstantTable *vsconstanttable = NULL;
1449 ID3DXBuffer *pslog = NULL;
1450 ID3DXBuffer *psbuffer = NULL;
1451 ID3DXConstantTable *psconstanttable = NULL;
1454 char temp[MAX_INPUTLINE];
1455 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1456 qboolean debugshader = gl_paranoid.integer != 0;
1457 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1458 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1461 vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1462 psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1464 if ((!vsbin && vertstring) || (!psbin && fragstring))
1466 const char* dllnames_d3dx9 [] =
1490 dllhandle_t d3dx9_dll = NULL;
1491 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1492 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1493 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1494 dllfunction_t d3dx9_dllfuncs[] =
1496 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
1497 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
1498 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
1501 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1503 DWORD shaderflags = 0;
1505 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1506 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1507 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1508 if (vertstring && vertstring[0])
1512 // vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
1513 // FS_WriteFile(va("%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
1514 FS_WriteFile(va("%s_vs.fx", cachename), vertstring, strlen(vertstring));
1515 vsresult = qD3DXCompileShaderFromFileA(va("%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1518 vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1521 vsbinsize = vsbuffer->GetBufferSize();
1522 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1523 memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
1524 vsbuffer->Release();
1528 strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
1529 Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1533 if (fragstring && fragstring[0])
1537 // psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
1538 // FS_WriteFile(va("%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
1539 FS_WriteFile(va("%s_ps.fx", cachename), fragstring, strlen(fragstring));
1540 psresult = qD3DXCompileShaderFromFileA(va("%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1543 psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1546 psbinsize = psbuffer->GetBufferSize();
1547 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1548 memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
1549 psbuffer->Release();
1553 strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
1554 Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1558 Sys_UnloadLibrary(&d3dx9_dll);
1561 Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
1565 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1566 if (FAILED(vsresult))
1567 Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1568 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1569 if (FAILED(psresult))
1570 Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1572 // free the shader data
1573 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1574 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1577 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1580 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
1581 int vertstring_length = 0;
1582 int geomstring_length = 0;
1583 int fragstring_length = 0;
1585 char *vertexstring, *geometrystring, *fragmentstring;
1586 char *vertstring, *geomstring, *fragstring;
1587 char permutationname[256];
1588 char cachename[256];
1589 int vertstrings_count = 0;
1590 int geomstrings_count = 0;
1591 int fragstrings_count = 0;
1592 const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1593 const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1594 const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1599 p->vertexshader = NULL;
1600 p->pixelshader = NULL;
1602 permutationname[0] = 0;
1604 vertexstring = R_HLSL_GetText(modeinfo->vertexfilename, true);
1605 geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
1606 fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
1608 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1609 strlcat(cachename, "hlsl/", sizeof(cachename));
1611 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1612 vertstrings_count = 0;
1613 geomstrings_count = 0;
1614 fragstrings_count = 0;
1615 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1616 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1617 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1619 // the first pretext is which type of shader to compile as
1620 // (later these will all be bound together as a program object)
1621 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1622 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1623 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1625 // the second pretext is the mode (for example a light source)
1626 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1627 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1628 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1629 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1630 strlcat(cachename, modeinfo->name, sizeof(cachename));
1632 // now add all the permutation pretexts
1633 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1635 if (permutation & (1<<i))
1637 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1638 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1639 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1640 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1641 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1645 // keep line numbers correct
1646 vertstrings_list[vertstrings_count++] = "\n";
1647 geomstrings_list[geomstrings_count++] = "\n";
1648 fragstrings_list[fragstrings_count++] = "\n";
1653 R_CompileShader_AddStaticParms(mode, permutation);
1654 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1655 vertstrings_count += shaderstaticparms_count;
1656 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1657 geomstrings_count += shaderstaticparms_count;
1658 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1659 fragstrings_count += shaderstaticparms_count;
1661 // replace spaces in the cachename with _ characters
1662 for (i = 0;cachename[i];i++)
1663 if (cachename[i] == ' ')
1666 // now append the shader text itself
1667 vertstrings_list[vertstrings_count++] = vertexstring;
1668 geomstrings_list[geomstrings_count++] = geometrystring;
1669 fragstrings_list[fragstrings_count++] = fragmentstring;
1671 // if any sources were NULL, clear the respective list
1673 vertstrings_count = 0;
1674 if (!geometrystring)
1675 geomstrings_count = 0;
1676 if (!fragmentstring)
1677 fragstrings_count = 0;
1679 vertstring_length = 0;
1680 for (i = 0;i < vertstrings_count;i++)
1681 vertstring_length += strlen(vertstrings_list[i]);
1682 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1683 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
1684 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1686 geomstring_length = 0;
1687 for (i = 0;i < geomstrings_count;i++)
1688 geomstring_length += strlen(geomstrings_list[i]);
1689 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1690 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
1691 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1693 fragstring_length = 0;
1694 for (i = 0;i < fragstrings_count;i++)
1695 fragstring_length += strlen(fragstrings_list[i]);
1696 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1697 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
1698 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1700 // try to load the cached shader, or generate one
1701 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1703 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1704 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1706 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
1710 Mem_Free(vertstring);
1712 Mem_Free(geomstring);
1714 Mem_Free(fragstring);
1716 Mem_Free(vertexstring);
1718 Mem_Free(geometrystring);
1720 Mem_Free(fragmentstring);
1723 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1724 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1725 static inline void hlslVSSetParameter4f(D3DVSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1726 static inline void hlslVSSetParameter3f(D3DVSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1727 static inline void hlslVSSetParameter2f(D3DVSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1728 static inline void hlslVSSetParameter1f(D3DVSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1730 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1731 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1732 static inline void hlslPSSetParameter4f(D3DPSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1733 static inline void hlslPSSetParameter3f(D3DPSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1734 static inline void hlslPSSetParameter2f(D3DPSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1735 static inline void hlslPSSetParameter1f(D3DPSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1737 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1739 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1740 if (r_hlsl_permutation != perm)
1742 r_hlsl_permutation = perm;
1743 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1745 if (!r_hlsl_permutation->compiled)
1746 R_HLSL_CompilePermutation(perm, mode, permutation);
1747 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1749 // remove features until we find a valid permutation
1751 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1753 // reduce i more quickly whenever it would not remove any bits
1754 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1755 if (!(permutation & j))
1758 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1759 if (!r_hlsl_permutation->compiled)
1760 R_HLSL_CompilePermutation(perm, mode, permutation);
1761 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1764 if (i >= SHADERPERMUTATION_COUNT)
1766 //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1767 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1768 return; // no bit left to clear, entire mode is broken
1772 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1773 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1775 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1776 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1777 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1781 void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1783 DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1784 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1785 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1786 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1789 void R_GLSL_Restart_f(void)
1791 unsigned int i, limit;
1792 if (glslshaderstring && glslshaderstring != builtinshaderstring)
1793 Mem_Free(glslshaderstring);
1794 glslshaderstring = NULL;
1795 if (hlslshaderstring && hlslshaderstring != builtinhlslshaderstring)
1796 Mem_Free(hlslshaderstring);
1797 hlslshaderstring = NULL;
1798 switch(vid.renderpath)
1800 case RENDERPATH_D3D9:
1803 r_hlsl_permutation_t *p;
1804 r_hlsl_permutation = NULL;
1805 limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1806 for (i = 0;i < limit;i++)
1808 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1810 if (p->vertexshader)
1811 IDirect3DVertexShader9_Release(p->vertexshader);
1813 IDirect3DPixelShader9_Release(p->pixelshader);
1814 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1817 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1821 case RENDERPATH_D3D10:
1822 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1824 case RENDERPATH_D3D11:
1825 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1827 case RENDERPATH_GL20:
1828 case RENDERPATH_GLES2:
1830 r_glsl_permutation_t *p;
1831 r_glsl_permutation = NULL;
1832 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1833 for (i = 0;i < limit;i++)
1835 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1837 GL_Backend_FreeProgram(p->program);
1838 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1841 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1844 case RENDERPATH_GL11:
1845 case RENDERPATH_GL13:
1846 case RENDERPATH_GLES1:
1848 case RENDERPATH_SOFT:
1853 void R_GLSL_DumpShader_f(void)
1858 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1861 FS_Print(file, "/* The engine may define the following macros:\n");
1862 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1863 for (i = 0;i < SHADERMODE_COUNT;i++)
1864 FS_Print(file, glslshadermodeinfo[i].pretext);
1865 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1866 FS_Print(file, shaderpermutationinfo[i].pretext);
1867 FS_Print(file, "*/\n");
1868 FS_Print(file, builtinshaderstring);
1870 Con_Printf("glsl/default.glsl written\n");
1873 Con_Printf("failed to write to glsl/default.glsl\n");
1875 file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
1878 FS_Print(file, "/* The engine may define the following macros:\n");
1879 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1880 for (i = 0;i < SHADERMODE_COUNT;i++)
1881 FS_Print(file, hlslshadermodeinfo[i].pretext);
1882 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1883 FS_Print(file, shaderpermutationinfo[i].pretext);
1884 FS_Print(file, "*/\n");
1885 FS_Print(file, builtinhlslshaderstring);
1887 Con_Printf("hlsl/default.hlsl written\n");
1890 Con_Printf("failed to write to hlsl/default.hlsl\n");
1893 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
1895 unsigned int permutation = 0;
1896 if (r_trippy.integer && !notrippy)
1897 permutation |= SHADERPERMUTATION_TRIPPY;
1898 permutation |= SHADERPERMUTATION_VIEWTINT;
1900 permutation |= SHADERPERMUTATION_DIFFUSE;
1902 permutation |= SHADERPERMUTATION_SPECULAR;
1903 if (texturemode == GL_MODULATE)
1904 permutation |= SHADERPERMUTATION_COLORMAPPING;
1905 else if (texturemode == GL_ADD)
1906 permutation |= SHADERPERMUTATION_GLOW;
1907 else if (texturemode == GL_DECAL)
1908 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1909 if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1910 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1911 if (suppresstexalpha)
1912 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1914 texturemode = GL_MODULATE;
1915 if (vid.allowalphatocoverage)
1916 GL_AlphaToCoverage(false);
1917 switch (vid.renderpath)
1919 case RENDERPATH_D3D9:
1921 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
1922 R_Mesh_TexBind(GL20TU_FIRST , first );
1923 R_Mesh_TexBind(GL20TU_SECOND, second);
1924 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
1925 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1928 case RENDERPATH_D3D10:
1929 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1931 case RENDERPATH_D3D11:
1932 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1934 case RENDERPATH_GL20:
1935 case RENDERPATH_GLES2:
1936 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1937 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
1938 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
1939 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1940 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1942 case RENDERPATH_GL13:
1943 case RENDERPATH_GLES1:
1944 R_Mesh_TexBind(0, first );
1945 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
1946 R_Mesh_TexBind(1, second);
1948 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
1950 case RENDERPATH_GL11:
1951 R_Mesh_TexBind(0, first );
1953 case RENDERPATH_SOFT:
1954 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
1955 R_Mesh_TexBind(GL20TU_FIRST , first );
1956 R_Mesh_TexBind(GL20TU_SECOND, second);
1961 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
1963 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false);
1966 void R_SetupShader_DepthOrShadow(qboolean notrippy)
1968 unsigned int permutation = 0;
1969 if (r_trippy.integer && !notrippy)
1970 permutation |= SHADERPERMUTATION_TRIPPY;
1971 if (vid.allowalphatocoverage)
1972 GL_AlphaToCoverage(false);
1973 switch (vid.renderpath)
1975 case RENDERPATH_D3D9:
1977 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1980 case RENDERPATH_D3D10:
1981 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1983 case RENDERPATH_D3D11:
1984 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1986 case RENDERPATH_GL20:
1987 case RENDERPATH_GLES2:
1988 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1990 case RENDERPATH_GL13:
1991 case RENDERPATH_GLES1:
1992 R_Mesh_TexBind(0, 0);
1993 R_Mesh_TexBind(1, 0);
1995 case RENDERPATH_GL11:
1996 R_Mesh_TexBind(0, 0);
1998 case RENDERPATH_SOFT:
1999 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2004 void R_SetupShader_ShowDepth(qboolean notrippy)
2006 int permutation = 0;
2007 if (r_trippy.integer && !notrippy)
2008 permutation |= SHADERPERMUTATION_TRIPPY;
2009 if (vid.allowalphatocoverage)
2010 GL_AlphaToCoverage(false);
2011 switch (vid.renderpath)
2013 case RENDERPATH_D3D9:
2015 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, permutation);
2018 case RENDERPATH_D3D10:
2019 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2021 case RENDERPATH_D3D11:
2022 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2024 case RENDERPATH_GL20:
2025 case RENDERPATH_GLES2:
2026 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, permutation);
2028 case RENDERPATH_GL13:
2029 case RENDERPATH_GLES1:
2031 case RENDERPATH_GL11:
2033 case RENDERPATH_SOFT:
2034 R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, permutation);
2039 extern qboolean r_shadow_usingdeferredprepass;
2040 extern cvar_t r_shadow_deferred_8bitrange;
2041 extern rtexture_t *r_shadow_attenuationgradienttexture;
2042 extern rtexture_t *r_shadow_attenuation2dtexture;
2043 extern rtexture_t *r_shadow_attenuation3dtexture;
2044 extern qboolean r_shadow_usingshadowmap2d;
2045 extern qboolean r_shadow_usingshadowmaportho;
2046 extern float r_shadow_shadowmap_texturescale[2];
2047 extern float r_shadow_shadowmap_parameters[4];
2048 extern qboolean r_shadow_shadowmapvsdct;
2049 extern qboolean r_shadow_shadowmapsampler;
2050 extern int r_shadow_shadowmappcf;
2051 extern rtexture_t *r_shadow_shadowmap2dtexture;
2052 extern rtexture_t *r_shadow_shadowmap2dcolortexture;
2053 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2054 extern matrix4x4_t r_shadow_shadowmapmatrix;
2055 extern int r_shadow_shadowmaplod; // changes for each light based on distance
2056 extern int r_shadow_prepass_width;
2057 extern int r_shadow_prepass_height;
2058 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
2059 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2060 extern rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
2061 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2062 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2064 #define BLENDFUNC_ALLOWS_COLORMOD 1
2065 #define BLENDFUNC_ALLOWS_FOG 2
2066 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
2067 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2068 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2069 static int R_BlendFuncFlags(int src, int dst)
2073 // a blendfunc allows colormod if:
2074 // a) it can never keep the destination pixel invariant, or
2075 // b) it can keep the destination pixel invariant, and still can do so if colormodded
2076 // this is to prevent unintended side effects from colormod
2078 // a blendfunc allows fog if:
2079 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2080 // this is to prevent unintended side effects from fog
2082 // these checks are the output of fogeval.pl
2084 r |= BLENDFUNC_ALLOWS_COLORMOD;
2085 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2086 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2087 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2088 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2089 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2090 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2091 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2092 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2093 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2094 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2095 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2096 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2097 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2098 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2099 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2100 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2101 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2102 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2103 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2104 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2105 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2110 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
2112 // select a permutation of the lighting shader appropriate to this
2113 // combination of texture, entity, light source, and fogging, only use the
2114 // minimum features necessary to avoid wasting rendering time in the
2115 // fragment shader on features that are not being used
2116 unsigned int permutation = 0;
2117 unsigned int mode = 0;
2119 static float dummy_colormod[3] = {1, 1, 1};
2120 float *colormod = rsurface.colormod;
2122 matrix4x4_t tempmatrix;
2123 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2124 if (r_trippy.integer && !notrippy)
2125 permutation |= SHADERPERMUTATION_TRIPPY;
2126 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2127 permutation |= SHADERPERMUTATION_ALPHAKILL;
2128 if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2129 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2130 if (rsurfacepass == RSURFPASS_BACKGROUND)
2132 // distorted background
2133 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2135 mode = SHADERMODE_WATER;
2136 if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2138 // this is the right thing to do for wateralpha
2139 GL_BlendFunc(GL_ONE, GL_ZERO);
2140 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2144 // this is the right thing to do for entity alpha
2145 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2146 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2149 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2151 mode = SHADERMODE_REFRACTION;
2152 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2153 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2157 mode = SHADERMODE_GENERIC;
2158 permutation |= SHADERPERMUTATION_DIFFUSE;
2159 GL_BlendFunc(GL_ONE, GL_ZERO);
2160 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2162 if (vid.allowalphatocoverage)
2163 GL_AlphaToCoverage(false);
2165 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2167 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2169 switch(rsurface.texture->offsetmapping)
2171 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2172 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2173 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2174 case OFFSETMAPPING_OFF: break;
2177 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2178 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2179 // normalmap (deferred prepass), may use alpha test on diffuse
2180 mode = SHADERMODE_DEFERREDGEOMETRY;
2181 GL_BlendFunc(GL_ONE, GL_ZERO);
2182 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2183 if (vid.allowalphatocoverage)
2184 GL_AlphaToCoverage(false);
2186 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2188 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2190 switch(rsurface.texture->offsetmapping)
2192 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2193 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2194 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2195 case OFFSETMAPPING_OFF: break;
2198 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2199 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2201 mode = SHADERMODE_LIGHTSOURCE;
2202 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2203 permutation |= SHADERPERMUTATION_CUBEFILTER;
2204 if (diffusescale > 0)
2205 permutation |= SHADERPERMUTATION_DIFFUSE;
2206 if (specularscale > 0)
2207 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2208 if (r_refdef.fogenabled)
2209 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2210 if (rsurface.texture->colormapping)
2211 permutation |= SHADERPERMUTATION_COLORMAPPING;
2212 if (r_shadow_usingshadowmap2d)
2214 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2215 if(r_shadow_shadowmapvsdct)
2216 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2218 if (r_shadow_shadowmapsampler)
2219 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2220 if (r_shadow_shadowmappcf > 1)
2221 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2222 else if (r_shadow_shadowmappcf)
2223 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2225 if (rsurface.texture->reflectmasktexture)
2226 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2227 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2228 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2229 if (vid.allowalphatocoverage)
2230 GL_AlphaToCoverage(false);
2232 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2234 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2236 switch(rsurface.texture->offsetmapping)
2238 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2239 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2240 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2241 case OFFSETMAPPING_OFF: break;
2244 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2245 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2246 // unshaded geometry (fullbright or ambient model lighting)
2247 mode = SHADERMODE_FLATCOLOR;
2248 ambientscale = diffusescale = specularscale = 0;
2249 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2250 permutation |= SHADERPERMUTATION_GLOW;
2251 if (r_refdef.fogenabled)
2252 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2253 if (rsurface.texture->colormapping)
2254 permutation |= SHADERPERMUTATION_COLORMAPPING;
2255 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2257 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2258 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2260 if (r_shadow_shadowmapsampler)
2261 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2262 if (r_shadow_shadowmappcf > 1)
2263 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2264 else if (r_shadow_shadowmappcf)
2265 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2267 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2268 permutation |= SHADERPERMUTATION_REFLECTION;
2269 if (rsurface.texture->reflectmasktexture)
2270 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2271 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2272 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2273 // when using alphatocoverage, we don't need alphakill
2274 if (vid.allowalphatocoverage)
2276 if (r_transparent_alphatocoverage.integer)
2278 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2279 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2282 GL_AlphaToCoverage(false);
2285 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2287 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2289 switch(rsurface.texture->offsetmapping)
2291 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2292 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2293 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2294 case OFFSETMAPPING_OFF: break;
2297 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2298 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2299 // directional model lighting
2300 mode = SHADERMODE_LIGHTDIRECTION;
2301 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2302 permutation |= SHADERPERMUTATION_GLOW;
2303 permutation |= SHADERPERMUTATION_DIFFUSE;
2304 if (specularscale > 0)
2305 permutation |= SHADERPERMUTATION_SPECULAR;
2306 if (r_refdef.fogenabled)
2307 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2308 if (rsurface.texture->colormapping)
2309 permutation |= SHADERPERMUTATION_COLORMAPPING;
2310 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2312 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2313 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2315 if (r_shadow_shadowmapsampler)
2316 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2317 if (r_shadow_shadowmappcf > 1)
2318 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2319 else if (r_shadow_shadowmappcf)
2320 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2322 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2323 permutation |= SHADERPERMUTATION_REFLECTION;
2324 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2325 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2326 if (rsurface.texture->reflectmasktexture)
2327 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2328 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2330 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2331 if (r_shadow_bouncegriddirectional)
2332 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2334 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2335 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2336 // when using alphatocoverage, we don't need alphakill
2337 if (vid.allowalphatocoverage)
2339 if (r_transparent_alphatocoverage.integer)
2341 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2342 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2345 GL_AlphaToCoverage(false);
2348 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2350 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2352 switch(rsurface.texture->offsetmapping)
2354 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2355 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2356 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2357 case OFFSETMAPPING_OFF: break;
2360 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2361 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2362 // ambient model lighting
2363 mode = SHADERMODE_LIGHTDIRECTION;
2364 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2365 permutation |= SHADERPERMUTATION_GLOW;
2366 if (r_refdef.fogenabled)
2367 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2368 if (rsurface.texture->colormapping)
2369 permutation |= SHADERPERMUTATION_COLORMAPPING;
2370 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2372 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2373 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2375 if (r_shadow_shadowmapsampler)
2376 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2377 if (r_shadow_shadowmappcf > 1)
2378 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2379 else if (r_shadow_shadowmappcf)
2380 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2382 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2383 permutation |= SHADERPERMUTATION_REFLECTION;
2384 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2385 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2386 if (rsurface.texture->reflectmasktexture)
2387 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2388 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2390 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2391 if (r_shadow_bouncegriddirectional)
2392 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2394 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2395 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2396 // when using alphatocoverage, we don't need alphakill
2397 if (vid.allowalphatocoverage)
2399 if (r_transparent_alphatocoverage.integer)
2401 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2402 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2405 GL_AlphaToCoverage(false);
2410 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2412 switch(rsurface.texture->offsetmapping)
2414 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2415 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2416 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2417 case OFFSETMAPPING_OFF: break;
2420 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2421 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2423 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2424 permutation |= SHADERPERMUTATION_GLOW;
2425 if (r_refdef.fogenabled)
2426 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2427 if (rsurface.texture->colormapping)
2428 permutation |= SHADERPERMUTATION_COLORMAPPING;
2429 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2431 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2432 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2434 if (r_shadow_shadowmapsampler)
2435 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2436 if (r_shadow_shadowmappcf > 1)
2437 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2438 else if (r_shadow_shadowmappcf)
2439 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2441 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2442 permutation |= SHADERPERMUTATION_REFLECTION;
2443 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2444 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2445 if (rsurface.texture->reflectmasktexture)
2446 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2447 if (FAKELIGHT_ENABLED)
2449 // fake lightmapping (q1bsp, q3bsp, fullbright map)
2450 mode = SHADERMODE_FAKELIGHT;
2451 permutation |= SHADERPERMUTATION_DIFFUSE;
2452 if (specularscale > 0)
2453 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2455 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2457 // deluxemapping (light direction texture)
2458 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2459 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2461 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2462 permutation |= SHADERPERMUTATION_DIFFUSE;
2463 if (specularscale > 0)
2464 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2466 else if (r_glsl_deluxemapping.integer >= 2)
2468 // fake deluxemapping (uniform light direction in tangentspace)
2469 if (rsurface.uselightmaptexture)
2470 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2472 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2473 permutation |= SHADERPERMUTATION_DIFFUSE;
2474 if (specularscale > 0)
2475 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2477 else if (rsurface.uselightmaptexture)
2479 // ordinary lightmapping (q1bsp, q3bsp)
2480 mode = SHADERMODE_LIGHTMAP;
2484 // ordinary vertex coloring (q3bsp)
2485 mode = SHADERMODE_VERTEXCOLOR;
2487 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2489 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2490 if (r_shadow_bouncegriddirectional)
2491 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2493 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2494 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2495 // when using alphatocoverage, we don't need alphakill
2496 if (vid.allowalphatocoverage)
2498 if (r_transparent_alphatocoverage.integer)
2500 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2501 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2504 GL_AlphaToCoverage(false);
2507 if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2508 colormod = dummy_colormod;
2509 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2510 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2511 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2512 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2513 switch(vid.renderpath)
2515 case RENDERPATH_D3D9:
2517 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2518 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2519 R_SetupShader_SetPermutationHLSL(mode, permutation);
2520 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2521 if (mode == SHADERMODE_LIGHTSOURCE)
2523 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2524 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2528 if (mode == SHADERMODE_LIGHTDIRECTION)
2530 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2533 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2534 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2535 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2536 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2537 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2539 if (mode == SHADERMODE_LIGHTSOURCE)
2541 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2542 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2543 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2544 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2545 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2547 // additive passes are only darkened by fog, not tinted
2548 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2549 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2553 if (mode == SHADERMODE_FLATCOLOR)
2555 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2557 else if (mode == SHADERMODE_LIGHTDIRECTION)
2559 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
2560 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2561 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2562 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2563 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2564 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2565 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2569 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2570 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2571 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2572 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2573 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2575 // additive passes are only darkened by fog, not tinted
2576 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2577 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2579 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2580 hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2581 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2582 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2583 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2584 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2585 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2586 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2587 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2588 if (mode == SHADERMODE_WATER)
2589 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2591 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2592 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2593 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2594 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2595 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2596 if (rsurface.texture->pantstexture)
2597 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2599 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2600 if (rsurface.texture->shirttexture)
2601 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2603 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2604 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2605 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2606 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2607 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2608 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2609 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2610 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2611 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2612 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2614 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2615 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias);
2616 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2617 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2619 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2620 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2621 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2622 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2623 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2624 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2625 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2626 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2627 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2628 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2629 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2630 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2631 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2632 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2633 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2634 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2635 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2636 if (rsurfacepass == RSURFPASS_BACKGROUND)
2638 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2639 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2640 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2644 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2646 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
2647 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2648 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2649 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2650 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2652 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
2653 if (rsurface.rtlight)
2655 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2656 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2661 case RENDERPATH_D3D10:
2662 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2664 case RENDERPATH_D3D11:
2665 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2667 case RENDERPATH_GL20:
2668 case RENDERPATH_GLES2:
2669 if (!vid.useinterleavedarrays)
2671 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), texturenumsurfaces, texturesurfacelist);
2672 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2673 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2674 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2675 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2676 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2677 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2678 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2682 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2683 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2685 R_SetupShader_SetPermutationGLSL(mode, permutation);
2686 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2687 if (mode == SHADERMODE_LIGHTSOURCE)
2689 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2690 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2691 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2692 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2693 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2694 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2696 // additive passes are only darkened by fog, not tinted
2697 if (r_glsl_permutation->loc_FogColor >= 0)
2698 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2699 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2703 if (mode == SHADERMODE_FLATCOLOR)
2705 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2707 else if (mode == SHADERMODE_LIGHTDIRECTION)
2709 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2710 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2711 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2712 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2713 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2714 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2715 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2719 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2720 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2721 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2722 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2723 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2725 // additive passes are only darkened by fog, not tinted
2726 if (r_glsl_permutation->loc_FogColor >= 0)
2728 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2729 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2731 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2733 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2734 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]);
2735 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]);
2736 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2737 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2738 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2739 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2740 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2741 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2743 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2744 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2745 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2746 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2747 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2749 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2750 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2751 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2752 if (r_glsl_permutation->loc_Color_Pants >= 0)
2754 if (rsurface.texture->pantstexture)
2755 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2757 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2759 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2761 if (rsurface.texture->shirttexture)
2762 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2764 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2766 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]);
2767 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2768 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2769 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2770 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2771 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2772 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2773 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2774 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2776 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2777 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
2778 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]);
2779 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2780 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegridmatrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2781 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
2783 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2784 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2785 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2786 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , rsurface.texture->nmaptexture );
2787 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , rsurface.texture->basetexture );
2788 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , rsurface.texture->glosstexture );
2789 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , rsurface.texture->glowtexture );
2790 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , rsurface.texture->backgroundnmaptexture );
2791 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );
2792 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );
2793 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );
2794 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , rsurface.texture->pantstexture );
2795 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , rsurface.texture->shirttexture );
2796 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , rsurface.texture->reflectmasktexture );
2797 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2798 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2799 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2800 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2801 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2802 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2803 if (rsurfacepass == RSURFPASS_BACKGROUND)
2805 if (r_glsl_permutation->tex_Texture_Refraction >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2806 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2807 if (r_glsl_permutation->tex_Texture_Reflection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2811 if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2813 if (r_glsl_permutation->tex_Texture_ScreenDepth >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );
2814 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2815 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2816 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2817 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2819 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2dtexture );
2820 if (rsurface.rtlight)
2822 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2823 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2826 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
2829 case RENDERPATH_GL11:
2830 case RENDERPATH_GL13:
2831 case RENDERPATH_GLES1:
2833 case RENDERPATH_SOFT:
2834 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), texturenumsurfaces, texturesurfacelist);
2835 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2836 R_SetupShader_SetPermutationSoft(mode, permutation);
2837 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2838 if (mode == SHADERMODE_LIGHTSOURCE)
2840 {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2841 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2842 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2843 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2844 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2845 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2847 // additive passes are only darkened by fog, not tinted
2848 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2849 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2853 if (mode == SHADERMODE_FLATCOLOR)
2855 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2857 else if (mode == SHADERMODE_LIGHTDIRECTION)
2859 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2860 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2861 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2862 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2863 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2864 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2865 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2869 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2870 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2871 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2872 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2873 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2875 // additive passes are only darkened by fog, not tinted
2876 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2877 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2879 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2880 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2881 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2882 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2883 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2884 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2885 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2886 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
2887 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2888 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2890 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2891 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2892 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2893 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2894 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2896 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2897 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2898 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2899 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2901 if (rsurface.texture->pantstexture)
2902 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2904 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2906 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2908 if (rsurface.texture->shirttexture)
2909 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2911 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2913 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2914 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2915 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2916 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2917 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
2918 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2919 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2920 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2921 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2923 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2924 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias);
2925 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2926 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2928 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2929 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2930 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2931 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2932 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2933 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2934 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2935 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2936 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2937 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2938 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2939 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2940 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2941 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2942 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2943 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2944 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2945 if (rsurfacepass == RSURFPASS_BACKGROUND)
2947 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2948 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2949 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2953 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2955 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
2956 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2957 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2958 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2959 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2961 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
2962 if (rsurface.rtlight)
2964 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2965 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2972 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2974 // select a permutation of the lighting shader appropriate to this
2975 // combination of texture, entity, light source, and fogging, only use the
2976 // minimum features necessary to avoid wasting rendering time in the
2977 // fragment shader on features that are not being used
2978 unsigned int permutation = 0;
2979 unsigned int mode = 0;
2980 const float *lightcolorbase = rtlight->currentcolor;
2981 float ambientscale = rtlight->ambientscale;
2982 float diffusescale = rtlight->diffusescale;
2983 float specularscale = rtlight->specularscale;
2984 // this is the location of the light in view space
2985 vec3_t viewlightorigin;
2986 // this transforms from view space (camera) to light space (cubemap)
2987 matrix4x4_t viewtolight;
2988 matrix4x4_t lighttoview;
2989 float viewtolight16f[16];
2990 float range = 1.0f / r_shadow_deferred_8bitrange.value;
2992 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2993 if (rtlight->currentcubemap != r_texture_whitecube)
2994 permutation |= SHADERPERMUTATION_CUBEFILTER;
2995 if (diffusescale > 0)
2996 permutation |= SHADERPERMUTATION_DIFFUSE;
2997 if (specularscale > 0 && r_shadow_gloss.integer > 0)
2998 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2999 if (r_shadow_usingshadowmap2d)
3001 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
3002 if (r_shadow_shadowmapvsdct)
3003 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
3005 if (r_shadow_shadowmapsampler)
3006 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
3007 if (r_shadow_shadowmappcf > 1)
3008 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
3009 else if (r_shadow_shadowmappcf)
3010 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
3012 if (vid.allowalphatocoverage)
3013 GL_AlphaToCoverage(false);
3014 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3015 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3016 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
3017 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3018 switch(vid.renderpath)
3020 case RENDERPATH_D3D9:
3022 R_SetupShader_SetPermutationHLSL(mode, permutation);
3023 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3024 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3025 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
3026 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
3027 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3028 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3029 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3030 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3031 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3032 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3034 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3035 R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthcolortexture );
3036 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3037 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3038 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dcolortexture );
3039 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3042 case RENDERPATH_D3D10:
3043 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3045 case RENDERPATH_D3D11:
3046 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3048 case RENDERPATH_GL20:
3049 case RENDERPATH_GLES2:
3050 R_SetupShader_SetPermutationGLSL(mode, permutation);
3051 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3052 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
3053 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
3054 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
3055 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3056 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3057 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3058 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);
3059 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]);
3060 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
3062 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
3063 if (r_glsl_permutation->tex_Texture_ScreenDepth >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );
3064 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
3065 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
3066 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );
3067 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
3069 case RENDERPATH_GL11:
3070 case RENDERPATH_GL13:
3071 case RENDERPATH_GLES1:
3073 case RENDERPATH_SOFT:
3074 R_SetupShader_SetPermutationGLSL(mode, permutation);
3075 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3076 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1 , 1, false, viewtolight16f);
3077 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
3078 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
3079 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3080 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3081 DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3082 DPSOFTRAST_Uniform1f( DPSOFTRAST_UNIFORM_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3083 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3084 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3086 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3087 R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
3088 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3089 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3090 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
3091 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3096 #define SKINFRAME_HASH 1024
3100 int loadsequence; // incremented each level change
3101 memexpandablearray_t array;
3102 skinframe_t *hash[SKINFRAME_HASH];
3105 r_skinframe_t r_skinframe;
3107 void R_SkinFrame_PrepareForPurge(void)
3109 r_skinframe.loadsequence++;
3110 // wrap it without hitting zero
3111 if (r_skinframe.loadsequence >= 200)
3112 r_skinframe.loadsequence = 1;
3115 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3119 // mark the skinframe as used for the purging code
3120 skinframe->loadsequence = r_skinframe.loadsequence;
3123 void R_SkinFrame_Purge(void)
3127 for (i = 0;i < SKINFRAME_HASH;i++)
3129 for (s = r_skinframe.hash[i];s;s = s->next)
3131 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3133 if (s->merged == s->base)
3135 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3136 R_PurgeTexture(s->stain );s->stain = NULL;
3137 R_PurgeTexture(s->merged);s->merged = NULL;
3138 R_PurgeTexture(s->base );s->base = NULL;
3139 R_PurgeTexture(s->pants );s->pants = NULL;
3140 R_PurgeTexture(s->shirt );s->shirt = NULL;
3141 R_PurgeTexture(s->nmap );s->nmap = NULL;
3142 R_PurgeTexture(s->gloss );s->gloss = NULL;
3143 R_PurgeTexture(s->glow );s->glow = NULL;
3144 R_PurgeTexture(s->fog );s->fog = NULL;
3145 R_PurgeTexture(s->reflect);s->reflect = NULL;
3146 s->loadsequence = 0;
3152 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3154 char basename[MAX_QPATH];
3156 Image_StripImageExtension(name, basename, sizeof(basename));
3158 if( last == NULL ) {
3160 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3161 item = r_skinframe.hash[hashindex];
3166 // linearly search through the hash bucket
3167 for( ; item ; item = item->next ) {
3168 if( !strcmp( item->basename, basename ) ) {
3175 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3179 char basename[MAX_QPATH];
3181 Image_StripImageExtension(name, basename, sizeof(basename));
3183 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3184 for (item = r_skinframe.hash[hashindex];item;item = item->next)
3185 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
3189 rtexture_t *dyntexture;
3190 // check whether its a dynamic texture
3191 dyntexture = CL_GetDynTexture( basename );
3192 if (!add && !dyntexture)
3194 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3195 memset(item, 0, sizeof(*item));
3196 strlcpy(item->basename, basename, sizeof(item->basename));
3197 item->base = dyntexture; // either NULL or dyntexture handle
3198 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
3199 item->comparewidth = comparewidth;
3200 item->compareheight = compareheight;
3201 item->comparecrc = comparecrc;
3202 item->next = r_skinframe.hash[hashindex];
3203 r_skinframe.hash[hashindex] = item;
3205 else if (textureflags & TEXF_FORCE_RELOAD)
3207 rtexture_t *dyntexture;
3208 // check whether its a dynamic texture
3209 dyntexture = CL_GetDynTexture( basename );
3210 if (!add && !dyntexture)
3212 if (item->merged == item->base)
3213 item->merged = NULL;
3214 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3215 R_PurgeTexture(item->stain );item->stain = NULL;
3216 R_PurgeTexture(item->merged);item->merged = NULL;
3217 R_PurgeTexture(item->base );item->base = NULL;
3218 R_PurgeTexture(item->pants );item->pants = NULL;
3219 R_PurgeTexture(item->shirt );item->shirt = NULL;
3220 R_PurgeTexture(item->nmap );item->nmap = NULL;
3221 R_PurgeTexture(item->gloss );item->gloss = NULL;
3222 R_PurgeTexture(item->glow );item->glow = NULL;
3223 R_PurgeTexture(item->fog );item->fog = NULL;
3224 R_PurgeTexture(item->reflect);item->reflect = NULL;
3225 item->loadsequence = 0;
3227 else if( item->base == NULL )
3229 rtexture_t *dyntexture;
3230 // check whether its a dynamic texture
3231 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
3232 dyntexture = CL_GetDynTexture( basename );
3233 item->base = dyntexture; // either NULL or dyntexture handle
3236 R_SkinFrame_MarkUsed(item);
3240 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3242 unsigned long long avgcolor[5], wsum; \
3250 for(pix = 0; pix < cnt; ++pix) \
3253 for(comp = 0; comp < 3; ++comp) \
3255 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3258 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3260 for(comp = 0; comp < 3; ++comp) \
3261 avgcolor[comp] += getpixel * w; \
3264 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3265 avgcolor[4] += getpixel; \
3267 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3269 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3270 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3271 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3272 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3275 extern cvar_t gl_picmip;
3276 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3279 unsigned char *pixels;
3280 unsigned char *bumppixels;
3281 unsigned char *basepixels = NULL;
3282 int basepixels_width = 0;
3283 int basepixels_height = 0;
3284 skinframe_t *skinframe;
3285 rtexture_t *ddsbase = NULL;
3286 qboolean ddshasalpha = false;
3287 float ddsavgcolor[4];
3288 char basename[MAX_QPATH];
3289 int miplevel = R_PicmipForFlags(textureflags);
3290 int savemiplevel = miplevel;
3293 if (cls.state == ca_dedicated)
3296 // return an existing skinframe if already loaded
3297 // if loading of the first image fails, don't make a new skinframe as it
3298 // would cause all future lookups of this to be missing
3299 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3300 if (skinframe && skinframe->base)
3303 Image_StripImageExtension(name, basename, sizeof(basename));
3305 // check for DDS texture file first
3306 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
3308 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3309 if (basepixels == NULL)
3313 // FIXME handle miplevel
3315 if (developer_loading.integer)
3316 Con_Printf("loading skin \"%s\"\n", name);
3318 // we've got some pixels to store, so really allocate this new texture now
3320 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3321 textureflags &= ~TEXF_FORCE_RELOAD;
3322 skinframe->stain = NULL;
3323 skinframe->merged = NULL;
3324 skinframe->base = NULL;
3325 skinframe->pants = NULL;
3326 skinframe->shirt = NULL;
3327 skinframe->nmap = NULL;
3328 skinframe->gloss = NULL;
3329 skinframe->glow = NULL;
3330 skinframe->fog = NULL;
3331 skinframe->reflect = NULL;
3332 skinframe->hasalpha = false;
3336 skinframe->base = ddsbase;
3337 skinframe->hasalpha = ddshasalpha;
3338 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3339 if (r_loadfog && skinframe->hasalpha)
3340 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
3341 //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]);
3345 basepixels_width = image_width;
3346 basepixels_height = image_height;
3347 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);
3348 if (textureflags & TEXF_ALPHA)
3350 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3352 if (basepixels[j] < 255)
3354 skinframe->hasalpha = true;
3358 if (r_loadfog && skinframe->hasalpha)
3360 // has transparent pixels
3361 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3362 for (j = 0;j < image_width * image_height * 4;j += 4)
3367 pixels[j+3] = basepixels[j+3];
3369 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3373 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3375 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3376 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3377 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3378 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3379 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3385 mymiplevel = savemiplevel;
3386 if (r_loadnormalmap)
3387 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), false, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel);
3388 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3390 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3391 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3392 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3393 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3396 // _norm is the name used by tenebrae and has been adopted as standard
3397 if (r_loadnormalmap && skinframe->nmap == NULL)
3399 mymiplevel = savemiplevel;
3400 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3402 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%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);
3406 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3408 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3409 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3410 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%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);
3412 Mem_Free(bumppixels);
3414 else if (r_shadow_bumpscale_basetexture.value > 0)
3416 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3417 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3418 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%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);
3422 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3423 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3427 // _luma is supported only for tenebrae compatibility
3428 // _glow is the preferred name
3429 mymiplevel = savemiplevel;
3430 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
3432 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%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);
3434 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3435 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3437 Mem_Free(pixels);pixels = NULL;
3440 mymiplevel = savemiplevel;
3441 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3443 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%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);
3445 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3446 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3452 mymiplevel = savemiplevel;
3453 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3455 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%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);
3457 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3458 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3464 mymiplevel = savemiplevel;
3465 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3467 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%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);
3469 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3470 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3476 mymiplevel = savemiplevel;
3477 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3479 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%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);
3481 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3482 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3489 Mem_Free(basepixels);
3494 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3495 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3498 unsigned char *temp1, *temp2;
3499 skinframe_t *skinframe;
3501 if (cls.state == ca_dedicated)
3504 // if already loaded just return it, otherwise make a new skinframe
3505 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3506 if (skinframe && skinframe->base)
3508 textureflags &= ~TEXF_FORCE_RELOAD;
3510 skinframe->stain = NULL;
3511 skinframe->merged = NULL;
3512 skinframe->base = NULL;
3513 skinframe->pants = NULL;
3514 skinframe->shirt = NULL;
3515 skinframe->nmap = NULL;
3516 skinframe->gloss = NULL;
3517 skinframe->glow = NULL;
3518 skinframe->fog = NULL;
3519 skinframe->reflect = NULL;
3520 skinframe->hasalpha = false;
3522 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3526 if (developer_loading.integer)
3527 Con_Printf("loading 32bit skin \"%s\"\n", name);
3529 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3531 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3532 temp2 = temp1 + width * height * 4;
3533 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3534 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3537 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3538 if (textureflags & TEXF_ALPHA)
3540 for (i = 3;i < width * height * 4;i += 4)
3542 if (skindata[i] < 255)
3544 skinframe->hasalpha = true;
3548 if (r_loadfog && skinframe->hasalpha)
3550 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3551 memcpy(fogpixels, skindata, width * height * 4);
3552 for (i = 0;i < width * height * 4;i += 4)
3553 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3554 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3555 Mem_Free(fogpixels);
3559 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3560 //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]);
3565 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3569 skinframe_t *skinframe;
3571 if (cls.state == ca_dedicated)
3574 // if already loaded just return it, otherwise make a new skinframe
3575 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3576 if (skinframe && skinframe->base)
3578 textureflags &= ~TEXF_FORCE_RELOAD;
3580 skinframe->stain = NULL;
3581 skinframe->merged = NULL;
3582 skinframe->base = NULL;
3583 skinframe->pants = NULL;
3584 skinframe->shirt = NULL;
3585 skinframe->nmap = NULL;
3586 skinframe->gloss = NULL;
3587 skinframe->glow = NULL;
3588 skinframe->fog = NULL;
3589 skinframe->reflect = NULL;
3590 skinframe->hasalpha = false;
3592 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3596 if (developer_loading.integer)
3597 Con_Printf("loading quake skin \"%s\"\n", name);
3599 // 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)
3600 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3601 memcpy(skinframe->qpixels, skindata, width*height);
3602 skinframe->qwidth = width;
3603 skinframe->qheight = height;
3606 for (i = 0;i < width * height;i++)
3607 featuresmask |= palette_featureflags[skindata[i]];
3609 skinframe->hasalpha = false;
3610 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3611 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3612 skinframe->qgeneratemerged = true;
3613 skinframe->qgeneratebase = skinframe->qhascolormapping;
3614 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3616 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3617 //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]);
3622 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3626 unsigned char *skindata;
3628 if (!skinframe->qpixels)
3631 if (!skinframe->qhascolormapping)
3632 colormapped = false;
3636 if (!skinframe->qgeneratebase)
3641 if (!skinframe->qgeneratemerged)
3645 width = skinframe->qwidth;
3646 height = skinframe->qheight;
3647 skindata = skinframe->qpixels;
3649 if (skinframe->qgeneratenmap)
3651 unsigned char *temp1, *temp2;
3652 skinframe->qgeneratenmap = false;
3653 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3654 temp2 = temp1 + width * height * 4;
3655 // use either a custom palette or the quake palette
3656 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
3657 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3658 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3662 if (skinframe->qgenerateglow)
3664 skinframe->qgenerateglow = false;
3665 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
3670 skinframe->qgeneratebase = false;
3671 skinframe->base = R_LoadTexture2D(r_main_texturepool, va("%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);
3672 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
3673 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
3677 skinframe->qgeneratemerged = false;
3678 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);
3681 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3683 Mem_Free(skinframe->qpixels);
3684 skinframe->qpixels = NULL;
3688 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)
3691 skinframe_t *skinframe;
3693 if (cls.state == ca_dedicated)
3696 // if already loaded just return it, otherwise make a new skinframe
3697 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3698 if (skinframe && skinframe->base)
3700 textureflags &= ~TEXF_FORCE_RELOAD;
3702 skinframe->stain = NULL;
3703 skinframe->merged = NULL;
3704 skinframe->base = NULL;
3705 skinframe->pants = NULL;
3706 skinframe->shirt = NULL;
3707 skinframe->nmap = NULL;
3708 skinframe->gloss = NULL;
3709 skinframe->glow = NULL;
3710 skinframe->fog = NULL;
3711 skinframe->reflect = NULL;
3712 skinframe->hasalpha = false;
3714 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3718 if (developer_loading.integer)
3719 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3721 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3722 if (textureflags & TEXF_ALPHA)
3724 for (i = 0;i < width * height;i++)
3726 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3728 skinframe->hasalpha = true;
3732 if (r_loadfog && skinframe->hasalpha)
3733 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3736 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3737 //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]);
3742 skinframe_t *R_SkinFrame_LoadMissing(void)
3744 skinframe_t *skinframe;
3746 if (cls.state == ca_dedicated)
3749 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3750 skinframe->stain = NULL;
3751 skinframe->merged = NULL;
3752 skinframe->base = NULL;
3753 skinframe->pants = NULL;
3754 skinframe->shirt = NULL;
3755 skinframe->nmap = NULL;
3756 skinframe->gloss = NULL;
3757 skinframe->glow = NULL;
3758 skinframe->fog = NULL;
3759 skinframe->reflect = NULL;
3760 skinframe->hasalpha = false;
3762 skinframe->avgcolor[0] = rand() / RAND_MAX;
3763 skinframe->avgcolor[1] = rand() / RAND_MAX;
3764 skinframe->avgcolor[2] = rand() / RAND_MAX;
3765 skinframe->avgcolor[3] = 1;
3770 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3771 typedef struct suffixinfo_s
3774 qboolean flipx, flipy, flipdiagonal;
3777 static suffixinfo_t suffix[3][6] =
3780 {"px", false, false, false},
3781 {"nx", false, false, false},
3782 {"py", false, false, false},
3783 {"ny", false, false, false},
3784 {"pz", false, false, false},
3785 {"nz", false, false, false}
3788 {"posx", false, false, false},
3789 {"negx", false, false, false},
3790 {"posy", false, false, false},
3791 {"negy", false, false, false},
3792 {"posz", false, false, false},
3793 {"negz", false, false, false}
3796 {"rt", true, false, true},
3797 {"lf", false, true, true},
3798 {"ft", true, true, false},
3799 {"bk", false, false, false},
3800 {"up", true, false, true},
3801 {"dn", true, false, true}
3805 static int componentorder[4] = {0, 1, 2, 3};
3807 rtexture_t *R_LoadCubemap(const char *basename)
3809 int i, j, cubemapsize;
3810 unsigned char *cubemappixels, *image_buffer;
3811 rtexture_t *cubemaptexture;
3813 // must start 0 so the first loadimagepixels has no requested width/height
3815 cubemappixels = NULL;
3816 cubemaptexture = NULL;
3817 // keep trying different suffix groups (posx, px, rt) until one loads
3818 for (j = 0;j < 3 && !cubemappixels;j++)
3820 // load the 6 images in the suffix group
3821 for (i = 0;i < 6;i++)
3823 // generate an image name based on the base and and suffix
3824 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3826 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3828 // an image loaded, make sure width and height are equal
3829 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3831 // if this is the first image to load successfully, allocate the cubemap memory
3832 if (!cubemappixels && image_width >= 1)
3834 cubemapsize = image_width;
3835 // note this clears to black, so unavailable sides are black
3836 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3838 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3840 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);
3843 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3845 Mem_Free(image_buffer);
3849 // if a cubemap loaded, upload it
3852 if (developer_loading.integer)
3853 Con_Printf("loading cubemap \"%s\"\n", basename);
3855 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
3856 Mem_Free(cubemappixels);
3860 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3861 if (developer_loading.integer)
3863 Con_Printf("(tried tried images ");
3864 for (j = 0;j < 3;j++)
3865 for (i = 0;i < 6;i++)
3866 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3867 Con_Print(" and was unable to find any of them).\n");
3870 return cubemaptexture;
3873 rtexture_t *R_GetCubemap(const char *basename)
3876 for (i = 0;i < r_texture_numcubemaps;i++)
3877 if (r_texture_cubemaps[i] != NULL)
3878 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3879 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3880 if (i >= MAX_CUBEMAPS || !r_main_mempool)
3881 return r_texture_whitecube;
3882 r_texture_numcubemaps++;
3883 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3884 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3885 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3886 return r_texture_cubemaps[i]->texture;
3889 void R_FreeCubemap(const char *basename)
3893 for (i = 0;i < r_texture_numcubemaps;i++)
3895 if (r_texture_cubemaps[i] != NULL)
3897 if (r_texture_cubemaps[i]->texture)
3899 if (developer_loading.integer)
3900 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i]->basename);
3901 R_FreeTexture(r_texture_cubemaps[i]->texture);
3902 Mem_Free(r_texture_cubemaps[i]);
3903 r_texture_cubemaps[i] = NULL;
3909 void R_FreeCubemaps(void)
3912 for (i = 0;i < r_texture_numcubemaps;i++)
3914 if (developer_loading.integer)
3915 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i]->basename);
3916 if (r_texture_cubemaps[i] != NULL)
3918 if (r_texture_cubemaps[i]->texture)
3919 R_FreeTexture(r_texture_cubemaps[i]->texture);
3920 Mem_Free(r_texture_cubemaps[i]);
3923 r_texture_numcubemaps = 0;
3926 void R_Main_FreeViewCache(void)
3928 if (r_refdef.viewcache.entityvisible)
3929 Mem_Free(r_refdef.viewcache.entityvisible);
3930 if (r_refdef.viewcache.world_pvsbits)
3931 Mem_Free(r_refdef.viewcache.world_pvsbits);
3932 if (r_refdef.viewcache.world_leafvisible)
3933 Mem_Free(r_refdef.viewcache.world_leafvisible);
3934 if (r_refdef.viewcache.world_surfacevisible)
3935 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3936 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3939 void R_Main_ResizeViewCache(void)
3941 int numentities = r_refdef.scene.numentities;
3942 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3943 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3944 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3945 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3946 if (r_refdef.viewcache.maxentities < numentities)
3948 r_refdef.viewcache.maxentities = numentities;
3949 if (r_refdef.viewcache.entityvisible)
3950 Mem_Free(r_refdef.viewcache.entityvisible);
3951 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3953 if (r_refdef.viewcache.world_numclusters != numclusters)
3955 r_refdef.viewcache.world_numclusters = numclusters;
3956 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3957 if (r_refdef.viewcache.world_pvsbits)
3958 Mem_Free(r_refdef.viewcache.world_pvsbits);
3959 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3961 if (r_refdef.viewcache.world_numleafs != numleafs)
3963 r_refdef.viewcache.world_numleafs = numleafs;
3964 if (r_refdef.viewcache.world_leafvisible)
3965 Mem_Free(r_refdef.viewcache.world_leafvisible);
3966 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3968 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3970 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3971 if (r_refdef.viewcache.world_surfacevisible)
3972 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3973 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3977 extern rtexture_t *loadingscreentexture;
3978 void gl_main_start(void)
3980 loadingscreentexture = NULL;
3981 r_texture_blanknormalmap = NULL;
3982 r_texture_white = NULL;
3983 r_texture_grey128 = NULL;
3984 r_texture_black = NULL;
3985 r_texture_whitecube = NULL;
3986 r_texture_normalizationcube = NULL;
3987 r_texture_fogattenuation = NULL;
3988 r_texture_fogheighttexture = NULL;
3989 r_texture_gammaramps = NULL;
3990 r_texture_numcubemaps = 0;
3992 r_loaddds = r_texture_dds_load.integer != 0;
3993 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3995 switch(vid.renderpath)
3997 case RENDERPATH_GL20:
3998 case RENDERPATH_D3D9:
3999 case RENDERPATH_D3D10:
4000 case RENDERPATH_D3D11:
4001 case RENDERPATH_SOFT:
4002 case RENDERPATH_GLES2:
4003 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4004 Cvar_SetValueQuick(&gl_combine, 1);
4005 Cvar_SetValueQuick(&r_glsl, 1);
4006 r_loadnormalmap = true;
4010 case RENDERPATH_GL13:
4011 case RENDERPATH_GLES1:
4012 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4013 Cvar_SetValueQuick(&gl_combine, 1);
4014 Cvar_SetValueQuick(&r_glsl, 0);
4015 r_loadnormalmap = false;
4016 r_loadgloss = false;
4019 case RENDERPATH_GL11:
4020 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4021 Cvar_SetValueQuick(&gl_combine, 0);
4022 Cvar_SetValueQuick(&r_glsl, 0);
4023 r_loadnormalmap = false;
4024 r_loadgloss = false;
4030 R_FrameData_Reset();
4034 memset(r_queries, 0, sizeof(r_queries));
4036 r_qwskincache = NULL;
4037 r_qwskincache_size = 0;
4039 // due to caching of texture_t references, the collision cache must be reset
4040 Collision_Cache_Reset(true);
4042 // set up r_skinframe loading system for textures
4043 memset(&r_skinframe, 0, sizeof(r_skinframe));
4044 r_skinframe.loadsequence = 1;
4045 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4047 r_main_texturepool = R_AllocTexturePool();
4048 R_BuildBlankTextures();
4050 if (vid.support.arb_texture_cube_map)
4053 R_BuildNormalizationCube();
4055 r_texture_fogattenuation = NULL;
4056 r_texture_fogheighttexture = NULL;
4057 r_texture_gammaramps = NULL;
4058 //r_texture_fogintensity = NULL;
4059 memset(&r_fb, 0, sizeof(r_fb));
4060 r_glsl_permutation = NULL;
4061 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4062 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4063 glslshaderstring = NULL;
4065 r_hlsl_permutation = NULL;
4066 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4067 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4069 hlslshaderstring = NULL;
4070 memset(&r_svbsp, 0, sizeof (r_svbsp));
4072 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4073 r_texture_numcubemaps = 0;
4075 r_refdef.fogmasktable_density = 0;
4078 void gl_main_shutdown(void)
4081 R_FrameData_Reset();
4083 R_Main_FreeViewCache();
4085 switch(vid.renderpath)
4087 case RENDERPATH_GL11:
4088 case RENDERPATH_GL13:
4089 case RENDERPATH_GL20:
4090 case RENDERPATH_GLES1:
4091 case RENDERPATH_GLES2:
4092 #ifdef GL_SAMPLES_PASSED_ARB
4094 qglDeleteQueriesARB(r_maxqueries, r_queries);
4097 case RENDERPATH_D3D9:
4098 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4100 case RENDERPATH_D3D10:
4101 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4103 case RENDERPATH_D3D11:
4104 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4106 case RENDERPATH_SOFT:
4112 memset(r_queries, 0, sizeof(r_queries));
4114 r_qwskincache = NULL;
4115 r_qwskincache_size = 0;
4117 // clear out the r_skinframe state
4118 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4119 memset(&r_skinframe, 0, sizeof(r_skinframe));
4122 Mem_Free(r_svbsp.nodes);
4123 memset(&r_svbsp, 0, sizeof (r_svbsp));
4124 R_FreeTexturePool(&r_main_texturepool);
4125 loadingscreentexture = NULL;
4126 r_texture_blanknormalmap = NULL;
4127 r_texture_white = NULL;
4128 r_texture_grey128 = NULL;
4129 r_texture_black = NULL;
4130 r_texture_whitecube = NULL;
4131 r_texture_normalizationcube = NULL;
4132 r_texture_fogattenuation = NULL;
4133 r_texture_fogheighttexture = NULL;
4134 r_texture_gammaramps = NULL;
4135 r_texture_numcubemaps = 0;
4136 //r_texture_fogintensity = NULL;
4137 memset(&r_fb, 0, sizeof(r_fb));
4140 r_glsl_permutation = NULL;
4141 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4142 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4143 glslshaderstring = NULL;
4145 r_hlsl_permutation = NULL;
4146 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4147 Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4149 hlslshaderstring = NULL;
4152 extern void CL_ParseEntityLump(char *entitystring);
4153 void gl_main_newmap(void)
4155 // FIXME: move this code to client
4156 char *entities, entname[MAX_QPATH];
4158 Mem_Free(r_qwskincache);
4159 r_qwskincache = NULL;
4160 r_qwskincache_size = 0;
4163 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4164 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4166 CL_ParseEntityLump(entities);
4170 if (cl.worldmodel->brush.entities)
4171 CL_ParseEntityLump(cl.worldmodel->brush.entities);
4173 R_Main_FreeViewCache();
4175 R_FrameData_Reset();
4178 void GL_Main_Init(void)
4180 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4182 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4183 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4184 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4185 if (gamemode == GAME_NEHAHRA)
4187 Cvar_RegisterVariable (&gl_fogenable);
4188 Cvar_RegisterVariable (&gl_fogdensity);
4189 Cvar_RegisterVariable (&gl_fogred);
4190 Cvar_RegisterVariable (&gl_foggreen);
4191 Cvar_RegisterVariable (&gl_fogblue);
4192 Cvar_RegisterVariable (&gl_fogstart);
4193 Cvar_RegisterVariable (&gl_fogend);
4194 Cvar_RegisterVariable (&gl_skyclip);
4196 Cvar_RegisterVariable(&r_motionblur);
4197 Cvar_RegisterVariable(&r_damageblur);
4198 Cvar_RegisterVariable(&r_motionblur_averaging);
4199 Cvar_RegisterVariable(&r_motionblur_randomize);
4200 Cvar_RegisterVariable(&r_motionblur_minblur);
4201 Cvar_RegisterVariable(&r_motionblur_maxblur);
4202 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4203 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4204 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4205 Cvar_RegisterVariable(&r_motionblur_mousefactor);
4206 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4207 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4208 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4209 Cvar_RegisterVariable(&r_equalize_entities_minambient);
4210 Cvar_RegisterVariable(&r_equalize_entities_by);
4211 Cvar_RegisterVariable(&r_equalize_entities_to);
4212 Cvar_RegisterVariable(&r_depthfirst);
4213 Cvar_RegisterVariable(&r_useinfinitefarclip);
4214 Cvar_RegisterVariable(&r_farclip_base);
4215 Cvar_RegisterVariable(&r_farclip_world);
4216 Cvar_RegisterVariable(&r_nearclip);
4217 Cvar_RegisterVariable(&r_deformvertexes);
4218 Cvar_RegisterVariable(&r_transparent);
4219 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4220 Cvar_RegisterVariable(&r_showoverdraw);
4221 Cvar_RegisterVariable(&r_showbboxes);
4222 Cvar_RegisterVariable(&r_showsurfaces);
4223 Cvar_RegisterVariable(&r_showtris);
4224 Cvar_RegisterVariable(&r_shownormals);
4225 Cvar_RegisterVariable(&r_showlighting);
4226 Cvar_RegisterVariable(&r_showshadowvolumes);
4227 Cvar_RegisterVariable(&r_showcollisionbrushes);
4228 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4229 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4230 Cvar_RegisterVariable(&r_showdisabledepthtest);
4231 Cvar_RegisterVariable(&r_drawportals);
4232 Cvar_RegisterVariable(&r_drawentities);
4233 Cvar_RegisterVariable(&r_draw2d);
4234 Cvar_RegisterVariable(&r_drawworld);
4235 Cvar_RegisterVariable(&r_cullentities_trace);
4236 Cvar_RegisterVariable(&r_cullentities_trace_samples);
4237 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4238 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4239 Cvar_RegisterVariable(&r_cullentities_trace_delay);
4240 Cvar_RegisterVariable(&r_sortentities);
4241 Cvar_RegisterVariable(&r_drawviewmodel);
4242 Cvar_RegisterVariable(&r_drawexteriormodel);
4243 Cvar_RegisterVariable(&r_speeds);
4244 Cvar_RegisterVariable(&r_fullbrights);
4245 Cvar_RegisterVariable(&r_wateralpha);
4246 Cvar_RegisterVariable(&r_dynamic);
4247 Cvar_RegisterVariable(&r_fakelight);
4248 Cvar_RegisterVariable(&r_fakelight_intensity);
4249 Cvar_RegisterVariable(&r_fullbright);
4250 Cvar_RegisterVariable(&r_shadows);
4251 Cvar_RegisterVariable(&r_shadows_darken);
4252 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4253 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4254 Cvar_RegisterVariable(&r_shadows_throwdistance);
4255 Cvar_RegisterVariable(&r_shadows_throwdirection);
4256 Cvar_RegisterVariable(&r_shadows_focus);
4257 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4258 Cvar_RegisterVariable(&r_q1bsp_skymasking);
4259 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4260 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4261 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4262 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4263 Cvar_RegisterVariable(&r_fog_exp2);
4264 Cvar_RegisterVariable(&r_fog_clear);
4265 Cvar_RegisterVariable(&r_drawfog);
4266 Cvar_RegisterVariable(&r_transparentdepthmasking);
4267 Cvar_RegisterVariable(&r_transparent_sortmindist);
4268 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4269 Cvar_RegisterVariable(&r_transparent_sortarraysize);
4270 Cvar_RegisterVariable(&r_texture_dds_load);
4271 Cvar_RegisterVariable(&r_texture_dds_save);
4272 Cvar_RegisterVariable(&r_textureunits);
4273 Cvar_RegisterVariable(&gl_combine);
4274 Cvar_RegisterVariable(&r_viewfbo);
4275 Cvar_RegisterVariable(&r_viewscale);
4276 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4277 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4278 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4279 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4280 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4281 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4282 Cvar_RegisterVariable(&r_glsl);
4283 Cvar_RegisterVariable(&r_glsl_deluxemapping);
4284 Cvar_RegisterVariable(&r_glsl_offsetmapping);
4285 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4286 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4287 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4288 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4289 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4290 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
4291 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
4292 Cvar_RegisterVariable(&r_glsl_postprocess);
4293 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4294 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4295 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4296 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4297 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4298 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4299 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4300 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4302 Cvar_RegisterVariable(&r_water);
4303 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4304 Cvar_RegisterVariable(&r_water_clippingplanebias);
4305 Cvar_RegisterVariable(&r_water_refractdistort);
4306 Cvar_RegisterVariable(&r_water_reflectdistort);
4307 Cvar_RegisterVariable(&r_water_scissormode);
4308 Cvar_RegisterVariable(&r_water_lowquality);
4309 Cvar_RegisterVariable(&r_water_hideplayer);
4310 Cvar_RegisterVariable(&r_water_fbo);
4312 Cvar_RegisterVariable(&r_lerpsprites);
4313 Cvar_RegisterVariable(&r_lerpmodels);
4314 Cvar_RegisterVariable(&r_lerplightstyles);
4315 Cvar_RegisterVariable(&r_waterscroll);
4316 Cvar_RegisterVariable(&r_bloom);
4317 Cvar_RegisterVariable(&r_bloom_colorscale);
4318 Cvar_RegisterVariable(&r_bloom_brighten);
4319 Cvar_RegisterVariable(&r_bloom_blur);
4320 Cvar_RegisterVariable(&r_bloom_resolution);
4321 Cvar_RegisterVariable(&r_bloom_colorexponent);
4322 Cvar_RegisterVariable(&r_bloom_colorsubtract);
4323 Cvar_RegisterVariable(&r_hdr_scenebrightness);
4324 Cvar_RegisterVariable(&r_hdr_glowintensity);
4325 Cvar_RegisterVariable(&r_hdr_irisadaptation);
4326 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4327 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4328 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4329 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4330 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4331 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4332 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
4333 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4334 Cvar_RegisterVariable(&developer_texturelogging);
4335 Cvar_RegisterVariable(&gl_lightmaps);
4336 Cvar_RegisterVariable(&r_test);
4337 Cvar_RegisterVariable(&r_glsl_saturation);
4338 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4339 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4340 Cvar_RegisterVariable(&r_framedatasize);
4341 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4342 Cvar_SetValue("r_fullbrights", 0);
4343 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4346 extern void R_Textures_Init(void);
4347 extern void GL_Draw_Init(void);
4348 extern void GL_Main_Init(void);
4349 extern void R_Shadow_Init(void);
4350 extern void R_Sky_Init(void);
4351 extern void GL_Surf_Init(void);
4352 extern void R_Particles_Init(void);
4353 extern void R_Explosion_Init(void);
4354 extern void gl_backend_init(void);
4355 extern void Sbar_Init(void);
4356 extern void R_LightningBeams_Init(void);
4357 extern void Mod_RenderInit(void);
4358 extern void Font_Init(void);
4360 void Render_Init(void)
4373 R_LightningBeams_Init();
4383 extern char *ENGINE_EXTENSIONS;
4386 gl_renderer = (const char *)qglGetString(GL_RENDERER);
4387 gl_vendor = (const char *)qglGetString(GL_VENDOR);
4388 gl_version = (const char *)qglGetString(GL_VERSION);
4389 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4393 if (!gl_platformextensions)
4394 gl_platformextensions = "";
4396 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4397 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4398 Con_Printf("GL_VERSION: %s\n", gl_version);
4399 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4400 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4402 VID_CheckExtensions();
4404 // LordHavoc: report supported extensions
4405 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4407 // clear to black (loading plaque will be seen over this)
4408 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4412 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4416 if (r_trippy.integer)
4418 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4420 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
4423 p = r_refdef.view.frustum + i;
4428 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4432 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4436 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4440 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4444 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4448 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4452 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4456 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4464 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4468 if (r_trippy.integer)
4470 for (i = 0;i < numplanes;i++)
4477 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4481 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4485 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4489 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4493 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4497 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4501 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4505 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4513 //==================================================================================
4515 // LordHavoc: this stores temporary data used within the same frame
4517 typedef struct r_framedata_mem_s
4519 struct r_framedata_mem_s *purge; // older mem block to free on next frame
4520 size_t size; // how much usable space
4521 size_t current; // how much space in use
4522 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4523 size_t wantedsize; // how much space was allocated
4524 unsigned char *data; // start of real data (16byte aligned)
4528 static r_framedata_mem_t *r_framedata_mem;
4530 void R_FrameData_Reset(void)
4532 while (r_framedata_mem)
4534 r_framedata_mem_t *next = r_framedata_mem->purge;
4535 Mem_Free(r_framedata_mem);
4536 r_framedata_mem = next;
4540 void R_FrameData_Resize(void)
4543 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4544 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4545 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize)
4547 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4548 newmem->wantedsize = wantedsize;
4549 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4550 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4551 newmem->current = 0;
4553 newmem->purge = r_framedata_mem;
4554 r_framedata_mem = newmem;
4558 void R_FrameData_NewFrame(void)
4560 R_FrameData_Resize();
4561 if (!r_framedata_mem)
4563 // if we ran out of space on the last frame, free the old memory now
4564 while (r_framedata_mem->purge)
4566 // repeatedly remove the second item in the list, leaving only head
4567 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4568 Mem_Free(r_framedata_mem->purge);
4569 r_framedata_mem->purge = next;
4571 // reset the current mem pointer
4572 r_framedata_mem->current = 0;
4573 r_framedata_mem->mark = 0;
4576 void *R_FrameData_Alloc(size_t size)
4580 // align to 16 byte boundary - the data pointer is already aligned, so we
4581 // only need to ensure the size of every allocation is also aligned
4582 size = (size + 15) & ~15;
4584 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4586 // emergency - we ran out of space, allocate more memory
4587 Cvar_SetValueQuick(&r_framedatasize, bound(0.25f, r_framedatasize.value * 2.0f, 128.0f));
4588 R_FrameData_Resize();
4591 data = r_framedata_mem->data + r_framedata_mem->current;
4592 r_framedata_mem->current += size;
4594 // count the usage for stats
4595 r_refdef.stats.framedatacurrent = max(r_refdef.stats.framedatacurrent, (int)r_framedata_mem->current);
4596 r_refdef.stats.framedatasize = max(r_refdef.stats.framedatasize, (int)r_framedata_mem->size);
4598 return (void *)data;
4601 void *R_FrameData_Store(size_t size, void *data)
4603 void *d = R_FrameData_Alloc(size);
4605 memcpy(d, data, size);
4609 void R_FrameData_SetMark(void)
4611 if (!r_framedata_mem)
4613 r_framedata_mem->mark = r_framedata_mem->current;
4616 void R_FrameData_ReturnToMark(void)
4618 if (!r_framedata_mem)
4620 r_framedata_mem->current = r_framedata_mem->mark;
4623 //==================================================================================
4625 // LordHavoc: animcache originally written by Echon, rewritten since then
4628 * Animation cache prevents re-generating mesh data for an animated model
4629 * multiple times in one frame for lighting, shadowing, reflections, etc.
4632 void R_AnimCache_Free(void)
4636 void R_AnimCache_ClearCache(void)
4639 entity_render_t *ent;
4641 for (i = 0;i < r_refdef.scene.numentities;i++)
4643 ent = r_refdef.scene.entities[i];
4644 ent->animcache_vertex3f = NULL;
4645 ent->animcache_normal3f = NULL;
4646 ent->animcache_svector3f = NULL;
4647 ent->animcache_tvector3f = NULL;
4648 ent->animcache_vertexmesh = NULL;
4649 ent->animcache_vertex3fbuffer = NULL;
4650 ent->animcache_vertexmeshbuffer = NULL;
4654 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4658 // check if we need the meshbuffers
4659 if (!vid.useinterleavedarrays)
4662 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4663 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4664 // TODO: upload vertex3f buffer?
4665 if (ent->animcache_vertexmesh)
4667 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4668 for (i = 0;i < numvertices;i++)
4669 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4670 if (ent->animcache_svector3f)
4671 for (i = 0;i < numvertices;i++)
4672 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4673 if (ent->animcache_tvector3f)
4674 for (i = 0;i < numvertices;i++)
4675 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4676 if (ent->animcache_normal3f)
4677 for (i = 0;i < numvertices;i++)
4678 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4679 // TODO: upload vertexmeshbuffer?
4683 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4685 dp_model_t *model = ent->model;
4687 // see if it's already cached this frame
4688 if (ent->animcache_vertex3f)
4690 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
4691 if (wantnormals || wanttangents)
4693 if (ent->animcache_normal3f)
4694 wantnormals = false;
4695 if (ent->animcache_svector3f)
4696 wanttangents = false;
4697 if (wantnormals || wanttangents)
4699 numvertices = model->surfmesh.num_vertices;
4701 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4704 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4705 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4707 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4708 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4714 // see if this ent is worth caching
4715 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices)
4717 // get some memory for this entity and generate mesh data
4718 numvertices = model->surfmesh.num_vertices;
4719 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4721 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4724 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4725 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4727 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
4728 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4733 void R_AnimCache_CacheVisibleEntities(void)
4736 qboolean wantnormals = true;
4737 qboolean wanttangents = !r_showsurfaces.integer;
4739 switch(vid.renderpath)
4741 case RENDERPATH_GL20:
4742 case RENDERPATH_D3D9:
4743 case RENDERPATH_D3D10:
4744 case RENDERPATH_D3D11:
4745 case RENDERPATH_GLES2:
4747 case RENDERPATH_GL11:
4748 case RENDERPATH_GL13:
4749 case RENDERPATH_GLES1:
4750 wanttangents = false;
4752 case RENDERPATH_SOFT:
4756 if (r_shownormals.integer)
4757 wanttangents = wantnormals = true;
4759 // TODO: thread this
4760 // NOTE: R_PrepareRTLights() also caches entities
4762 for (i = 0;i < r_refdef.scene.numentities;i++)
4763 if (r_refdef.viewcache.entityvisible[i])
4764 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
4767 //==================================================================================
4769 extern cvar_t r_overheadsprites_pushback;
4771 static void R_View_UpdateEntityLighting (void)
4774 entity_render_t *ent;
4775 vec3_t tempdiffusenormal, avg;
4776 vec_t f, fa, fd, fdd;
4777 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
4779 for (i = 0;i < r_refdef.scene.numentities;i++)
4781 ent = r_refdef.scene.entities[i];
4783 // skip unseen models and models that updated by CSQC
4784 if ((!r_refdef.viewcache.entityvisible[i] && skipunseen) || ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
4788 if (ent->model && ent->model->brush.num_leafs)
4790 // TODO: use modellight for r_ambient settings on world?
4791 VectorSet(ent->modellight_ambient, 0, 0, 0);
4792 VectorSet(ent->modellight_diffuse, 0, 0, 0);
4793 VectorSet(ent->modellight_lightdir, 0, 0, 1);
4797 // fetch the lighting from the worldmodel data
4798 VectorClear(ent->modellight_ambient);
4799 VectorClear(ent->modellight_diffuse);
4800 VectorClear(tempdiffusenormal);
4801 if (ent->flags & RENDER_LIGHT)
4804 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4806 // complete lightning for lit sprites
4807 // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
4808 if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
4810 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
4811 org[2] = org[2] + r_overheadsprites_pushback.value;
4812 R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
4815 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
4817 if(ent->flags & RENDER_EQUALIZE)
4819 // first fix up ambient lighting...
4820 if(r_equalize_entities_minambient.value > 0)
4822 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4825 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
4826 if(fa < r_equalize_entities_minambient.value * fd)
4829 // fa'/fd' = minambient
4830 // fa'+0.25*fd' = fa+0.25*fd
4832 // fa' = fd' * minambient
4833 // fd'*(0.25+minambient) = fa+0.25*fd
4835 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
4836 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
4838 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
4839 f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
4840 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
4841 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
4846 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
4848 fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
4849 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4853 // adjust brightness and saturation to target
4854 avg[0] = avg[1] = avg[2] = fa / f;
4855 VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
4856 avg[0] = avg[1] = avg[2] = fd / f;
4857 VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
4863 VectorSet(ent->modellight_ambient, 1, 1, 1);
4865 // move the light direction into modelspace coordinates for lighting code
4866 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
4867 if(VectorLength2(ent->modellight_lightdir) == 0)
4868 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
4869 VectorNormalize(ent->modellight_lightdir);
4873 #define MAX_LINEOFSIGHTTRACES 64
4875 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
4878 vec3_t boxmins, boxmaxs;
4881 dp_model_t *model = r_refdef.scene.worldmodel;
4883 if (!model || !model->brush.TraceLineOfSight)
4886 // expand the box a little
4887 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
4888 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
4889 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
4890 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
4891 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
4892 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
4894 // return true if eye is inside enlarged box
4895 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
4899 VectorCopy(eye, start);
4900 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
4901 if (model->brush.TraceLineOfSight(model, start, end))
4904 // try various random positions
4905 for (i = 0;i < numsamples;i++)
4907 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4908 if (model->brush.TraceLineOfSight(model, start, end))
4916 static void R_View_UpdateEntityVisible (void)
4921 entity_render_t *ent;
4923 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4924 : r_fb.water.hideplayer ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4925 : (chase_active.integer || r_fb.water.renderingscene) ? RENDER_VIEWMODEL
4926 : RENDER_EXTERIORMODEL;
4927 if (!r_drawviewmodel.integer)
4928 renderimask |= RENDER_VIEWMODEL;
4929 if (!r_drawexteriormodel.integer)
4930 renderimask |= RENDER_EXTERIORMODEL;
4931 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4933 // worldmodel can check visibility
4934 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4935 for (i = 0;i < r_refdef.scene.numentities;i++)
4937 ent = r_refdef.scene.entities[i];
4938 if (!(ent->flags & renderimask))
4939 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)))
4940 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))
4941 r_refdef.viewcache.entityvisible[i] = true;
4946 // no worldmodel or it can't check visibility
4947 for (i = 0;i < r_refdef.scene.numentities;i++)
4949 ent = r_refdef.scene.entities[i];
4950 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
4953 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
4954 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
4956 for (i = 0;i < r_refdef.scene.numentities;i++)
4958 if (!r_refdef.viewcache.entityvisible[i])
4960 ent = r_refdef.scene.entities[i];
4961 if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4963 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
4965 continue; // temp entities do pvs only
4966 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
4967 ent->last_trace_visibility = realtime;
4968 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4969 r_refdef.viewcache.entityvisible[i] = 0;
4975 /// only used if skyrendermasked, and normally returns false
4976 int R_DrawBrushModelsSky (void)
4979 entity_render_t *ent;
4982 for (i = 0;i < r_refdef.scene.numentities;i++)
4984 if (!r_refdef.viewcache.entityvisible[i])
4986 ent = r_refdef.scene.entities[i];
4987 if (!ent->model || !ent->model->DrawSky)
4989 ent->model->DrawSky(ent);
4995 static void R_DrawNoModel(entity_render_t *ent);
4996 static void R_DrawModels(void)
4999 entity_render_t *ent;
5001 for (i = 0;i < r_refdef.scene.numentities;i++)
5003 if (!r_refdef.viewcache.entityvisible[i])
5005 ent = r_refdef.scene.entities[i];
5006 r_refdef.stats.entities++;
5008 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
5011 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
5012 Con_Printf("R_DrawModels\n");
5013 Con_Printf("model %s O %f %f %f F %f %f %f L %f %f %f U %f %f %f\n", ent->model->name, o[0], o[1], o[2], f[0], f[1], f[2], l[0], l[1], l[2], u[0], u[1], u[2]);
5014 Con_Printf("group: %i %f %i %f %i %f %i %f\n", ent->framegroupblend[0].frame, ent->framegroupblend[0].lerp, ent->framegroupblend[1].frame, ent->framegroupblend[1].lerp, ent->framegroupblend[2].frame, ent->framegroupblend[2].lerp, ent->framegroupblend[3].frame, ent->framegroupblend[3].lerp);
5015 Con_Printf("blend: %i %f %i %f %i %f %i %f %i %f %i %f %i %f %i %f\n", ent->frameblend[0].subframe, ent->frameblend[0].lerp, ent->frameblend[1].subframe, ent->frameblend[1].lerp, ent->frameblend[2].subframe, ent->frameblend[2].lerp, ent->frameblend[3].subframe, ent->frameblend[3].lerp, ent->frameblend[4].subframe, ent->frameblend[4].lerp, ent->frameblend[5].subframe, ent->frameblend[5].lerp, ent->frameblend[6].subframe, ent->frameblend[6].lerp, ent->frameblend[7].subframe, ent->frameblend[7].lerp);
5018 if (ent->model && ent->model->Draw != NULL)
5019 ent->model->Draw(ent);
5025 static void R_DrawModelsDepth(void)
5028 entity_render_t *ent;
5030 for (i = 0;i < r_refdef.scene.numentities;i++)
5032 if (!r_refdef.viewcache.entityvisible[i])
5034 ent = r_refdef.scene.entities[i];
5035 if (ent->model && ent->model->DrawDepth != NULL)
5036 ent->model->DrawDepth(ent);
5040 static void R_DrawModelsDebug(void)
5043 entity_render_t *ent;
5045 for (i = 0;i < r_refdef.scene.numentities;i++)
5047 if (!r_refdef.viewcache.entityvisible[i])
5049 ent = r_refdef.scene.entities[i];
5050 if (ent->model && ent->model->DrawDebug != NULL)
5051 ent->model->DrawDebug(ent);
5055 static void R_DrawModelsAddWaterPlanes(void)
5058 entity_render_t *ent;
5060 for (i = 0;i < r_refdef.scene.numentities;i++)
5062 if (!r_refdef.viewcache.entityvisible[i])
5064 ent = r_refdef.scene.entities[i];
5065 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5066 ent->model->DrawAddWaterPlanes(ent);
5070 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}};
5072 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5074 if (r_hdr_irisadaptation.integer)
5079 vec3_t diffusenormal;
5081 vec_t brightness = 0.0f;
5086 VectorCopy(r_refdef.view.forward, forward);
5087 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
5089 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
5090 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
5091 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
5092 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5093 d = DotProduct(forward, diffusenormal);
5094 brightness += VectorLength(ambient);
5096 brightness += d * VectorLength(diffuse);
5098 brightness *= 1.0f / c;
5099 brightness += 0.00001f; // make sure it's never zero
5100 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5101 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5102 current = r_hdr_irisadaptation_value.value;
5104 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5105 else if (current > goal)
5106 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5107 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5108 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5110 else if (r_hdr_irisadaptation_value.value != 1.0f)
5111 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5114 static void R_View_SetFrustum(const int *scissor)
5117 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5118 vec3_t forward, left, up, origin, v;
5122 // flipped x coordinates (because x points left here)
5123 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5124 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5126 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5127 switch(vid.renderpath)
5129 case RENDERPATH_D3D9:
5130 case RENDERPATH_D3D10:
5131 case RENDERPATH_D3D11:
5132 // non-flipped y coordinates
5133 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5134 fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5136 case RENDERPATH_SOFT:
5137 case RENDERPATH_GL11:
5138 case RENDERPATH_GL13:
5139 case RENDERPATH_GL20:
5140 case RENDERPATH_GLES1:
5141 case RENDERPATH_GLES2:
5142 // non-flipped y coordinates
5143 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5144 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5149 // we can't trust r_refdef.view.forward and friends in reflected scenes
5150 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5153 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5154 r_refdef.view.frustum[0].normal[1] = 0 - 0;
5155 r_refdef.view.frustum[0].normal[2] = -1 - 0;
5156 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5157 r_refdef.view.frustum[1].normal[1] = 0 + 0;
5158 r_refdef.view.frustum[1].normal[2] = -1 + 0;
5159 r_refdef.view.frustum[2].normal[0] = 0 - 0;
5160 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5161 r_refdef.view.frustum[2].normal[2] = -1 - 0;
5162 r_refdef.view.frustum[3].normal[0] = 0 + 0;
5163 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5164 r_refdef.view.frustum[3].normal[2] = -1 + 0;
5168 zNear = r_refdef.nearclip;
5169 nudge = 1.0 - 1.0 / (1<<23);
5170 r_refdef.view.frustum[4].normal[0] = 0 - 0;
5171 r_refdef.view.frustum[4].normal[1] = 0 - 0;
5172 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5173 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5174 r_refdef.view.frustum[5].normal[0] = 0 + 0;
5175 r_refdef.view.frustum[5].normal[1] = 0 + 0;
5176 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5177 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5183 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5184 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5185 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5186 r_refdef.view.frustum[0].dist = m[15] - m[12];
5188 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5189 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5190 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5191 r_refdef.view.frustum[1].dist = m[15] + m[12];
5193 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5194 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5195 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5196 r_refdef.view.frustum[2].dist = m[15] - m[13];
5198 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5199 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5200 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5201 r_refdef.view.frustum[3].dist = m[15] + m[13];
5203 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5204 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5205 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5206 r_refdef.view.frustum[4].dist = m[15] - m[14];
5208 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5209 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5210 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5211 r_refdef.view.frustum[5].dist = m[15] + m[14];
5214 if (r_refdef.view.useperspective)
5216 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5217 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]);
5218 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]);
5219 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]);
5220 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]);
5222 // then the normals from the corners relative to origin
5223 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5224 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5225 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5226 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5228 // in a NORMAL view, forward cross left == up
5229 // in a REFLECTED view, forward cross left == down
5230 // so our cross products above need to be adjusted for a left handed coordinate system
5231 CrossProduct(forward, left, v);
5232 if(DotProduct(v, up) < 0)
5234 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5235 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5236 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5237 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5240 // Leaving those out was a mistake, those were in the old code, and they
5241 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5242 // I couldn't reproduce it after adding those normalizations. --blub
5243 VectorNormalize(r_refdef.view.frustum[0].normal);
5244 VectorNormalize(r_refdef.view.frustum[1].normal);
5245 VectorNormalize(r_refdef.view.frustum[2].normal);
5246 VectorNormalize(r_refdef.view.frustum[3].normal);
5248 // make the corners absolute
5249 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5250 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5251 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5252 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5255 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5257 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5258 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5259 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5260 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5261 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5265 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5266 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5267 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5268 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5269 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5270 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5271 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5272 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5273 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5274 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5276 r_refdef.view.numfrustumplanes = 5;
5278 if (r_refdef.view.useclipplane)
5280 r_refdef.view.numfrustumplanes = 6;
5281 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5284 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5285 PlaneClassify(r_refdef.view.frustum + i);
5287 // LordHavoc: note to all quake engine coders, Quake had a special case
5288 // for 90 degrees which assumed a square view (wrong), so I removed it,
5289 // Quake2 has it disabled as well.
5291 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5292 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5293 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5294 //PlaneClassify(&frustum[0]);
5296 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5297 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5298 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5299 //PlaneClassify(&frustum[1]);
5301 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5302 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5303 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5304 //PlaneClassify(&frustum[2]);
5306 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5307 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5308 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5309 //PlaneClassify(&frustum[3]);
5312 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5313 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5314 //PlaneClassify(&frustum[4]);
5317 void R_View_UpdateWithScissor(const int *myscissor)
5319 R_Main_ResizeViewCache();
5320 R_View_SetFrustum(myscissor);
5321 R_View_WorldVisibility(r_refdef.view.useclipplane);
5322 R_View_UpdateEntityVisible();
5323 R_View_UpdateEntityLighting();
5324 R_AnimCache_CacheVisibleEntities();
5327 void R_View_Update(void)
5329 R_Main_ResizeViewCache();
5330 R_View_SetFrustum(NULL);
5331 R_View_WorldVisibility(r_refdef.view.useclipplane);
5332 R_View_UpdateEntityVisible();
5333 R_View_UpdateEntityLighting();
5334 R_AnimCache_CacheVisibleEntities();
5337 float viewscalefpsadjusted = 1.0f;
5339 void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5341 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5342 scale = bound(0.03125f, scale, 1.0f);
5343 *outwidth = (int)ceil(width * scale);
5344 *outheight = (int)ceil(height * scale);
5347 void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5349 const float *customclipplane = NULL;
5351 int /*rtwidth,*/ rtheight, scaledwidth, scaledheight;
5352 if (r_refdef.view.useclipplane && allowwaterclippingplane)
5354 // LordHavoc: couldn't figure out how to make this approach the
5355 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5356 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5357 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5358 dist = r_refdef.view.clipplane.dist;
5359 plane[0] = r_refdef.view.clipplane.normal[0];
5360 plane[1] = r_refdef.view.clipplane.normal[1];
5361 plane[2] = r_refdef.view.clipplane.normal[2];
5363 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5366 //rtwidth = fbo ? R_TextureWidth(depthtexture ? depthtexture : colortexture) : vid.width;
5367 rtheight = fbo ? R_TextureHeight(depthtexture ? depthtexture : colortexture) : vid.height;
5369 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5370 if (!r_refdef.view.useperspective)
5371 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
5372 else if (vid.stencil && r_useinfinitefarclip.integer)
5373 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
5375 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
5376 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5377 R_SetViewport(&r_refdef.view.viewport);
5378 if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5380 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5381 float screenplane[4];
5382 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5383 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5384 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5385 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5386 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5390 void R_EntityMatrix(const matrix4x4_t *matrix)
5392 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5394 gl_modelmatrixchanged = false;
5395 gl_modelmatrix = *matrix;
5396 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5397 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5398 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5399 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5401 switch(vid.renderpath)
5403 case RENDERPATH_D3D9:
5405 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5406 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5409 case RENDERPATH_D3D10:
5410 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5412 case RENDERPATH_D3D11:
5413 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5415 case RENDERPATH_GL11:
5416 case RENDERPATH_GL13:
5417 case RENDERPATH_GLES1:
5418 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5420 case RENDERPATH_SOFT:
5421 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5422 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5424 case RENDERPATH_GL20:
5425 case RENDERPATH_GLES2:
5426 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5427 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5433 void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5435 r_viewport_t viewport;
5438 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5439 R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
5440 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5441 R_SetViewport(&viewport);
5442 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5443 GL_Color(1, 1, 1, 1);
5444 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5445 GL_BlendFunc(GL_ONE, GL_ZERO);
5446 GL_ScissorTest(false);
5447 GL_DepthMask(false);
5448 GL_DepthRange(0, 1);
5449 GL_DepthTest(false);
5450 GL_DepthFunc(GL_LEQUAL);
5451 R_EntityMatrix(&identitymatrix);
5452 R_Mesh_ResetTextureState();
5453 GL_PolygonOffset(0, 0);
5454 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5455 switch(vid.renderpath)
5457 case RENDERPATH_GL11:
5458 case RENDERPATH_GL13:
5459 case RENDERPATH_GL20:
5460 case RENDERPATH_GLES1:
5461 case RENDERPATH_GLES2:
5462 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5464 case RENDERPATH_D3D9:
5465 case RENDERPATH_D3D10:
5466 case RENDERPATH_D3D11:
5467 case RENDERPATH_SOFT:
5470 GL_CullFace(GL_NONE);
5473 void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5477 R_SetupView(true, fbo, depthtexture, colortexture);
5478 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5479 GL_Color(1, 1, 1, 1);
5480 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5481 GL_BlendFunc(GL_ONE, GL_ZERO);
5482 GL_ScissorTest(true);
5484 GL_DepthRange(0, 1);
5486 GL_DepthFunc(GL_LEQUAL);
5487 R_EntityMatrix(&identitymatrix);
5488 R_Mesh_ResetTextureState();
5489 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5490 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5491 switch(vid.renderpath)
5493 case RENDERPATH_GL11:
5494 case RENDERPATH_GL13:
5495 case RENDERPATH_GL20:
5496 case RENDERPATH_GLES1:
5497 case RENDERPATH_GLES2:
5498 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5500 case RENDERPATH_D3D9:
5501 case RENDERPATH_D3D10:
5502 case RENDERPATH_D3D11:
5503 case RENDERPATH_SOFT:
5506 GL_CullFace(r_refdef.view.cullface_back);
5511 R_RenderView_UpdateViewVectors
5514 static void R_RenderView_UpdateViewVectors(void)
5516 // break apart the view matrix into vectors for various purposes
5517 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5518 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5519 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5520 VectorNegate(r_refdef.view.left, r_refdef.view.right);
5521 // make an inverted copy of the view matrix for tracking sprites
5522 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5525 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5526 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5528 static void R_Water_StartFrame(void)
5531 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5532 r_waterstate_waterplane_t *p;
5533 qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.samples < 2;
5535 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5538 switch(vid.renderpath)
5540 case RENDERPATH_GL20:
5541 case RENDERPATH_D3D9:
5542 case RENDERPATH_D3D10:
5543 case RENDERPATH_D3D11:
5544 case RENDERPATH_SOFT:
5545 case RENDERPATH_GLES2:
5547 case RENDERPATH_GL11:
5548 case RENDERPATH_GL13:
5549 case RENDERPATH_GLES1:
5553 // set waterwidth and waterheight to the water resolution that will be
5554 // used (often less than the screen resolution for faster rendering)
5555 R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5557 // calculate desired texture sizes
5558 // can't use water if the card does not support the texture size
5559 if (!r_water.integer || r_showsurfaces.integer)
5560 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5561 else if (vid.support.arb_texture_non_power_of_two)
5563 texturewidth = waterwidth;
5564 textureheight = waterheight;
5565 camerawidth = waterwidth;
5566 cameraheight = waterheight;
5570 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
5571 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
5572 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
5573 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
5576 // allocate textures as needed
5577 if (r_fb.water.texturewidth != texturewidth || r_fb.water.textureheight != textureheight || r_fb.water.camerawidth != camerawidth || r_fb.water.cameraheight != cameraheight || (r_fb.depthtexture && !usewaterfbo))
5579 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5580 for (i = 0, p = r_fb.water.waterplanes;i < r_fb.water.maxwaterplanes;i++, p++)
5582 if (p->texture_refraction)
5583 R_FreeTexture(p->texture_refraction);
5584 p->texture_refraction = NULL;
5585 if (p->fbo_refraction)
5586 R_Mesh_DestroyFramebufferObject(p->fbo_refraction);
5587 p->fbo_refraction = 0;
5588 if (p->texture_reflection)
5589 R_FreeTexture(p->texture_reflection);
5590 p->texture_reflection = NULL;
5591 if (p->fbo_reflection)
5592 R_Mesh_DestroyFramebufferObject(p->fbo_reflection);
5593 p->fbo_reflection = 0;
5594 if (p->texture_camera)
5595 R_FreeTexture(p->texture_camera);
5596 p->texture_camera = NULL;
5598 R_Mesh_DestroyFramebufferObject(p->fbo_camera);
5601 memset(&r_fb.water, 0, sizeof(r_fb.water));
5602 r_fb.water.texturewidth = texturewidth;
5603 r_fb.water.textureheight = textureheight;
5604 r_fb.water.camerawidth = camerawidth;
5605 r_fb.water.cameraheight = cameraheight;
5608 if (r_fb.water.texturewidth)
5610 int scaledwidth, scaledheight;
5612 r_fb.water.enabled = true;
5614 // water resolution is usually reduced
5615 r_fb.water.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5616 r_fb.water.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5617 R_GetScaledViewSize(r_fb.water.waterwidth, r_fb.water.waterheight, &scaledwidth, &scaledheight);
5619 // set up variables that will be used in shader setup
5620 r_fb.water.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5621 r_fb.water.screenscale[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5622 r_fb.water.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5623 r_fb.water.screencenter[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5626 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5627 r_fb.water.numwaterplanes = 0;
5630 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5632 int planeindex, bestplaneindex, vertexindex;
5633 vec3_t mins, maxs, normal, center, v, n;
5634 vec_t planescore, bestplanescore;
5636 r_waterstate_waterplane_t *p;
5637 texture_t *t = R_GetCurrentTexture(surface->texture);
5639 rsurface.texture = t;
5640 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
5641 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
5642 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
5644 // average the vertex normals, find the surface bounds (after deformvertexes)
5645 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
5646 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
5647 VectorCopy(n, normal);
5648 VectorCopy(v, mins);
5649 VectorCopy(v, maxs);
5650 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
5652 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
5653 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
5654 VectorAdd(normal, n, normal);
5655 mins[0] = min(mins[0], v[0]);
5656 mins[1] = min(mins[1], v[1]);
5657 mins[2] = min(mins[2], v[2]);
5658 maxs[0] = max(maxs[0], v[0]);
5659 maxs[1] = max(maxs[1], v[1]);
5660 maxs[2] = max(maxs[2], v[2]);
5662 VectorNormalize(normal);
5663 VectorMAM(0.5f, mins, 0.5f, maxs, center);
5665 VectorCopy(normal, plane.normal);
5666 VectorNormalize(plane.normal);
5667 plane.dist = DotProduct(center, plane.normal);
5668 PlaneClassify(&plane);
5669 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5671 // skip backfaces (except if nocullface is set)
5672 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5674 VectorNegate(plane.normal, plane.normal);
5676 PlaneClassify(&plane);
5680 // find a matching plane if there is one
5681 bestplaneindex = -1;
5682 bestplanescore = 1048576.0f;
5683 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5685 if(p->camera_entity == t->camera_entity)
5687 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
5688 if (bestplaneindex < 0 || bestplanescore > planescore)
5690 bestplaneindex = planeindex;
5691 bestplanescore = planescore;
5695 planeindex = bestplaneindex;
5696 p = r_fb.water.waterplanes + planeindex;
5698 // if this surface does not fit any known plane rendered this frame, add one
5699 if ((planeindex < 0 || bestplanescore > 0.001f) && r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
5701 // store the new plane
5702 planeindex = r_fb.water.numwaterplanes++;
5703 p = r_fb.water.waterplanes + planeindex;
5705 // clear materialflags and pvs
5706 p->materialflags = 0;
5707 p->pvsvalid = false;
5708 p->camera_entity = t->camera_entity;
5709 VectorCopy(mins, p->mins);
5710 VectorCopy(maxs, p->maxs);
5714 // merge mins/maxs when we're adding this surface to the plane
5715 p->mins[0] = min(p->mins[0], mins[0]);
5716 p->mins[1] = min(p->mins[1], mins[1]);
5717 p->mins[2] = min(p->mins[2], mins[2]);
5718 p->maxs[0] = max(p->maxs[0], maxs[0]);
5719 p->maxs[1] = max(p->maxs[1], maxs[1]);
5720 p->maxs[2] = max(p->maxs[2], maxs[2]);
5722 // merge this surface's materialflags into the waterplane
5723 p->materialflags |= t->currentmaterialflags;
5724 if(!(p->materialflags & MATERIALFLAG_CAMERA))
5726 // merge this surface's PVS into the waterplane
5727 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
5728 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
5730 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
5736 extern cvar_t r_drawparticles;
5737 extern cvar_t r_drawdecals;
5739 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5742 r_refdef_view_t originalview;
5743 r_refdef_view_t myview;
5744 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;
5745 r_waterstate_waterplane_t *p;
5747 qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.samples < 2;
5749 originalview = r_refdef.view;
5751 // lowquality hack, temporarily shut down some cvars and restore afterwards
5752 qualityreduction = r_water_lowquality.integer;
5753 if (qualityreduction > 0)
5755 if (qualityreduction >= 1)
5757 old_r_shadows = r_shadows.integer;
5758 old_r_worldrtlight = r_shadow_realtime_world.integer;
5759 old_r_dlight = r_shadow_realtime_dlight.integer;
5760 Cvar_SetValueQuick(&r_shadows, 0);
5761 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
5762 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
5764 if (qualityreduction >= 2)
5766 old_r_dynamic = r_dynamic.integer;
5767 old_r_particles = r_drawparticles.integer;
5768 old_r_decals = r_drawdecals.integer;
5769 Cvar_SetValueQuick(&r_dynamic, 0);
5770 Cvar_SetValueQuick(&r_drawparticles, 0);
5771 Cvar_SetValueQuick(&r_drawdecals, 0);
5775 // make sure enough textures are allocated
5776 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5778 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5780 if (!p->texture_refraction)
5781 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5782 if (!p->texture_refraction)
5786 if (r_fb.water.depthtexture == NULL)
5787 r_fb.water.depthtexture = R_LoadTextureShadowMap2D(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, 24, false, vid.support.ext_packed_depth_stencil);
5788 if (p->fbo_refraction == 0)
5789 p->fbo_refraction = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_refraction, NULL, NULL, NULL);
5792 else if (p->materialflags & MATERIALFLAG_CAMERA)
5794 if (!p->texture_camera)
5795 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_fb.water.camerawidth, r_fb.water.cameraheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
5796 if (!p->texture_camera)
5800 if (r_fb.water.depthtexture == NULL)
5801 r_fb.water.depthtexture = R_LoadTextureShadowMap2D(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, 24, false, vid.support.ext_packed_depth_stencil);
5802 if (p->fbo_camera == 0)
5803 p->fbo_camera = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_camera, NULL, NULL, NULL);
5807 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5809 if (!p->texture_reflection)
5810 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5811 if (!p->texture_reflection)
5815 if (r_fb.water.depthtexture == NULL)
5816 r_fb.water.depthtexture = R_LoadTextureShadowMap2D(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, 24, false, vid.support.ext_packed_depth_stencil);
5817 if (p->fbo_reflection == 0)
5818 p->fbo_reflection = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_reflection, NULL, NULL, NULL);
5824 r_refdef.view = originalview;
5825 r_refdef.view.showdebug = false;
5826 r_refdef.view.width = r_fb.water.waterwidth;
5827 r_refdef.view.height = r_fb.water.waterheight;
5828 r_refdef.view.useclipplane = true;
5829 myview = r_refdef.view;
5830 r_fb.water.renderingscene = true;
5831 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5833 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5835 r_refdef.view = myview;
5836 if(r_water_scissormode.integer)
5838 R_SetupView(true, p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5839 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5840 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5843 // render reflected scene and copy into texture
5844 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
5845 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
5846 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
5847 r_refdef.view.clipplane = p->plane;
5848 // reverse the cullface settings for this render
5849 r_refdef.view.cullface_front = GL_FRONT;
5850 r_refdef.view.cullface_back = GL_BACK;
5851 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
5853 r_refdef.view.usecustompvs = true;
5855 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5857 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5860 r_fb.water.hideplayer = r_water_hideplayer.integer >= 2;
5861 R_ResetViewRendering3D(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5862 R_ClearScreen(r_refdef.fogenabled);
5863 if(r_water_scissormode.integer & 2)
5864 R_View_UpdateWithScissor(myscissor);
5867 if(r_water_scissormode.integer & 1)
5868 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5869 R_RenderScene(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5871 if (!p->fbo_reflection)
5872 R_Mesh_CopyToTexture(p->texture_reflection, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5873 r_fb.water.hideplayer = false;
5876 // render the normal view scene and copy into texture
5877 // (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)
5878 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5880 r_refdef.view = myview;
5881 if(r_water_scissormode.integer)
5883 R_SetupView(true, p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5884 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5885 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5888 r_fb.water.hideplayer = r_water_hideplayer.integer >= 1;
5890 r_refdef.view.clipplane = p->plane;
5891 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5892 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5894 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
5896 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5897 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
5898 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5899 R_RenderView_UpdateViewVectors();
5900 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5902 r_refdef.view.usecustompvs = true;
5903 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);
5907 PlaneClassify(&r_refdef.view.clipplane);
5909 R_ResetViewRendering3D(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5910 R_ClearScreen(r_refdef.fogenabled);
5911 if(r_water_scissormode.integer & 2)
5912 R_View_UpdateWithScissor(myscissor);
5915 if(r_water_scissormode.integer & 1)
5916 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5917 R_RenderScene(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5919 if (!p->fbo_refraction)
5920 R_Mesh_CopyToTexture(p->texture_refraction, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5921 r_fb.water.hideplayer = false;
5923 else if (p->materialflags & MATERIALFLAG_CAMERA)
5925 r_refdef.view = myview;
5927 r_refdef.view.clipplane = p->plane;
5928 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5929 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5931 r_refdef.view.width = r_fb.water.camerawidth;
5932 r_refdef.view.height = r_fb.water.cameraheight;
5933 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5934 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5935 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
5936 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
5938 if(p->camera_entity)
5940 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5941 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5944 // note: all of the view is used for displaying... so
5945 // there is no use in scissoring
5947 // reverse the cullface settings for this render
5948 r_refdef.view.cullface_front = GL_FRONT;
5949 r_refdef.view.cullface_back = GL_BACK;
5950 // also reverse the view matrix
5951 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
5952 R_RenderView_UpdateViewVectors();
5953 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5955 r_refdef.view.usecustompvs = true;
5956 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);
5959 // camera needs no clipplane
5960 r_refdef.view.useclipplane = false;
5962 PlaneClassify(&r_refdef.view.clipplane);
5964 r_fb.water.hideplayer = false;
5966 R_ResetViewRendering3D(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
5967 R_ClearScreen(r_refdef.fogenabled);
5969 R_RenderScene(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
5972 R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5973 r_fb.water.hideplayer = false;
5977 if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
5978 r_fb.water.renderingscene = false;
5979 r_refdef.view = originalview;
5980 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
5981 if (!r_fb.water.depthtexture)
5982 R_ClearScreen(r_refdef.fogenabled);
5986 r_refdef.view = originalview;
5987 r_fb.water.renderingscene = false;
5988 Cvar_SetValueQuick(&r_water, 0);
5989 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
5991 // lowquality hack, restore cvars
5992 if (qualityreduction > 0)
5994 if (qualityreduction >= 1)
5996 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5997 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5998 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
6000 if (qualityreduction >= 2)
6002 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
6003 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
6004 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
6009 void R_Bloom_StartFrame(void)
6012 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
6013 int viewwidth, viewheight;
6014 qboolean useviewfbo = r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object && vid.samples < 2;
6015 textype_t textype = TEXTYPE_COLORBUFFER;
6017 switch (vid.renderpath)
6019 case RENDERPATH_GL20:
6020 case RENDERPATH_GLES2:
6021 if (vid.support.ext_framebuffer_object)
6023 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
6024 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
6027 case RENDERPATH_GL11:
6028 case RENDERPATH_GL13:
6029 case RENDERPATH_GLES1:
6030 case RENDERPATH_D3D9:
6031 case RENDERPATH_D3D10:
6032 case RENDERPATH_D3D11:
6033 case RENDERPATH_SOFT:
6037 if (r_viewscale_fpsscaling.integer)
6039 double actualframetime;
6040 double targetframetime;
6042 actualframetime = r_refdef.lastdrawscreentime;
6043 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
6044 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
6045 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
6046 if (r_viewscale_fpsscaling_stepsize.value > 0)
6047 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
6048 viewscalefpsadjusted += adjust;
6049 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
6052 viewscalefpsadjusted = 1.0f;
6054 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
6056 switch(vid.renderpath)
6058 case RENDERPATH_GL20:
6059 case RENDERPATH_D3D9:
6060 case RENDERPATH_D3D10:
6061 case RENDERPATH_D3D11:
6062 case RENDERPATH_SOFT:
6063 case RENDERPATH_GLES2:
6065 case RENDERPATH_GL11:
6066 case RENDERPATH_GL13:
6067 case RENDERPATH_GLES1:
6071 // set bloomwidth and bloomheight to the bloom resolution that will be
6072 // used (often less than the screen resolution for faster rendering)
6073 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
6074 r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
6075 r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
6076 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
6077 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
6079 // calculate desired texture sizes
6080 if (vid.support.arb_texture_non_power_of_two)
6082 screentexturewidth = vid.width;
6083 screentextureheight = vid.height;
6084 bloomtexturewidth = r_fb.bloomwidth;
6085 bloomtextureheight = r_fb.bloomheight;
6089 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
6090 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
6091 for (bloomtexturewidth = 1;bloomtexturewidth < r_fb.bloomwidth ;bloomtexturewidth *= 2);
6092 for (bloomtextureheight = 1;bloomtextureheight < r_fb.bloomheight;bloomtextureheight *= 2);
6095 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))
6097 Cvar_SetValueQuick(&r_bloom, 0);
6098 Cvar_SetValueQuick(&r_motionblur, 0);
6099 Cvar_SetValueQuick(&r_damageblur, 0);
6102 if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))
6104 && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0))
6106 && r_viewscale.value == 1.0f
6107 && !r_viewscale_fpsscaling.integer)
6108 screentexturewidth = screentextureheight = 0;
6109 if (!r_bloom.integer)
6110 bloomtexturewidth = bloomtextureheight = 0;
6112 // allocate textures as needed
6113 if (r_fb.screentexturewidth != screentexturewidth
6114 || r_fb.screentextureheight != screentextureheight
6115 || r_fb.bloomtexturewidth != bloomtexturewidth
6116 || r_fb.bloomtextureheight != bloomtextureheight
6117 || r_fb.textype != textype
6118 || useviewfbo != (r_fb.fbo != 0))
6120 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6122 if (r_fb.bloomtexture[i])
6123 R_FreeTexture(r_fb.bloomtexture[i]);
6124 r_fb.bloomtexture[i] = NULL;
6126 if (r_fb.bloomfbo[i])
6127 R_Mesh_DestroyFramebufferObject(r_fb.bloomfbo[i]);
6128 r_fb.bloomfbo[i] = 0;
6132 R_Mesh_DestroyFramebufferObject(r_fb.fbo);
6135 if (r_fb.colortexture)
6136 R_FreeTexture(r_fb.colortexture);
6137 r_fb.colortexture = NULL;
6139 if (r_fb.depthtexture)
6140 R_FreeTexture(r_fb.depthtexture);
6141 r_fb.depthtexture = NULL;
6143 if (r_fb.ghosttexture)
6144 R_FreeTexture(r_fb.ghosttexture);
6145 r_fb.ghosttexture = NULL;
6147 r_fb.screentexturewidth = screentexturewidth;
6148 r_fb.screentextureheight = screentextureheight;
6149 r_fb.bloomtexturewidth = bloomtexturewidth;
6150 r_fb.bloomtextureheight = bloomtextureheight;
6151 r_fb.textype = textype;
6153 if (r_fb.screentexturewidth && r_fb.screentextureheight)
6155 if (r_motionblur.value > 0 || r_damageblur.value > 0)
6156 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);
6157 r_fb.ghosttexture_valid = false;
6158 r_fb.colortexture = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6161 // FIXME: choose depth bits based on a cvar
6162 r_fb.depthtexture = R_LoadTextureShadowMap2D(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, 24, false, vid.support.ext_packed_depth_stencil);
6163 r_fb.fbo = R_Mesh_CreateFramebufferObject(r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6164 R_Mesh_SetRenderTargets(r_fb.fbo, r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6166 // render depth into one texture and color into the other
6170 qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
6171 qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
6172 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
6173 if (status != GL_FRAMEBUFFER_COMPLETE)
6174 Con_Printf("R_Bloom_StartFrame: glCheckFramebufferStatusEXT returned %i\n", status);
6180 if (r_fb.bloomtexturewidth && r_fb.bloomtextureheight)
6182 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6184 r_fb.bloomtexture[i] = R_LoadTexture2D(r_main_texturepool, "framebufferbloom", r_fb.bloomtexturewidth, r_fb.bloomtextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6186 r_fb.bloomfbo[i] = R_Mesh_CreateFramebufferObject(NULL, r_fb.bloomtexture[i], NULL, NULL, NULL);
6191 // bloom texture is a different resolution
6192 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
6193 r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6194 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
6195 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, r_fb.bloomtexturewidth);
6196 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_fb.bloomtextureheight);
6198 // set up a texcoord array for the full resolution screen image
6199 // (we have to keep this around to copy back during final render)
6200 r_fb.screentexcoord2f[0] = 0;
6201 r_fb.screentexcoord2f[1] = (float)viewheight / (float)r_fb.screentextureheight;
6202 r_fb.screentexcoord2f[2] = (float)viewwidth / (float)r_fb.screentexturewidth;
6203 r_fb.screentexcoord2f[3] = (float)viewheight / (float)r_fb.screentextureheight;
6204 r_fb.screentexcoord2f[4] = (float)viewwidth / (float)r_fb.screentexturewidth;
6205 r_fb.screentexcoord2f[5] = 0;
6206 r_fb.screentexcoord2f[6] = 0;
6207 r_fb.screentexcoord2f[7] = 0;
6209 // set up a texcoord array for the reduced resolution bloom image
6210 // (which will be additive blended over the screen image)
6211 r_fb.bloomtexcoord2f[0] = 0;
6212 r_fb.bloomtexcoord2f[1] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6213 r_fb.bloomtexcoord2f[2] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6214 r_fb.bloomtexcoord2f[3] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6215 r_fb.bloomtexcoord2f[4] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6216 r_fb.bloomtexcoord2f[5] = 0;
6217 r_fb.bloomtexcoord2f[6] = 0;
6218 r_fb.bloomtexcoord2f[7] = 0;
6220 switch(vid.renderpath)
6222 case RENDERPATH_GL11:
6223 case RENDERPATH_GL13:
6224 case RENDERPATH_GL20:
6225 case RENDERPATH_SOFT:
6226 case RENDERPATH_GLES1:
6227 case RENDERPATH_GLES2:
6229 case RENDERPATH_D3D9:
6230 case RENDERPATH_D3D10:
6231 case RENDERPATH_D3D11:
6234 for (i = 0;i < 4;i++)
6236 r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth;
6237 r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight;
6238 r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth;
6239 r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight;
6245 R_Viewport_InitOrtho(&r_fb.bloomviewport, &identitymatrix, r_refdef.view.x, (r_fb.bloomfbo[0] ? r_fb.bloomtextureheight : vid.height) - r_fb.bloomheight - r_refdef.view.y, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
6248 r_refdef.view.clear = true;
6251 void R_Bloom_MakeTexture(void)
6254 float xoffset, yoffset, r, brighten;
6256 float colorscale = r_bloom_colorscale.value;
6258 r_refdef.stats.bloom++;
6262 R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6263 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6266 // scale down screen texture to the bloom texture size
6268 r_fb.bloomindex = 0;
6269 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6270 R_SetViewport(&r_fb.bloomviewport);
6271 GL_BlendFunc(GL_ONE, GL_ZERO);
6272 GL_Color(colorscale, colorscale, colorscale, 1);
6273 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
6274 switch(vid.renderpath)
6276 case RENDERPATH_GL11:
6277 case RENDERPATH_GL13:
6278 case RENDERPATH_GL20:
6279 case RENDERPATH_GLES1:
6280 case RENDERPATH_GLES2:
6281 case RENDERPATH_SOFT:
6282 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6284 case RENDERPATH_D3D9:
6285 case RENDERPATH_D3D10:
6286 case RENDERPATH_D3D11:
6287 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6290 // TODO: do boxfilter scale-down in shader?
6291 R_SetupShader_Generic(r_fb.colortexture, NULL, GL_MODULATE, 1, false, true, true);
6292 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6293 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6295 // we now have a properly scaled bloom image
6296 if (!r_fb.bloomfbo[r_fb.bloomindex])
6298 // copy it into the bloom texture
6299 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6300 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6303 // multiply bloom image by itself as many times as desired
6304 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6306 intex = r_fb.bloomtexture[r_fb.bloomindex];
6307 r_fb.bloomindex ^= 1;
6308 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6310 r = bound(0, r_bloom_colorexponent.value / x, 1);
6311 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6313 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.bloomtexcoord2f);
6314 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6315 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6316 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6318 if (!r_fb.bloomfbo[r_fb.bloomindex])
6320 // copy the darkened image to a texture
6321 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6322 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6326 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
6327 brighten = r_bloom_brighten.value;
6328 brighten = sqrt(brighten);
6330 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6332 for (dir = 0;dir < 2;dir++)
6334 intex = r_fb.bloomtexture[r_fb.bloomindex];
6335 r_fb.bloomindex ^= 1;
6336 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6337 // blend on at multiple vertical offsets to achieve a vertical blur
6338 // TODO: do offset blends using GLSL
6339 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6340 GL_BlendFunc(GL_ONE, GL_ZERO);
6341 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6342 for (x = -range;x <= range;x++)
6344 if (!dir){xoffset = 0;yoffset = x;}
6345 else {xoffset = x;yoffset = 0;}
6346 xoffset /= (float)r_fb.bloomtexturewidth;
6347 yoffset /= (float)r_fb.bloomtextureheight;
6348 // compute a texcoord array with the specified x and y offset
6349 r_fb.offsettexcoord2f[0] = xoffset+0;
6350 r_fb.offsettexcoord2f[1] = yoffset+(float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6351 r_fb.offsettexcoord2f[2] = xoffset+(float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6352 r_fb.offsettexcoord2f[3] = yoffset+(float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6353 r_fb.offsettexcoord2f[4] = xoffset+(float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6354 r_fb.offsettexcoord2f[5] = yoffset+0;
6355 r_fb.offsettexcoord2f[6] = xoffset+0;
6356 r_fb.offsettexcoord2f[7] = yoffset+0;
6357 // this r value looks like a 'dot' particle, fading sharply to
6358 // black at the edges
6359 // (probably not realistic but looks good enough)
6360 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6361 //r = brighten/(range*2+1);
6362 r = brighten / (range * 2 + 1);
6364 r *= (1 - x*x/(float)(range*range));
6365 GL_Color(r, r, r, 1);
6366 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
6367 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6368 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6369 GL_BlendFunc(GL_ONE, GL_ONE);
6372 if (!r_fb.bloomfbo[r_fb.bloomindex])
6374 // copy the vertically or horizontally blurred bloom view to a texture
6375 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6376 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6381 static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6383 unsigned int permutation;
6384 float uservecs[4][4];
6386 switch (vid.renderpath)
6388 case RENDERPATH_GL20:
6389 case RENDERPATH_D3D9:
6390 case RENDERPATH_D3D10:
6391 case RENDERPATH_D3D11:
6392 case RENDERPATH_SOFT:
6393 case RENDERPATH_GLES2:
6395 (r_fb.bloomtexture[r_fb.bloomindex] ? SHADERPERMUTATION_BLOOM : 0)
6396 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6397 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6398 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6399 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6401 if (r_fb.colortexture)
6405 R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6406 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6409 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
6411 // declare variables
6412 float blur_factor, blur_mouseaccel, blur_velocity;
6413 static float blur_average;
6414 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6416 // set a goal for the factoring
6417 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
6418 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6419 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
6420 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6421 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
6422 + (blur_mouseaccel * r_motionblur_mousefactor.value));
6424 // from the goal, pick an averaged value between goal and last value
6425 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6426 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6428 // enforce minimum amount of blur
6429 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6431 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6433 // calculate values into a standard alpha
6434 cl.motionbluralpha = 1 - exp(-
6436 (r_motionblur.value * blur_factor / 80)
6438 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6441 max(0.0001, cl.time - cl.oldtime) // fps independent
6444 // randomization for the blur value to combat persistent ghosting
6445 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6446 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6449 R_ResetViewRendering2D(fbo, depthtexture, colortexture);
6450 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
6452 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6453 GL_Color(1, 1, 1, cl.motionbluralpha);
6454 switch(vid.renderpath)
6456 case RENDERPATH_GL11:
6457 case RENDERPATH_GL13:
6458 case RENDERPATH_GL20:
6459 case RENDERPATH_GLES1:
6460 case RENDERPATH_GLES2:
6461 case RENDERPATH_SOFT:
6462 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6464 case RENDERPATH_D3D9:
6465 case RENDERPATH_D3D10:
6466 case RENDERPATH_D3D11:
6467 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6470 R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true);
6471 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6472 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6475 // updates old view angles for next pass
6476 VectorCopy(cl.viewangles, blur_oldangles);
6478 // copy view into the ghost texture
6479 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6480 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6481 r_fb.ghosttexture_valid = true;
6486 // no r_fb.colortexture means we're rendering to the real fb
6487 // we may still have to do view tint...
6488 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6490 // apply a color tint to the whole view
6491 R_ResetViewRendering2D(0, NULL, NULL);
6492 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6493 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6494 R_SetupShader_Generic_NoTexture(false, true);
6495 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6496 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6498 break; // no screen processing, no bloom, skip it
6501 if (r_fb.bloomtexture[0])
6503 // make the bloom texture
6504 R_Bloom_MakeTexture();
6507 #if _MSC_VER >= 1400
6508 #define sscanf sscanf_s
6510 memset(uservecs, 0, sizeof(uservecs));
6511 if (r_glsl_postprocess_uservec1_enable.integer)
6512 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6513 if (r_glsl_postprocess_uservec2_enable.integer)
6514 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6515 if (r_glsl_postprocess_uservec3_enable.integer)
6516 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6517 if (r_glsl_postprocess_uservec4_enable.integer)
6518 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6520 R_ResetViewRendering2D(0, NULL, NULL); // here we render to the real framebuffer!
6521 GL_Color(1, 1, 1, 1);
6522 GL_BlendFunc(GL_ONE, GL_ZERO);
6524 switch(vid.renderpath)
6526 case RENDERPATH_GL20:
6527 case RENDERPATH_GLES2:
6528 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6529 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6530 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_fb.colortexture);
6531 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_fb.bloomtexture[r_fb.bloomindex]);
6532 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
6533 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]);
6534 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6535 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]);
6536 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]);
6537 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]);
6538 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]);
6539 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
6540 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6541 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);
6543 case RENDERPATH_D3D9:
6545 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
6546 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6547 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6548 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6549 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6550 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6551 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6552 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6553 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6554 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6555 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6556 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6557 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
6558 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6559 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6562 case RENDERPATH_D3D10:
6563 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6565 case RENDERPATH_D3D11:
6566 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6568 case RENDERPATH_SOFT:
6569 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6570 R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6571 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6572 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6573 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6574 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6575 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6576 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6577 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6578 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6579 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6580 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation , r_glsl_saturation.value);
6581 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6582 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6587 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6588 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
6590 case RENDERPATH_GL11:
6591 case RENDERPATH_GL13:
6592 case RENDERPATH_GLES1:
6593 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6595 // apply a color tint to the whole view
6596 R_ResetViewRendering2D(0, NULL, NULL);
6597 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6598 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6599 R_SetupShader_Generic_NoTexture(false, true);
6600 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6601 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6607 matrix4x4_t r_waterscrollmatrix;
6609 void R_UpdateFog(void)
6612 if (gamemode == GAME_NEHAHRA)
6614 if (gl_fogenable.integer)
6616 r_refdef.oldgl_fogenable = true;
6617 r_refdef.fog_density = gl_fogdensity.value;
6618 r_refdef.fog_red = gl_fogred.value;
6619 r_refdef.fog_green = gl_foggreen.value;
6620 r_refdef.fog_blue = gl_fogblue.value;
6621 r_refdef.fog_alpha = 1;
6622 r_refdef.fog_start = 0;
6623 r_refdef.fog_end = gl_skyclip.value;
6624 r_refdef.fog_height = 1<<30;
6625 r_refdef.fog_fadedepth = 128;
6627 else if (r_refdef.oldgl_fogenable)
6629 r_refdef.oldgl_fogenable = false;
6630 r_refdef.fog_density = 0;
6631 r_refdef.fog_red = 0;
6632 r_refdef.fog_green = 0;
6633 r_refdef.fog_blue = 0;
6634 r_refdef.fog_alpha = 0;
6635 r_refdef.fog_start = 0;
6636 r_refdef.fog_end = 0;
6637 r_refdef.fog_height = 1<<30;
6638 r_refdef.fog_fadedepth = 128;
6643 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6644 r_refdef.fog_start = max(0, r_refdef.fog_start);
6645 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6647 if (r_refdef.fog_density && r_drawfog.integer)
6649 r_refdef.fogenabled = true;
6650 // this is the point where the fog reaches 0.9986 alpha, which we
6651 // consider a good enough cutoff point for the texture
6652 // (0.9986 * 256 == 255.6)
6653 if (r_fog_exp2.integer)
6654 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6656 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6657 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6658 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6659 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6660 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6661 R_BuildFogHeightTexture();
6662 // fog color was already set
6663 // update the fog texture
6664 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)
6665 R_BuildFogTexture();
6666 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6667 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6670 r_refdef.fogenabled = false;
6673 if (r_refdef.fog_density)
6675 r_refdef.fogcolor[0] = r_refdef.fog_red;
6676 r_refdef.fogcolor[1] = r_refdef.fog_green;
6677 r_refdef.fogcolor[2] = r_refdef.fog_blue;
6679 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
6680 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
6681 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
6682 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
6686 VectorCopy(r_refdef.fogcolor, fogvec);
6687 // color.rgb *= ContrastBoost * SceneBrightness;
6688 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
6689 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
6690 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
6691 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
6696 void R_UpdateVariables(void)
6700 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
6702 r_refdef.farclip = r_farclip_base.value;
6703 if (r_refdef.scene.worldmodel)
6704 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
6705 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
6707 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
6708 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
6709 r_refdef.polygonfactor = 0;
6710 r_refdef.polygonoffset = 0;
6711 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6712 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6714 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
6715 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
6716 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
6717 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
6718 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
6719 if (FAKELIGHT_ENABLED)
6721 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
6723 if (r_showsurfaces.integer)
6725 r_refdef.scene.rtworld = false;
6726 r_refdef.scene.rtworldshadows = false;
6727 r_refdef.scene.rtdlight = false;
6728 r_refdef.scene.rtdlightshadows = false;
6729 r_refdef.lightmapintensity = 0;
6732 switch(vid.renderpath)
6734 case RENDERPATH_GL20:
6735 case RENDERPATH_D3D9:
6736 case RENDERPATH_D3D10:
6737 case RENDERPATH_D3D11:
6738 case RENDERPATH_SOFT:
6739 case RENDERPATH_GLES2:
6740 if(v_glslgamma.integer && !vid_gammatables_trivial)
6742 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
6744 // build GLSL gamma texture
6745 #define RAMPWIDTH 256
6746 unsigned short ramp[RAMPWIDTH * 3];
6747 unsigned char rampbgr[RAMPWIDTH][4];
6750 r_texture_gammaramps_serial = vid_gammatables_serial;
6752 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
6753 for(i = 0; i < RAMPWIDTH; ++i)
6755 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6756 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6757 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
6760 if (r_texture_gammaramps)
6762 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
6766 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
6772 // remove GLSL gamma texture
6775 case RENDERPATH_GL11:
6776 case RENDERPATH_GL13:
6777 case RENDERPATH_GLES1:
6782 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
6783 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
6789 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
6790 if( scenetype != r_currentscenetype ) {
6791 // store the old scenetype
6792 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
6793 r_currentscenetype = scenetype;
6794 // move in the new scene
6795 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
6804 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
6806 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
6807 if( scenetype == r_currentscenetype ) {
6808 return &r_refdef.scene;
6810 return &r_scenes_store[ scenetype ];
6814 int R_SortEntities_Compare(const void *ap, const void *bp)
6816 const entity_render_t *a = *(const entity_render_t **)ap;
6817 const entity_render_t *b = *(const entity_render_t **)bp;
6820 if(a->model < b->model)
6822 if(a->model > b->model)
6826 // TODO possibly calculate the REAL skinnum here first using
6828 if(a->skinnum < b->skinnum)
6830 if(a->skinnum > b->skinnum)
6833 // everything we compared is equal
6836 void R_SortEntities(void)
6838 // below or equal 2 ents, sorting never gains anything
6839 if(r_refdef.scene.numentities <= 2)
6842 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
6850 int dpsoftrast_test;
6851 extern void R_Shadow_UpdateBounceGridTexture(void);
6852 extern cvar_t r_shadow_bouncegrid;
6853 void R_RenderView(void)
6855 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
6857 rtexture_t *depthtexture;
6858 rtexture_t *colortexture;
6860 dpsoftrast_test = r_test.integer;
6862 if (r_timereport_active)
6863 R_TimeReport("start");
6864 r_textureframe++; // used only by R_GetCurrentTexture
6865 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
6867 if(R_CompileShader_CheckStaticParms())
6870 if (!r_drawentities.integer)
6871 r_refdef.scene.numentities = 0;
6872 else if (r_sortentities.integer)
6875 R_AnimCache_ClearCache();
6876 R_FrameData_NewFrame();
6878 /* adjust for stereo display */
6879 if(R_Stereo_Active())
6881 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);
6882 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
6885 if (r_refdef.view.isoverlay)
6887 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
6888 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
6889 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
6890 R_TimeReport("depthclear");
6892 r_refdef.view.showdebug = false;
6894 r_fb.water.enabled = false;
6895 r_fb.water.numwaterplanes = 0;
6897 R_RenderScene(0, NULL, NULL);
6899 r_refdef.view.matrix = originalmatrix;
6905 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
6907 r_refdef.view.matrix = originalmatrix;
6908 return; //Host_Error ("R_RenderView: NULL worldmodel");
6911 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
6913 R_RenderView_UpdateViewVectors();
6915 R_Shadow_UpdateWorldLightSelection();
6917 R_Bloom_StartFrame();
6918 R_Water_StartFrame();
6920 // now we probably have an fbo to render into
6922 depthtexture = r_fb.depthtexture;
6923 colortexture = r_fb.colortexture;
6926 if (r_timereport_active)
6927 R_TimeReport("viewsetup");
6929 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
6931 if (r_refdef.view.clear || r_refdef.fogenabled || fbo)
6933 R_ClearScreen(r_refdef.fogenabled);
6934 if (r_timereport_active)
6935 R_TimeReport("viewclear");
6937 r_refdef.view.clear = true;
6939 r_refdef.view.showdebug = true;
6942 if (r_timereport_active)
6943 R_TimeReport("visibility");
6945 R_Shadow_UpdateBounceGridTexture();
6946 if (r_timereport_active && r_shadow_bouncegrid.integer)
6947 R_TimeReport("bouncegrid");
6949 r_fb.water.numwaterplanes = 0;
6950 if (r_fb.water.enabled)
6951 R_RenderWaterPlanes(fbo, depthtexture, colortexture);
6953 R_RenderScene(fbo, depthtexture, colortexture);
6954 r_fb.water.numwaterplanes = 0;
6956 R_BlendView(fbo, depthtexture, colortexture);
6957 if (r_timereport_active)
6958 R_TimeReport("blendview");
6960 GL_Scissor(0, 0, vid.width, vid.height);
6961 GL_ScissorTest(false);
6963 r_refdef.view.matrix = originalmatrix;
6968 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6970 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
6972 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
6973 if (r_timereport_active)
6974 R_TimeReport("waterworld");
6977 // don't let sound skip if going slow
6978 if (r_refdef.scene.extraupdate)
6981 R_DrawModelsAddWaterPlanes();
6982 if (r_timereport_active)
6983 R_TimeReport("watermodels");
6985 if (r_fb.water.numwaterplanes)
6987 R_Water_ProcessPlanes(fbo, depthtexture, colortexture);
6988 if (r_timereport_active)
6989 R_TimeReport("waterscenes");
6993 extern void R_DrawLightningBeams (void);
6994 extern void VM_CL_AddPolygonsToMeshQueue (void);
6995 extern void R_DrawPortals (void);
6996 extern cvar_t cl_locs_show;
6997 static void R_DrawLocs(void);
6998 static void R_DrawEntityBBoxes(void);
6999 static void R_DrawModelDecals(void);
7000 extern cvar_t cl_decals_newsystem;
7001 extern qboolean r_shadow_usingdeferredprepass;
7002 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
7004 qboolean shadowmapping = false;
7006 if (r_timereport_active)
7007 R_TimeReport("beginscene");
7009 r_refdef.stats.renders++;
7013 // don't let sound skip if going slow
7014 if (r_refdef.scene.extraupdate)
7017 R_MeshQueue_BeginScene();
7021 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);
7023 if (r_timereport_active)
7024 R_TimeReport("skystartframe");
7026 if (cl.csqc_vidvars.drawworld)
7028 // don't let sound skip if going slow
7029 if (r_refdef.scene.extraupdate)
7032 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7034 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7035 if (r_timereport_active)
7036 R_TimeReport("worldsky");
7039 if (R_DrawBrushModelsSky() && r_timereport_active)
7040 R_TimeReport("bmodelsky");
7042 if (skyrendermasked && skyrenderlater)
7044 // we have to force off the water clipping plane while rendering sky
7045 R_SetupView(false, fbo, depthtexture, colortexture);
7047 R_SetupView(true, fbo, depthtexture, colortexture);
7048 if (r_timereport_active)
7049 R_TimeReport("sky");
7053 R_Shadow_PrepareLights(fbo, depthtexture, colortexture);
7054 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
7055 R_Shadow_PrepareModelShadows();
7056 if (r_timereport_active)
7057 R_TimeReport("preparelights");
7059 if (R_Shadow_ShadowMappingEnabled())
7060 shadowmapping = true;
7062 if (r_shadow_usingdeferredprepass)
7063 R_Shadow_DrawPrepass();
7065 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7067 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7068 if (r_timereport_active)
7069 R_TimeReport("worlddepth");
7071 if (r_depthfirst.integer >= 2)
7073 R_DrawModelsDepth();
7074 if (r_timereport_active)
7075 R_TimeReport("modeldepth");
7078 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
7080 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7081 R_DrawModelShadowMaps(fbo, depthtexture, colortexture);
7082 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7083 // don't let sound skip if going slow
7084 if (r_refdef.scene.extraupdate)
7088 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7090 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7091 if (r_timereport_active)
7092 R_TimeReport("world");
7095 // don't let sound skip if going slow
7096 if (r_refdef.scene.extraupdate)
7100 if (r_timereport_active)
7101 R_TimeReport("models");
7103 // don't let sound skip if going slow
7104 if (r_refdef.scene.extraupdate)
7107 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7109 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7110 R_DrawModelShadows(fbo, depthtexture, colortexture);
7111 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7112 // don't let sound skip if going slow
7113 if (r_refdef.scene.extraupdate)
7117 if (!r_shadow_usingdeferredprepass)
7119 R_Shadow_DrawLights();
7120 if (r_timereport_active)
7121 R_TimeReport("rtlights");
7124 // don't let sound skip if going slow
7125 if (r_refdef.scene.extraupdate)
7128 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7130 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7131 R_DrawModelShadows(fbo, depthtexture, colortexture);
7132 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7133 // don't let sound skip if going slow
7134 if (r_refdef.scene.extraupdate)
7138 if (cl.csqc_vidvars.drawworld)
7140 if (cl_decals_newsystem.integer)
7142 R_DrawModelDecals();
7143 if (r_timereport_active)
7144 R_TimeReport("modeldecals");
7149 if (r_timereport_active)
7150 R_TimeReport("decals");
7154 if (r_timereport_active)
7155 R_TimeReport("particles");
7158 if (r_timereport_active)
7159 R_TimeReport("explosions");
7161 R_DrawLightningBeams();
7162 if (r_timereport_active)
7163 R_TimeReport("lightning");
7166 VM_CL_AddPolygonsToMeshQueue();
7168 if (r_refdef.view.showdebug)
7170 if (cl_locs_show.integer)
7173 if (r_timereport_active)
7174 R_TimeReport("showlocs");
7177 if (r_drawportals.integer)
7180 if (r_timereport_active)
7181 R_TimeReport("portals");
7184 if (r_showbboxes.value > 0)
7186 R_DrawEntityBBoxes();
7187 if (r_timereport_active)
7188 R_TimeReport("bboxes");
7192 if (r_transparent.integer)
7194 R_MeshQueue_RenderTransparent();
7195 if (r_timereport_active)
7196 R_TimeReport("drawtrans");
7199 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))
7201 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7202 if (r_timereport_active)
7203 R_TimeReport("worlddebug");
7204 R_DrawModelsDebug();
7205 if (r_timereport_active)
7206 R_TimeReport("modeldebug");
7209 if (cl.csqc_vidvars.drawworld)
7211 R_Shadow_DrawCoronas();
7212 if (r_timereport_active)
7213 R_TimeReport("coronas");
7218 GL_DepthTest(false);
7219 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7220 GL_Color(1, 1, 1, 1);
7221 qglBegin(GL_POLYGON);
7222 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7223 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7224 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7225 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7227 qglBegin(GL_POLYGON);
7228 qglVertex3f(r_refdef.view.frustumcorner[0][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[0][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[0][2] + 1000 * r_refdef.view.forward[2]);
7229 qglVertex3f(r_refdef.view.frustumcorner[1][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[1][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[1][2] + 1000 * r_refdef.view.forward[2]);
7230 qglVertex3f(r_refdef.view.frustumcorner[3][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[3][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[3][2] + 1000 * r_refdef.view.forward[2]);
7231 qglVertex3f(r_refdef.view.frustumcorner[2][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[2][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[2][2] + 1000 * r_refdef.view.forward[2]);
7233 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7237 // don't let sound skip if going slow
7238 if (r_refdef.scene.extraupdate)
7242 static const unsigned short bboxelements[36] =
7252 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7255 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7257 RSurf_ActiveWorldEntity();
7259 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7260 GL_DepthMask(false);
7261 GL_DepthRange(0, 1);
7262 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7263 // R_Mesh_ResetTextureState();
7265 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7266 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7267 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7268 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7269 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7270 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7271 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7272 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7273 R_FillColors(color4f, 8, cr, cg, cb, ca);
7274 if (r_refdef.fogenabled)
7276 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7278 f1 = RSurf_FogVertex(v);
7280 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7281 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7282 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7285 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
7286 R_Mesh_ResetTextureState();
7287 R_SetupShader_Generic_NoTexture(false, false);
7288 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
7291 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7295 prvm_edict_t *edict;
7296 prvm_prog_t *prog_save = prog;
7298 // this function draws bounding boxes of server entities
7302 GL_CullFace(GL_NONE);
7303 R_SetupShader_Generic_NoTexture(false, false);
7307 for (i = 0;i < numsurfaces;i++)
7309 edict = PRVM_EDICT_NUM(surfacelist[i]);
7310 switch ((int)PRVM_serveredictfloat(edict, solid))
7312 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
7313 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
7314 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
7315 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7316 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
7317 default: Vector4Set(color, 0, 0, 0, 0.50);break;
7319 color[3] *= r_showbboxes.value;
7320 color[3] = bound(0, color[3], 1);
7321 GL_DepthTest(!r_showdisabledepthtest.integer);
7322 GL_CullFace(r_refdef.view.cullface_front);
7323 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7329 static void R_DrawEntityBBoxes(void)
7332 prvm_edict_t *edict;
7334 prvm_prog_t *prog_save = prog;
7336 // this function draws bounding boxes of server entities
7342 for (i = 0;i < prog->num_edicts;i++)
7344 edict = PRVM_EDICT_NUM(i);
7345 if (edict->priv.server->free)
7347 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7348 if(PRVM_serveredictedict(edict, tag_entity) != 0)
7350 if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7352 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7353 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
7359 static const int nomodelelement3i[24] =
7371 static const unsigned short nomodelelement3s[24] =
7383 static const float nomodelvertex3f[6*3] =
7393 static const float nomodelcolor4f[6*4] =
7395 0.0f, 0.0f, 0.5f, 1.0f,
7396 0.0f, 0.0f, 0.5f, 1.0f,
7397 0.0f, 0.5f, 0.0f, 1.0f,
7398 0.0f, 0.5f, 0.0f, 1.0f,
7399 0.5f, 0.0f, 0.0f, 1.0f,
7400 0.5f, 0.0f, 0.0f, 1.0f
7403 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7409 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);
7411 // this is only called once per entity so numsurfaces is always 1, and
7412 // surfacelist is always {0}, so this code does not handle batches
7414 if (rsurface.ent_flags & RENDER_ADDITIVE)
7416 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7417 GL_DepthMask(false);
7419 else if (rsurface.colormod[3] < 1)
7421 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7422 GL_DepthMask(false);
7426 GL_BlendFunc(GL_ONE, GL_ZERO);
7429 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7430 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7431 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7432 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7433 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7434 for (i = 0, c = color4f;i < 6;i++, c += 4)
7436 c[0] *= rsurface.colormod[0];
7437 c[1] *= rsurface.colormod[1];
7438 c[2] *= rsurface.colormod[2];
7439 c[3] *= rsurface.colormod[3];
7441 if (r_refdef.fogenabled)
7443 for (i = 0, c = color4f;i < 6;i++, c += 4)
7445 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7447 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7448 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7449 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7452 // R_Mesh_ResetTextureState();
7453 R_SetupShader_Generic_NoTexture(false, false);
7454 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7455 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7458 void R_DrawNoModel(entity_render_t *ent)
7461 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7462 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7463 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7465 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7468 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
7470 vec3_t right1, right2, diff, normal;
7472 VectorSubtract (org2, org1, normal);
7474 // calculate 'right' vector for start
7475 VectorSubtract (r_refdef.view.origin, org1, diff);
7476 CrossProduct (normal, diff, right1);
7477 VectorNormalize (right1);
7479 // calculate 'right' vector for end
7480 VectorSubtract (r_refdef.view.origin, org2, diff);
7481 CrossProduct (normal, diff, right2);
7482 VectorNormalize (right2);
7484 vert[ 0] = org1[0] + width * right1[0];
7485 vert[ 1] = org1[1] + width * right1[1];
7486 vert[ 2] = org1[2] + width * right1[2];
7487 vert[ 3] = org1[0] - width * right1[0];
7488 vert[ 4] = org1[1] - width * right1[1];
7489 vert[ 5] = org1[2] - width * right1[2];
7490 vert[ 6] = org2[0] - width * right2[0];
7491 vert[ 7] = org2[1] - width * right2[1];
7492 vert[ 8] = org2[2] - width * right2[2];
7493 vert[ 9] = org2[0] + width * right2[0];
7494 vert[10] = org2[1] + width * right2[1];
7495 vert[11] = org2[2] + width * right2[2];
7498 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)
7500 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7501 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7502 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7503 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7504 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7505 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7506 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7507 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7508 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7509 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7510 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7511 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7514 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7519 VectorSet(v, x, y, z);
7520 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7521 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7523 if (i == mesh->numvertices)
7525 if (mesh->numvertices < mesh->maxvertices)
7527 VectorCopy(v, vertex3f);
7528 mesh->numvertices++;
7530 return mesh->numvertices;
7536 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7540 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7541 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7542 e = mesh->element3i + mesh->numtriangles * 3;
7543 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7545 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7546 if (mesh->numtriangles < mesh->maxtriangles)
7551 mesh->numtriangles++;
7553 element[1] = element[2];
7557 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7561 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7562 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7563 e = mesh->element3i + mesh->numtriangles * 3;
7564 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7566 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7567 if (mesh->numtriangles < mesh->maxtriangles)
7572 mesh->numtriangles++;
7574 element[1] = element[2];
7578 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7579 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7581 int planenum, planenum2;
7584 mplane_t *plane, *plane2;
7586 double temppoints[2][256*3];
7587 // figure out how large a bounding box we need to properly compute this brush
7589 for (w = 0;w < numplanes;w++)
7590 maxdist = max(maxdist, fabs(planes[w].dist));
7591 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7592 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7593 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7597 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7598 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7600 if (planenum2 == planenum)
7602 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);
7605 if (tempnumpoints < 3)
7607 // generate elements forming a triangle fan for this polygon
7608 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7612 static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, const matrix4x4_t *matrix, float r, float g, float b, float a)
7614 texturelayer_t *layer;
7615 layer = t->currentlayers + t->currentnumlayers++;
7617 layer->depthmask = depthmask;
7618 layer->blendfunc1 = blendfunc1;
7619 layer->blendfunc2 = blendfunc2;
7620 layer->texture = texture;
7621 layer->texmatrix = *matrix;
7622 layer->color[0] = r;
7623 layer->color[1] = g;
7624 layer->color[2] = b;
7625 layer->color[3] = a;
7628 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7630 if(parms[0] == 0 && parms[1] == 0)
7632 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7633 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
7638 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7641 index = parms[2] + rsurface.shadertime * parms[3];
7642 index -= floor(index);
7643 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7646 case Q3WAVEFUNC_NONE:
7647 case Q3WAVEFUNC_NOISE:
7648 case Q3WAVEFUNC_COUNT:
7651 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7652 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7653 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7654 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7655 case Q3WAVEFUNC_TRIANGLE:
7657 f = index - floor(index);
7670 f = parms[0] + parms[1] * f;
7671 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7672 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
7676 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
7682 matrix4x4_t matrix, temp;
7683 switch(tcmod->tcmod)
7687 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7688 matrix = r_waterscrollmatrix;
7690 matrix = identitymatrix;
7692 case Q3TCMOD_ENTITYTRANSLATE:
7693 // this is used in Q3 to allow the gamecode to control texcoord
7694 // scrolling on the entity, which is not supported in darkplaces yet.
7695 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
7697 case Q3TCMOD_ROTATE:
7698 f = tcmod->parms[0] * rsurface.shadertime;
7699 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
7700 Matrix4x4_ConcatRotate(&matrix, (f / 360 - floor(f / 360)) * 360, 0, 0, 1);
7701 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
7704 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
7706 case Q3TCMOD_SCROLL:
7707 // extra care is needed because of precision breakdown with large values of time
7708 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
7709 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
7710 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
7712 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
7713 w = (int) tcmod->parms[0];
7714 h = (int) tcmod->parms[1];
7715 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
7717 idx = (int) floor(f * w * h);
7718 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
7720 case Q3TCMOD_STRETCH:
7721 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
7722 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
7724 case Q3TCMOD_TRANSFORM:
7725 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
7726 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
7727 VectorSet(tcmat + 6, 0 , 0 , 1);
7728 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
7729 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
7731 case Q3TCMOD_TURBULENT:
7732 // this is handled in the RSurf_PrepareVertices function
7733 matrix = identitymatrix;
7737 Matrix4x4_Concat(texmatrix, &matrix, &temp);
7740 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
7742 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
7743 char name[MAX_QPATH];
7744 skinframe_t *skinframe;
7745 unsigned char pixels[296*194];
7746 strlcpy(cache->name, skinname, sizeof(cache->name));
7747 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
7748 if (developer_loading.integer)
7749 Con_Printf("loading %s\n", name);
7750 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
7751 if (!skinframe || !skinframe->base)
7754 fs_offset_t filesize;
7756 f = FS_LoadFile(name, tempmempool, true, &filesize);
7759 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
7760 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
7764 cache->skinframe = skinframe;
7767 texture_t *R_GetCurrentTexture(texture_t *t)
7770 const entity_render_t *ent = rsurface.entity;
7771 dp_model_t *model = ent->model;
7772 q3shaderinfo_layer_tcmod_t *tcmod;
7774 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
7775 return t->currentframe;
7776 t->update_lastrenderframe = r_textureframe;
7777 t->update_lastrenderentity = (void *)ent;
7779 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
7780 t->camera_entity = ent->entitynumber;
7782 t->camera_entity = 0;
7784 // switch to an alternate material if this is a q1bsp animated material
7786 texture_t *texture = t;
7787 int s = rsurface.ent_skinnum;
7788 if ((unsigned int)s >= (unsigned int)model->numskins)
7790 if (model->skinscenes)
7792 if (model->skinscenes[s].framecount > 1)
7793 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
7795 s = model->skinscenes[s].firstframe;
7798 t = t + s * model->num_surfaces;
7801 // use an alternate animation if the entity's frame is not 0,
7802 // and only if the texture has an alternate animation
7803 if (rsurface.ent_alttextures && t->anim_total[1])
7804 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
7806 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
7808 texture->currentframe = t;
7811 // update currentskinframe to be a qw skin or animation frame
7812 if (rsurface.ent_qwskin >= 0)
7814 i = rsurface.ent_qwskin;
7815 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
7817 r_qwskincache_size = cl.maxclients;
7819 Mem_Free(r_qwskincache);
7820 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
7822 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
7823 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
7824 t->currentskinframe = r_qwskincache[i].skinframe;
7825 if (t->currentskinframe == NULL)
7826 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7828 else if (t->numskinframes >= 2)
7829 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7830 if (t->backgroundnumskinframes >= 2)
7831 t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
7833 t->currentmaterialflags = t->basematerialflags;
7834 t->currentalpha = rsurface.colormod[3];
7835 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
7836 t->currentalpha *= r_wateralpha.value;
7837 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
7838 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
7839 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
7840 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
7841 if (!(rsurface.ent_flags & RENDER_LIGHT))
7842 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
7843 else if (FAKELIGHT_ENABLED)
7845 // no modellight if using fakelight for the map
7847 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7849 // pick a model lighting mode
7850 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
7851 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
7853 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
7855 if (rsurface.ent_flags & RENDER_ADDITIVE)
7856 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7857 else if (t->currentalpha < 1)
7858 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7859 // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
7860 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7861 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
7862 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
7863 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
7864 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
7865 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
7866 if (t->backgroundnumskinframes)
7867 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
7868 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
7870 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
7871 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
7874 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
7875 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
7877 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
7878 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
7880 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
7881 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
7883 // there is no tcmod
7884 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7886 t->currenttexmatrix = r_waterscrollmatrix;
7887 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
7889 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
7891 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
7892 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
7895 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7896 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
7897 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7898 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
7900 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
7901 if (t->currentskinframe->qpixels)
7902 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
7903 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
7904 if (!t->basetexture)
7905 t->basetexture = r_texture_notexture;
7906 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
7907 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
7908 t->nmaptexture = t->currentskinframe->nmap;
7909 if (!t->nmaptexture)
7910 t->nmaptexture = r_texture_blanknormalmap;
7911 t->glosstexture = r_texture_black;
7912 t->glowtexture = t->currentskinframe->glow;
7913 t->fogtexture = t->currentskinframe->fog;
7914 t->reflectmasktexture = t->currentskinframe->reflect;
7915 if (t->backgroundnumskinframes)
7917 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
7918 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
7919 t->backgroundglosstexture = r_texture_black;
7920 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
7921 if (!t->backgroundnmaptexture)
7922 t->backgroundnmaptexture = r_texture_blanknormalmap;
7926 t->backgroundbasetexture = r_texture_white;
7927 t->backgroundnmaptexture = r_texture_blanknormalmap;
7928 t->backgroundglosstexture = r_texture_black;
7929 t->backgroundglowtexture = NULL;
7931 t->specularpower = r_shadow_glossexponent.value;
7932 // TODO: store reference values for these in the texture?
7933 t->specularscale = 0;
7934 if (r_shadow_gloss.integer > 0)
7936 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
7938 if (r_shadow_glossintensity.value > 0)
7940 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
7941 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
7942 t->specularscale = r_shadow_glossintensity.value;
7945 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
7947 t->glosstexture = r_texture_white;
7948 t->backgroundglosstexture = r_texture_white;
7949 t->specularscale = r_shadow_gloss2intensity.value;
7950 t->specularpower = r_shadow_gloss2exponent.value;
7953 t->specularscale *= t->specularscalemod;
7954 t->specularpower *= t->specularpowermod;
7955 t->rtlightambient = 0;
7957 // lightmaps mode looks bad with dlights using actual texturing, so turn
7958 // off the colormap and glossmap, but leave the normalmap on as it still
7959 // accurately represents the shading involved
7960 if (gl_lightmaps.integer)
7962 t->basetexture = r_texture_grey128;
7963 t->pantstexture = r_texture_black;
7964 t->shirttexture = r_texture_black;
7965 t->nmaptexture = r_texture_blanknormalmap;
7966 t->glosstexture = r_texture_black;
7967 t->glowtexture = NULL;
7968 t->fogtexture = NULL;
7969 t->reflectmasktexture = NULL;
7970 t->backgroundbasetexture = NULL;
7971 t->backgroundnmaptexture = r_texture_blanknormalmap;
7972 t->backgroundglosstexture = r_texture_black;
7973 t->backgroundglowtexture = NULL;
7974 t->specularscale = 0;
7975 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
7978 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
7979 VectorClear(t->dlightcolor);
7980 t->currentnumlayers = 0;
7981 if (t->currentmaterialflags & MATERIALFLAG_WALL)
7983 int blendfunc1, blendfunc2;
7985 if (t->currentmaterialflags & MATERIALFLAG_ADD)
7987 blendfunc1 = GL_SRC_ALPHA;
7988 blendfunc2 = GL_ONE;
7990 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
7992 blendfunc1 = GL_SRC_ALPHA;
7993 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
7995 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7997 blendfunc1 = t->customblendfunc[0];
7998 blendfunc2 = t->customblendfunc[1];
8002 blendfunc1 = GL_ONE;
8003 blendfunc2 = GL_ZERO;
8005 // don't colormod evilblend textures
8006 if(!R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD)
8007 VectorSet(t->lightmapcolor, 1, 1, 1);
8008 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
8009 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
8011 // fullbright is not affected by r_refdef.lightmapintensity
8012 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
8013 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8014 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8015 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8016 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8020 vec3_t ambientcolor;
8022 // set the color tint used for lights affecting this surface
8023 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
8025 // q3bsp has no lightmap updates, so the lightstylevalue that
8026 // would normally be baked into the lightmap must be
8027 // applied to the color
8028 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
8029 if (model->type == mod_brushq3)
8030 colorscale *= r_refdef.scene.rtlightstylevalue[0];
8031 colorscale *= r_refdef.lightmapintensity;
8032 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
8033 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
8034 // basic lit geometry
8035 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
8036 // add pants/shirt if needed
8037 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8038 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8039 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8040 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8041 // now add ambient passes if needed
8042 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
8044 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
8045 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8046 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
8047 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8048 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
8051 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8052 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->glowtexture, &t->currenttexmatrix, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2], t->lightmapcolor[3]);
8053 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8055 // if this is opaque use alpha blend which will darken the earlier
8058 // if this is an alpha blended material, all the earlier passes
8059 // were darkened by fog already, so we only need to add the fog
8060 // color ontop through the fog mask texture
8062 // if this is an additive blended material, all the earlier passes
8063 // were darkened by fog already, and we should not add fog color
8064 // (because the background was not darkened, there is no fog color
8065 // that was lost behind it).
8066 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->fogtexture, &t->currenttexmatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->lightmapcolor[3]);
8070 return t->currentframe;
8073 rsurfacestate_t rsurface;
8075 void RSurf_ActiveWorldEntity(void)
8077 dp_model_t *model = r_refdef.scene.worldmodel;
8078 //if (rsurface.entity == r_refdef.scene.worldentity)
8080 rsurface.entity = r_refdef.scene.worldentity;
8081 rsurface.skeleton = NULL;
8082 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
8083 rsurface.ent_skinnum = 0;
8084 rsurface.ent_qwskin = -1;
8085 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8086 rsurface.shadertime = r_refdef.scene.time;
8087 rsurface.matrix = identitymatrix;
8088 rsurface.inversematrix = identitymatrix;
8089 rsurface.matrixscale = 1;
8090 rsurface.inversematrixscale = 1;
8091 R_EntityMatrix(&identitymatrix);
8092 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8093 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8094 rsurface.fograngerecip = r_refdef.fograngerecip;
8095 rsurface.fogheightfade = r_refdef.fogheightfade;
8096 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8097 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8098 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8099 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8100 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8101 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8102 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8103 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8104 rsurface.colormod[3] = 1;
8105 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8106 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8107 rsurface.frameblend[0].lerp = 1;
8108 rsurface.ent_alttextures = false;
8109 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8110 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8111 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8112 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8113 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8114 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8115 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8116 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8117 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8118 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8119 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8120 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8121 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8122 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8123 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8124 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8125 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8126 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8127 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8128 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8129 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8130 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8131 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8132 rsurface.modelelement3i = model->surfmesh.data_element3i;
8133 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8134 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8135 rsurface.modelelement3s = model->surfmesh.data_element3s;
8136 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8137 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8138 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8139 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8140 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8141 rsurface.modelsurfaces = model->data_surfaces;
8142 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8143 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8144 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8145 rsurface.modelgeneratedvertex = false;
8146 rsurface.batchgeneratedvertex = false;
8147 rsurface.batchfirstvertex = 0;
8148 rsurface.batchnumvertices = 0;
8149 rsurface.batchfirsttriangle = 0;
8150 rsurface.batchnumtriangles = 0;
8151 rsurface.batchvertex3f = NULL;
8152 rsurface.batchvertex3f_vertexbuffer = NULL;
8153 rsurface.batchvertex3f_bufferoffset = 0;
8154 rsurface.batchsvector3f = NULL;
8155 rsurface.batchsvector3f_vertexbuffer = NULL;
8156 rsurface.batchsvector3f_bufferoffset = 0;
8157 rsurface.batchtvector3f = NULL;
8158 rsurface.batchtvector3f_vertexbuffer = NULL;
8159 rsurface.batchtvector3f_bufferoffset = 0;
8160 rsurface.batchnormal3f = NULL;
8161 rsurface.batchnormal3f_vertexbuffer = NULL;
8162 rsurface.batchnormal3f_bufferoffset = 0;
8163 rsurface.batchlightmapcolor4f = NULL;
8164 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8165 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8166 rsurface.batchtexcoordtexture2f = NULL;
8167 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8168 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8169 rsurface.batchtexcoordlightmap2f = NULL;
8170 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8171 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8172 rsurface.batchvertexmesh = NULL;
8173 rsurface.batchvertexmeshbuffer = NULL;
8174 rsurface.batchvertex3fbuffer = NULL;
8175 rsurface.batchelement3i = NULL;
8176 rsurface.batchelement3i_indexbuffer = NULL;
8177 rsurface.batchelement3i_bufferoffset = 0;
8178 rsurface.batchelement3s = NULL;
8179 rsurface.batchelement3s_indexbuffer = NULL;
8180 rsurface.batchelement3s_bufferoffset = 0;
8181 rsurface.passcolor4f = NULL;
8182 rsurface.passcolor4f_vertexbuffer = NULL;
8183 rsurface.passcolor4f_bufferoffset = 0;
8186 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8188 dp_model_t *model = ent->model;
8189 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8191 rsurface.entity = (entity_render_t *)ent;
8192 rsurface.skeleton = ent->skeleton;
8193 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8194 rsurface.ent_skinnum = ent->skinnum;
8195 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;
8196 rsurface.ent_flags = ent->flags;
8197 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8198 rsurface.matrix = ent->matrix;
8199 rsurface.inversematrix = ent->inversematrix;
8200 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8201 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8202 R_EntityMatrix(&rsurface.matrix);
8203 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8204 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8205 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8206 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8207 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8208 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8209 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8210 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8211 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8212 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8213 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8214 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8215 rsurface.colormod[3] = ent->alpha;
8216 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8217 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8218 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8219 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8220 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8221 if (ent->model->brush.submodel && !prepass)
8223 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8224 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8226 if (model->surfmesh.isanimated && model->AnimateVertices)
8228 if (ent->animcache_vertex3f)
8230 rsurface.modelvertex3f = ent->animcache_vertex3f;
8231 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8232 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8233 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8234 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8235 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
8236 rsurface.modelvertex3fbuffer = ent->animcache_vertex3fbuffer;
8238 else if (wanttangents)
8240 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8241 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8242 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8243 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8244 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8245 rsurface.modelvertexmesh = NULL;
8246 rsurface.modelvertexmeshbuffer = NULL;
8247 rsurface.modelvertex3fbuffer = NULL;
8249 else if (wantnormals)
8251 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8252 rsurface.modelsvector3f = NULL;
8253 rsurface.modeltvector3f = NULL;
8254 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8255 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8256 rsurface.modelvertexmesh = NULL;
8257 rsurface.modelvertexmeshbuffer = NULL;
8258 rsurface.modelvertex3fbuffer = NULL;
8262 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8263 rsurface.modelsvector3f = NULL;
8264 rsurface.modeltvector3f = NULL;
8265 rsurface.modelnormal3f = NULL;
8266 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8267 rsurface.modelvertexmesh = NULL;
8268 rsurface.modelvertexmeshbuffer = NULL;
8269 rsurface.modelvertex3fbuffer = NULL;
8271 rsurface.modelvertex3f_vertexbuffer = 0;
8272 rsurface.modelvertex3f_bufferoffset = 0;
8273 rsurface.modelsvector3f_vertexbuffer = 0;
8274 rsurface.modelsvector3f_bufferoffset = 0;
8275 rsurface.modeltvector3f_vertexbuffer = 0;
8276 rsurface.modeltvector3f_bufferoffset = 0;
8277 rsurface.modelnormal3f_vertexbuffer = 0;
8278 rsurface.modelnormal3f_bufferoffset = 0;
8279 rsurface.modelgeneratedvertex = true;
8283 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8284 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8285 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8286 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8287 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8288 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8289 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8290 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8291 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8292 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8293 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8294 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8295 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8296 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8297 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8298 rsurface.modelgeneratedvertex = false;
8300 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8301 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8302 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8303 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8304 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8305 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8306 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8307 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8308 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8309 rsurface.modelelement3i = model->surfmesh.data_element3i;
8310 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8311 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8312 rsurface.modelelement3s = model->surfmesh.data_element3s;
8313 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8314 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8315 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8316 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8317 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8318 rsurface.modelsurfaces = model->data_surfaces;
8319 rsurface.batchgeneratedvertex = false;
8320 rsurface.batchfirstvertex = 0;
8321 rsurface.batchnumvertices = 0;
8322 rsurface.batchfirsttriangle = 0;
8323 rsurface.batchnumtriangles = 0;
8324 rsurface.batchvertex3f = NULL;
8325 rsurface.batchvertex3f_vertexbuffer = NULL;
8326 rsurface.batchvertex3f_bufferoffset = 0;
8327 rsurface.batchsvector3f = NULL;
8328 rsurface.batchsvector3f_vertexbuffer = NULL;
8329 rsurface.batchsvector3f_bufferoffset = 0;
8330 rsurface.batchtvector3f = NULL;
8331 rsurface.batchtvector3f_vertexbuffer = NULL;
8332 rsurface.batchtvector3f_bufferoffset = 0;
8333 rsurface.batchnormal3f = NULL;
8334 rsurface.batchnormal3f_vertexbuffer = NULL;
8335 rsurface.batchnormal3f_bufferoffset = 0;
8336 rsurface.batchlightmapcolor4f = NULL;
8337 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8338 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8339 rsurface.batchtexcoordtexture2f = NULL;
8340 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8341 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8342 rsurface.batchtexcoordlightmap2f = NULL;
8343 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8344 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8345 rsurface.batchvertexmesh = NULL;
8346 rsurface.batchvertexmeshbuffer = NULL;
8347 rsurface.batchvertex3fbuffer = NULL;
8348 rsurface.batchelement3i = NULL;
8349 rsurface.batchelement3i_indexbuffer = NULL;
8350 rsurface.batchelement3i_bufferoffset = 0;
8351 rsurface.batchelement3s = NULL;
8352 rsurface.batchelement3s_indexbuffer = NULL;
8353 rsurface.batchelement3s_bufferoffset = 0;
8354 rsurface.passcolor4f = NULL;
8355 rsurface.passcolor4f_vertexbuffer = NULL;
8356 rsurface.passcolor4f_bufferoffset = 0;
8359 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents)
8361 rsurface.entity = r_refdef.scene.worldentity;
8362 rsurface.skeleton = NULL;
8363 rsurface.ent_skinnum = 0;
8364 rsurface.ent_qwskin = -1;
8365 rsurface.ent_flags = entflags;
8366 rsurface.shadertime = r_refdef.scene.time - shadertime;
8367 rsurface.modelnumvertices = numvertices;
8368 rsurface.modelnumtriangles = numtriangles;
8369 rsurface.matrix = *matrix;
8370 rsurface.inversematrix = *inversematrix;
8371 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8372 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8373 R_EntityMatrix(&rsurface.matrix);
8374 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8375 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8376 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8377 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8378 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8379 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8380 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8381 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8382 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8383 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8384 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8385 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8386 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8387 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8388 rsurface.frameblend[0].lerp = 1;
8389 rsurface.ent_alttextures = false;
8390 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8391 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8394 rsurface.modelvertex3f = (float *)vertex3f;
8395 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8396 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8397 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8399 else if (wantnormals)
8401 rsurface.modelvertex3f = (float *)vertex3f;
8402 rsurface.modelsvector3f = NULL;
8403 rsurface.modeltvector3f = NULL;
8404 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8408 rsurface.modelvertex3f = (float *)vertex3f;
8409 rsurface.modelsvector3f = NULL;
8410 rsurface.modeltvector3f = NULL;
8411 rsurface.modelnormal3f = NULL;
8413 rsurface.modelvertexmesh = NULL;
8414 rsurface.modelvertexmeshbuffer = NULL;
8415 rsurface.modelvertex3fbuffer = NULL;
8416 rsurface.modelvertex3f_vertexbuffer = 0;
8417 rsurface.modelvertex3f_bufferoffset = 0;
8418 rsurface.modelsvector3f_vertexbuffer = 0;
8419 rsurface.modelsvector3f_bufferoffset = 0;
8420 rsurface.modeltvector3f_vertexbuffer = 0;
8421 rsurface.modeltvector3f_bufferoffset = 0;
8422 rsurface.modelnormal3f_vertexbuffer = 0;
8423 rsurface.modelnormal3f_bufferoffset = 0;
8424 rsurface.modelgeneratedvertex = true;
8425 rsurface.modellightmapcolor4f = (float *)color4f;
8426 rsurface.modellightmapcolor4f_vertexbuffer = 0;
8427 rsurface.modellightmapcolor4f_bufferoffset = 0;
8428 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
8429 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8430 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8431 rsurface.modeltexcoordlightmap2f = NULL;
8432 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8433 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8434 rsurface.modelelement3i = (int *)element3i;
8435 rsurface.modelelement3i_indexbuffer = NULL;
8436 rsurface.modelelement3i_bufferoffset = 0;
8437 rsurface.modelelement3s = (unsigned short *)element3s;
8438 rsurface.modelelement3s_indexbuffer = NULL;
8439 rsurface.modelelement3s_bufferoffset = 0;
8440 rsurface.modellightmapoffsets = NULL;
8441 rsurface.modelsurfaces = NULL;
8442 rsurface.batchgeneratedvertex = false;
8443 rsurface.batchfirstvertex = 0;
8444 rsurface.batchnumvertices = 0;
8445 rsurface.batchfirsttriangle = 0;
8446 rsurface.batchnumtriangles = 0;
8447 rsurface.batchvertex3f = NULL;
8448 rsurface.batchvertex3f_vertexbuffer = NULL;
8449 rsurface.batchvertex3f_bufferoffset = 0;
8450 rsurface.batchsvector3f = NULL;
8451 rsurface.batchsvector3f_vertexbuffer = NULL;
8452 rsurface.batchsvector3f_bufferoffset = 0;
8453 rsurface.batchtvector3f = NULL;
8454 rsurface.batchtvector3f_vertexbuffer = NULL;
8455 rsurface.batchtvector3f_bufferoffset = 0;
8456 rsurface.batchnormal3f = NULL;
8457 rsurface.batchnormal3f_vertexbuffer = NULL;
8458 rsurface.batchnormal3f_bufferoffset = 0;
8459 rsurface.batchlightmapcolor4f = NULL;
8460 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8461 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8462 rsurface.batchtexcoordtexture2f = NULL;
8463 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8464 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8465 rsurface.batchtexcoordlightmap2f = NULL;
8466 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8467 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8468 rsurface.batchvertexmesh = NULL;
8469 rsurface.batchvertexmeshbuffer = NULL;
8470 rsurface.batchvertex3fbuffer = NULL;
8471 rsurface.batchelement3i = NULL;
8472 rsurface.batchelement3i_indexbuffer = NULL;
8473 rsurface.batchelement3i_bufferoffset = 0;
8474 rsurface.batchelement3s = NULL;
8475 rsurface.batchelement3s_indexbuffer = NULL;
8476 rsurface.batchelement3s_bufferoffset = 0;
8477 rsurface.passcolor4f = NULL;
8478 rsurface.passcolor4f_vertexbuffer = NULL;
8479 rsurface.passcolor4f_bufferoffset = 0;
8481 if (rsurface.modelnumvertices && rsurface.modelelement3i)
8483 if ((wantnormals || wanttangents) && !normal3f)
8485 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8486 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8488 if (wanttangents && !svector3f)
8490 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8491 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8492 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8497 float RSurf_FogPoint(const float *v)
8499 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8500 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
8501 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
8502 float FogHeightFade = r_refdef.fogheightfade;
8504 unsigned int fogmasktableindex;
8505 if (r_refdef.fogplaneviewabove)
8506 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8508 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8509 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8510 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8513 float RSurf_FogVertex(const float *v)
8515 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8516 float FogPlaneViewDist = rsurface.fogplaneviewdist;
8517 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8518 float FogHeightFade = rsurface.fogheightfade;
8520 unsigned int fogmasktableindex;
8521 if (r_refdef.fogplaneviewabove)
8522 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8524 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8525 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
8526 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8529 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
8532 for (i = 0;i < numelements;i++)
8533 outelement3i[i] = inelement3i[i] + adjust;
8536 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
8537 extern cvar_t gl_vbo;
8538 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
8546 int surfacefirsttriangle;
8547 int surfacenumtriangles;
8548 int surfacefirstvertex;
8549 int surfaceendvertex;
8550 int surfacenumvertices;
8551 int batchnumvertices;
8552 int batchnumtriangles;
8556 qboolean dynamicvertex;
8560 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
8562 q3shaderinfo_deform_t *deform;
8563 const msurface_t *surface, *firstsurface;
8564 r_vertexmesh_t *vertexmesh;
8565 if (!texturenumsurfaces)
8567 // find vertex range of this surface batch
8569 firstsurface = texturesurfacelist[0];
8570 firsttriangle = firstsurface->num_firsttriangle;
8571 batchnumvertices = 0;
8572 batchnumtriangles = 0;
8573 firstvertex = endvertex = firstsurface->num_firstvertex;
8574 for (i = 0;i < texturenumsurfaces;i++)
8576 surface = texturesurfacelist[i];
8577 if (surface != firstsurface + i)
8579 surfacefirstvertex = surface->num_firstvertex;
8580 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
8581 surfacenumvertices = surface->num_vertices;
8582 surfacenumtriangles = surface->num_triangles;
8583 if (firstvertex > surfacefirstvertex)
8584 firstvertex = surfacefirstvertex;
8585 if (endvertex < surfaceendvertex)
8586 endvertex = surfaceendvertex;
8587 batchnumvertices += surfacenumvertices;
8588 batchnumtriangles += surfacenumtriangles;
8591 // we now know the vertex range used, and if there are any gaps in it
8592 rsurface.batchfirstvertex = firstvertex;
8593 rsurface.batchnumvertices = endvertex - firstvertex;
8594 rsurface.batchfirsttriangle = firsttriangle;
8595 rsurface.batchnumtriangles = batchnumtriangles;
8597 // this variable holds flags for which properties have been updated that
8598 // may require regenerating vertexmesh array...
8601 // check if any dynamic vertex processing must occur
8602 dynamicvertex = false;
8604 // if there is a chance of animated vertex colors, it's a dynamic batch
8605 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8607 dynamicvertex = true;
8608 batchneed |= BATCHNEED_NOGAPS;
8609 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
8612 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8614 switch (deform->deform)
8617 case Q3DEFORM_PROJECTIONSHADOW:
8618 case Q3DEFORM_TEXT0:
8619 case Q3DEFORM_TEXT1:
8620 case Q3DEFORM_TEXT2:
8621 case Q3DEFORM_TEXT3:
8622 case Q3DEFORM_TEXT4:
8623 case Q3DEFORM_TEXT5:
8624 case Q3DEFORM_TEXT6:
8625 case Q3DEFORM_TEXT7:
8628 case Q3DEFORM_AUTOSPRITE:
8629 dynamicvertex = true;
8630 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8631 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8633 case Q3DEFORM_AUTOSPRITE2:
8634 dynamicvertex = true;
8635 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8636 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8638 case Q3DEFORM_NORMAL:
8639 dynamicvertex = true;
8640 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8641 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8644 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8645 break; // if wavefunc is a nop, ignore this transform
8646 dynamicvertex = true;
8647 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8648 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8650 case Q3DEFORM_BULGE:
8651 dynamicvertex = true;
8652 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8653 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8656 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8657 break; // if wavefunc is a nop, ignore this transform
8658 dynamicvertex = true;
8659 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8660 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
8664 switch(rsurface.texture->tcgen.tcgen)
8667 case Q3TCGEN_TEXTURE:
8669 case Q3TCGEN_LIGHTMAP:
8670 dynamicvertex = true;
8671 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
8672 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
8674 case Q3TCGEN_VECTOR:
8675 dynamicvertex = true;
8676 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8677 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8679 case Q3TCGEN_ENVIRONMENT:
8680 dynamicvertex = true;
8681 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
8682 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8685 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8687 dynamicvertex = true;
8688 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8689 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8692 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8694 dynamicvertex = true;
8695 batchneed |= BATCHNEED_NOGAPS;
8696 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
8699 if (dynamicvertex || gaps || rsurface.batchfirstvertex)
8701 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
8702 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
8703 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
8704 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
8705 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
8706 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
8707 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
8710 // when the model data has no vertex buffer (dynamic mesh), we need to
8712 if (vid.useinterleavedarrays ? !rsurface.modelvertexmeshbuffer : !rsurface.modelvertex3f_vertexbuffer)
8713 batchneed |= BATCHNEED_NOGAPS;
8715 // if needsupdate, we have to do a dynamic vertex batch for sure
8716 if (needsupdate & batchneed)
8717 dynamicvertex = true;
8719 // see if we need to build vertexmesh from arrays
8720 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8721 dynamicvertex = true;
8723 // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
8724 // also some drivers strongly dislike firstvertex
8725 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
8726 dynamicvertex = true;
8728 rsurface.batchvertex3f = rsurface.modelvertex3f;
8729 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
8730 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
8731 rsurface.batchsvector3f = rsurface.modelsvector3f;
8732 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
8733 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
8734 rsurface.batchtvector3f = rsurface.modeltvector3f;
8735 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
8736 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
8737 rsurface.batchnormal3f = rsurface.modelnormal3f;
8738 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
8739 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
8740 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
8741 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
8742 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
8743 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
8744 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
8745 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
8746 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
8747 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
8748 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
8749 rsurface.batchvertex3fbuffer = rsurface.modelvertex3fbuffer;
8750 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
8751 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
8752 rsurface.batchelement3i = rsurface.modelelement3i;
8753 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
8754 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
8755 rsurface.batchelement3s = rsurface.modelelement3s;
8756 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
8757 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
8759 // if any dynamic vertex processing has to occur in software, we copy the
8760 // entire surface list together before processing to rebase the vertices
8761 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
8763 // if any gaps exist and we do not have a static vertex buffer, we have to
8764 // copy the surface list together to avoid wasting upload bandwidth on the
8765 // vertices in the gaps.
8767 // if gaps exist and we have a static vertex buffer, we still have to
8768 // combine the index buffer ranges into one dynamic index buffer.
8770 // in all cases we end up with data that can be drawn in one call.
8774 // static vertex data, just set pointers...
8775 rsurface.batchgeneratedvertex = false;
8776 // if there are gaps, we want to build a combined index buffer,
8777 // otherwise use the original static buffer with an appropriate offset
8780 // build a new triangle elements array for this batch
8781 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8782 rsurface.batchfirsttriangle = 0;
8784 for (i = 0;i < texturenumsurfaces;i++)
8786 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8787 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8788 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
8789 numtriangles += surfacenumtriangles;
8791 rsurface.batchelement3i_indexbuffer = NULL;
8792 rsurface.batchelement3i_bufferoffset = 0;
8793 rsurface.batchelement3s = NULL;
8794 rsurface.batchelement3s_indexbuffer = NULL;
8795 rsurface.batchelement3s_bufferoffset = 0;
8796 if (endvertex <= 65536)
8798 // make a 16bit (unsigned short) index array if possible
8799 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8800 for (i = 0;i < numtriangles*3;i++)
8801 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8807 // something needs software processing, do it for real...
8808 // we only directly handle separate array data in this case and then
8809 // generate interleaved data if needed...
8810 rsurface.batchgeneratedvertex = true;
8812 // now copy the vertex data into a combined array and make an index array
8813 // (this is what Quake3 does all the time)
8814 //if (gaps || rsurface.batchfirstvertex)
8816 rsurface.batchvertex3fbuffer = NULL;
8817 rsurface.batchvertexmesh = NULL;
8818 rsurface.batchvertexmeshbuffer = NULL;
8819 rsurface.batchvertex3f = NULL;
8820 rsurface.batchvertex3f_vertexbuffer = NULL;
8821 rsurface.batchvertex3f_bufferoffset = 0;
8822 rsurface.batchsvector3f = NULL;
8823 rsurface.batchsvector3f_vertexbuffer = NULL;
8824 rsurface.batchsvector3f_bufferoffset = 0;
8825 rsurface.batchtvector3f = NULL;
8826 rsurface.batchtvector3f_vertexbuffer = NULL;
8827 rsurface.batchtvector3f_bufferoffset = 0;
8828 rsurface.batchnormal3f = NULL;
8829 rsurface.batchnormal3f_vertexbuffer = NULL;
8830 rsurface.batchnormal3f_bufferoffset = 0;
8831 rsurface.batchlightmapcolor4f = NULL;
8832 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8833 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8834 rsurface.batchtexcoordtexture2f = NULL;
8835 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8836 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8837 rsurface.batchtexcoordlightmap2f = NULL;
8838 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8839 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8840 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8841 rsurface.batchelement3i_indexbuffer = NULL;
8842 rsurface.batchelement3i_bufferoffset = 0;
8843 rsurface.batchelement3s = NULL;
8844 rsurface.batchelement3s_indexbuffer = NULL;
8845 rsurface.batchelement3s_bufferoffset = 0;
8846 // we'll only be setting up certain arrays as needed
8847 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
8848 rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
8849 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8850 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8851 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8852 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8853 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8855 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8856 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8858 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8859 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8860 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8861 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8862 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8863 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8866 for (i = 0;i < texturenumsurfaces;i++)
8868 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
8869 surfacenumvertices = texturesurfacelist[i]->num_vertices;
8870 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8871 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8872 // copy only the data requested
8873 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
8874 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
8875 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
8877 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8879 if (rsurface.batchvertex3f)
8880 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8882 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8884 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8886 if (rsurface.modelnormal3f)
8887 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8889 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8891 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8893 if (rsurface.modelsvector3f)
8895 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8896 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8900 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8901 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8904 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8906 if (rsurface.modellightmapcolor4f)
8907 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
8909 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
8911 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8913 if (rsurface.modeltexcoordtexture2f)
8914 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8916 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8918 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8920 if (rsurface.modeltexcoordlightmap2f)
8921 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8923 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8926 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
8927 numvertices += surfacenumvertices;
8928 numtriangles += surfacenumtriangles;
8931 // generate a 16bit index array as well if possible
8932 // (in general, dynamic batches fit)
8933 if (numvertices <= 65536)
8935 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8936 for (i = 0;i < numtriangles*3;i++)
8937 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8940 // since we've copied everything, the batch now starts at 0
8941 rsurface.batchfirstvertex = 0;
8942 rsurface.batchnumvertices = batchnumvertices;
8943 rsurface.batchfirsttriangle = 0;
8944 rsurface.batchnumtriangles = batchnumtriangles;
8947 // q1bsp surfaces rendered in vertex color mode have to have colors
8948 // calculated based on lightstyles
8949 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8951 // generate color arrays for the surfaces in this list
8956 const unsigned char *lm;
8957 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8958 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8959 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8961 for (i = 0;i < texturenumsurfaces;i++)
8963 surface = texturesurfacelist[i];
8964 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8965 surfacenumvertices = surface->num_vertices;
8966 if (surface->lightmapinfo->samples)
8968 for (j = 0;j < surfacenumvertices;j++)
8970 lm = surface->lightmapinfo->samples + offsets[j];
8971 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8972 VectorScale(lm, scale, c);
8973 if (surface->lightmapinfo->styles[1] != 255)
8975 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8977 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8978 VectorMA(c, scale, lm, c);
8979 if (surface->lightmapinfo->styles[2] != 255)
8982 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8983 VectorMA(c, scale, lm, c);
8984 if (surface->lightmapinfo->styles[3] != 255)
8987 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8988 VectorMA(c, scale, lm, c);
8995 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);
9001 for (j = 0;j < surfacenumvertices;j++)
9003 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
9010 // if vertices are deformed (sprite flares and things in maps, possibly
9011 // water waves, bulges and other deformations), modify the copied vertices
9013 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9015 switch (deform->deform)
9018 case Q3DEFORM_PROJECTIONSHADOW:
9019 case Q3DEFORM_TEXT0:
9020 case Q3DEFORM_TEXT1:
9021 case Q3DEFORM_TEXT2:
9022 case Q3DEFORM_TEXT3:
9023 case Q3DEFORM_TEXT4:
9024 case Q3DEFORM_TEXT5:
9025 case Q3DEFORM_TEXT6:
9026 case Q3DEFORM_TEXT7:
9029 case Q3DEFORM_AUTOSPRITE:
9030 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9031 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9032 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9033 VectorNormalize(newforward);
9034 VectorNormalize(newright);
9035 VectorNormalize(newup);
9036 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9037 // rsurface.batchvertex3f_vertexbuffer = NULL;
9038 // rsurface.batchvertex3f_bufferoffset = 0;
9039 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
9040 // rsurface.batchsvector3f_vertexbuffer = NULL;
9041 // rsurface.batchsvector3f_bufferoffset = 0;
9042 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
9043 // rsurface.batchtvector3f_vertexbuffer = NULL;
9044 // rsurface.batchtvector3f_bufferoffset = 0;
9045 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9046 // rsurface.batchnormal3f_vertexbuffer = NULL;
9047 // rsurface.batchnormal3f_bufferoffset = 0;
9048 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
9049 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
9050 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9051 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
9052 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);
9053 // a single autosprite surface can contain multiple sprites...
9054 for (j = 0;j < batchnumvertices - 3;j += 4)
9056 VectorClear(center);
9057 for (i = 0;i < 4;i++)
9058 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9059 VectorScale(center, 0.25f, center);
9060 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
9061 VectorCopy(rsurface.batchsvector3f + 3*j, right);
9062 VectorCopy(rsurface.batchtvector3f + 3*j, up);
9063 for (i = 0;i < 4;i++)
9065 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
9066 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
9069 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
9070 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9071 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);
9073 case Q3DEFORM_AUTOSPRITE2:
9074 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9075 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9076 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9077 VectorNormalize(newforward);
9078 VectorNormalize(newright);
9079 VectorNormalize(newup);
9080 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9081 // rsurface.batchvertex3f_vertexbuffer = NULL;
9082 // rsurface.batchvertex3f_bufferoffset = 0;
9084 const float *v1, *v2;
9094 memset(shortest, 0, sizeof(shortest));
9095 // a single autosprite surface can contain multiple sprites...
9096 for (j = 0;j < batchnumvertices - 3;j += 4)
9098 VectorClear(center);
9099 for (i = 0;i < 4;i++)
9100 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9101 VectorScale(center, 0.25f, center);
9102 // find the two shortest edges, then use them to define the
9103 // axis vectors for rotating around the central axis
9104 for (i = 0;i < 6;i++)
9106 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
9107 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
9108 l = VectorDistance2(v1, v2);
9109 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9111 l += (1.0f / 1024.0f);
9112 if (shortest[0].length2 > l || i == 0)
9114 shortest[1] = shortest[0];
9115 shortest[0].length2 = l;
9116 shortest[0].v1 = v1;
9117 shortest[0].v2 = v2;
9119 else if (shortest[1].length2 > l || i == 1)
9121 shortest[1].length2 = l;
9122 shortest[1].v1 = v1;
9123 shortest[1].v2 = v2;
9126 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9127 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9128 // this calculates the right vector from the shortest edge
9129 // and the up vector from the edge midpoints
9130 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9131 VectorNormalize(right);
9132 VectorSubtract(end, start, up);
9133 VectorNormalize(up);
9134 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9135 VectorSubtract(rsurface.localvieworigin, center, forward);
9136 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9137 VectorNegate(forward, forward);
9138 VectorReflect(forward, 0, up, forward);
9139 VectorNormalize(forward);
9140 CrossProduct(up, forward, newright);
9141 VectorNormalize(newright);
9142 // rotate the quad around the up axis vector, this is made
9143 // especially easy by the fact we know the quad is flat,
9144 // so we only have to subtract the center position and
9145 // measure distance along the right vector, and then
9146 // multiply that by the newright vector and add back the
9148 // we also need to subtract the old position to undo the
9149 // displacement from the center, which we do with a
9150 // DotProduct, the subtraction/addition of center is also
9151 // optimized into DotProducts here
9152 l = DotProduct(right, center);
9153 for (i = 0;i < 4;i++)
9155 v1 = rsurface.batchvertex3f + 3*(j+i);
9156 f = DotProduct(right, v1) - l;
9157 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
9161 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
9163 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9164 // rsurface.batchnormal3f_vertexbuffer = NULL;
9165 // rsurface.batchnormal3f_bufferoffset = 0;
9166 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9168 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9170 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9171 // rsurface.batchsvector3f_vertexbuffer = NULL;
9172 // rsurface.batchsvector3f_bufferoffset = 0;
9173 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9174 // rsurface.batchtvector3f_vertexbuffer = NULL;
9175 // rsurface.batchtvector3f_bufferoffset = 0;
9176 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);
9179 case Q3DEFORM_NORMAL:
9180 // deform the normals to make reflections wavey
9181 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9182 rsurface.batchnormal3f_vertexbuffer = NULL;
9183 rsurface.batchnormal3f_bufferoffset = 0;
9184 for (j = 0;j < batchnumvertices;j++)
9187 float *normal = rsurface.batchnormal3f + 3*j;
9188 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
9189 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9190 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9191 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9192 VectorNormalize(normal);
9194 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9196 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9197 // rsurface.batchsvector3f_vertexbuffer = NULL;
9198 // rsurface.batchsvector3f_bufferoffset = 0;
9199 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9200 // rsurface.batchtvector3f_vertexbuffer = NULL;
9201 // rsurface.batchtvector3f_bufferoffset = 0;
9202 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);
9206 // deform vertex array to make wavey water and flags and such
9207 waveparms[0] = deform->waveparms[0];
9208 waveparms[1] = deform->waveparms[1];
9209 waveparms[2] = deform->waveparms[2];
9210 waveparms[3] = deform->waveparms[3];
9211 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
9212 break; // if wavefunc is a nop, don't make a dynamic vertex array
9213 // this is how a divisor of vertex influence on deformation
9214 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9215 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9216 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9217 // rsurface.batchvertex3f_vertexbuffer = NULL;
9218 // rsurface.batchvertex3f_bufferoffset = 0;
9219 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9220 // rsurface.batchnormal3f_vertexbuffer = NULL;
9221 // rsurface.batchnormal3f_bufferoffset = 0;
9222 for (j = 0;j < batchnumvertices;j++)
9224 // if the wavefunc depends on time, evaluate it per-vertex
9227 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
9228 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9230 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9232 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9233 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9234 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9236 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9237 // rsurface.batchsvector3f_vertexbuffer = NULL;
9238 // rsurface.batchsvector3f_bufferoffset = 0;
9239 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9240 // rsurface.batchtvector3f_vertexbuffer = NULL;
9241 // rsurface.batchtvector3f_bufferoffset = 0;
9242 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);
9245 case Q3DEFORM_BULGE:
9246 // deform vertex array to make the surface have moving bulges
9247 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9248 // rsurface.batchvertex3f_vertexbuffer = NULL;
9249 // rsurface.batchvertex3f_bufferoffset = 0;
9250 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9251 // rsurface.batchnormal3f_vertexbuffer = NULL;
9252 // rsurface.batchnormal3f_bufferoffset = 0;
9253 for (j = 0;j < batchnumvertices;j++)
9255 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
9256 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9258 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9259 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9260 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9262 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9263 // rsurface.batchsvector3f_vertexbuffer = NULL;
9264 // rsurface.batchsvector3f_bufferoffset = 0;
9265 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9266 // rsurface.batchtvector3f_vertexbuffer = NULL;
9267 // rsurface.batchtvector3f_bufferoffset = 0;
9268 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);
9272 // deform vertex array
9273 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9274 break; // if wavefunc is a nop, don't make a dynamic vertex array
9275 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9276 VectorScale(deform->parms, scale, waveparms);
9277 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9278 // rsurface.batchvertex3f_vertexbuffer = NULL;
9279 // rsurface.batchvertex3f_bufferoffset = 0;
9280 for (j = 0;j < batchnumvertices;j++)
9281 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
9286 // generate texcoords based on the chosen texcoord source
9287 switch(rsurface.texture->tcgen.tcgen)
9290 case Q3TCGEN_TEXTURE:
9292 case Q3TCGEN_LIGHTMAP:
9293 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9294 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9295 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9296 if (rsurface.batchtexcoordlightmap2f)
9297 memcpy(rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, batchnumvertices * sizeof(float[2]));
9299 case Q3TCGEN_VECTOR:
9300 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9301 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9302 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9303 for (j = 0;j < batchnumvertices;j++)
9305 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
9306 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
9309 case Q3TCGEN_ENVIRONMENT:
9310 // make environment reflections using a spheremap
9311 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9312 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9313 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9314 for (j = 0;j < batchnumvertices;j++)
9316 // identical to Q3A's method, but executed in worldspace so
9317 // carried models can be shiny too
9319 float viewer[3], d, reflected[3], worldreflected[3];
9321 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
9322 // VectorNormalize(viewer);
9324 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
9326 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
9327 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
9328 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
9329 // note: this is proportinal to viewer, so we can normalize later
9331 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9332 VectorNormalize(worldreflected);
9334 // note: this sphere map only uses world x and z!
9335 // so positive and negative y will LOOK THE SAME.
9336 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
9337 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
9341 // the only tcmod that needs software vertex processing is turbulent, so
9342 // check for it here and apply the changes if needed
9343 // and we only support that as the first one
9344 // (handling a mixture of turbulent and other tcmods would be problematic
9345 // without punting it entirely to a software path)
9346 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9348 amplitude = rsurface.texture->tcmods[0].parms[1];
9349 animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
9350 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9351 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9352 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9353 for (j = 0;j < batchnumvertices;j++)
9355 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);
9356 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9360 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9362 // convert the modified arrays to vertex structs
9363 // rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9364 // rsurface.batchvertexmeshbuffer = NULL;
9365 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
9366 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9367 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
9368 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
9369 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9370 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
9371 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
9373 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9375 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
9376 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
9379 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
9380 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9381 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
9382 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
9383 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9384 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
9385 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
9386 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9387 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
9391 void RSurf_DrawBatch(void)
9393 // sometimes a zero triangle surface (usually a degenerate patch) makes it
9394 // through the pipeline, killing it earlier in the pipeline would have
9395 // per-surface overhead rather than per-batch overhead, so it's best to
9396 // reject it here, before it hits glDraw.
9397 if (rsurface.batchnumtriangles == 0)
9400 // batch debugging code
9401 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
9407 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
9408 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
9411 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
9413 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
9415 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
9416 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);
9423 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);
9426 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
9428 // pick the closest matching water plane
9429 int planeindex, vertexindex, bestplaneindex = -1;
9433 r_waterstate_waterplane_t *p;
9434 qboolean prepared = false;
9436 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
9438 if(p->camera_entity != rsurface.texture->camera_entity)
9443 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9445 if(rsurface.batchnumvertices == 0)
9448 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
9450 Matrix4x4_Transform(&rsurface.matrix, v, vert);
9451 d += fabs(PlaneDiff(vert, &p->plane));
9453 if (bestd > d || bestplaneindex < 0)
9456 bestplaneindex = planeindex;
9459 return bestplaneindex;
9460 // NOTE: this MAY return a totally unrelated water plane; we can ignore
9461 // this situation though, as it might be better to render single larger
9462 // batches with useless stuff (backface culled for example) than to
9463 // render multiple smaller batches
9466 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
9469 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9470 rsurface.passcolor4f_vertexbuffer = 0;
9471 rsurface.passcolor4f_bufferoffset = 0;
9472 for (i = 0;i < rsurface.batchnumvertices;i++)
9473 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
9476 static void RSurf_DrawBatch_GL11_ApplyFog(void)
9483 if (rsurface.passcolor4f)
9485 // generate color arrays
9486 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9487 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9488 rsurface.passcolor4f_vertexbuffer = 0;
9489 rsurface.passcolor4f_bufferoffset = 0;
9490 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
9492 f = RSurf_FogVertex(v);
9501 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9502 rsurface.passcolor4f_vertexbuffer = 0;
9503 rsurface.passcolor4f_bufferoffset = 0;
9504 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
9506 f = RSurf_FogVertex(v);
9515 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
9522 if (!rsurface.passcolor4f)
9524 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9525 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9526 rsurface.passcolor4f_vertexbuffer = 0;
9527 rsurface.passcolor4f_bufferoffset = 0;
9528 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
9530 f = RSurf_FogVertex(v);
9531 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
9532 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
9533 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
9538 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
9543 if (!rsurface.passcolor4f)
9545 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9546 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9547 rsurface.passcolor4f_vertexbuffer = 0;
9548 rsurface.passcolor4f_bufferoffset = 0;
9549 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9558 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
9563 if (!rsurface.passcolor4f)
9565 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9566 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9567 rsurface.passcolor4f_vertexbuffer = 0;
9568 rsurface.passcolor4f_bufferoffset = 0;
9569 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9571 c2[0] = c[0] + r_refdef.scene.ambient;
9572 c2[1] = c[1] + r_refdef.scene.ambient;
9573 c2[2] = c[2] + r_refdef.scene.ambient;
9578 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9581 rsurface.passcolor4f = NULL;
9582 rsurface.passcolor4f_vertexbuffer = 0;
9583 rsurface.passcolor4f_bufferoffset = 0;
9584 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9585 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9586 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9587 GL_Color(r, g, b, a);
9588 R_Mesh_TexBind(0, rsurface.lightmaptexture);
9592 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9594 // TODO: optimize applyfog && applycolor case
9595 // just apply fog if necessary, and tint the fog color array if necessary
9596 rsurface.passcolor4f = NULL;
9597 rsurface.passcolor4f_vertexbuffer = 0;
9598 rsurface.passcolor4f_bufferoffset = 0;
9599 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9600 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9601 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9602 GL_Color(r, g, b, a);
9606 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9609 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
9610 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
9611 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
9612 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9613 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9614 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9615 GL_Color(r, g, b, a);
9619 static void RSurf_DrawBatch_GL11_ClampColor(void)
9624 if (!rsurface.passcolor4f)
9626 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
9628 c2[0] = bound(0.0f, c1[0], 1.0f);
9629 c2[1] = bound(0.0f, c1[1], 1.0f);
9630 c2[2] = bound(0.0f, c1[2], 1.0f);
9631 c2[3] = bound(0.0f, c1[3], 1.0f);
9635 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
9645 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9646 rsurface.passcolor4f_vertexbuffer = 0;
9647 rsurface.passcolor4f_bufferoffset = 0;
9648 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
9650 f = -DotProduct(r_refdef.view.forward, n);
9652 f = f * 0.85 + 0.15; // work around so stuff won't get black
9653 f *= r_refdef.lightmapintensity;
9654 Vector4Set(c, f, f, f, 1);
9658 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9660 RSurf_DrawBatch_GL11_ApplyFakeLight();
9661 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9662 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9663 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9664 GL_Color(r, g, b, a);
9668 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
9676 vec3_t ambientcolor;
9677 vec3_t diffusecolor;
9681 VectorCopy(rsurface.modellight_lightdir, lightdir);
9682 f = 0.5f * r_refdef.lightmapintensity;
9683 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
9684 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
9685 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
9686 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
9687 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
9688 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
9690 if (VectorLength2(diffusecolor) > 0)
9692 // q3-style directional shading
9693 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9694 rsurface.passcolor4f_vertexbuffer = 0;
9695 rsurface.passcolor4f_bufferoffset = 0;
9696 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
9698 if ((f = DotProduct(n, lightdir)) > 0)
9699 VectorMA(ambientcolor, f, diffusecolor, c);
9701 VectorCopy(ambientcolor, c);
9708 *applycolor = false;
9712 *r = ambientcolor[0];
9713 *g = ambientcolor[1];
9714 *b = ambientcolor[2];
9715 rsurface.passcolor4f = NULL;
9716 rsurface.passcolor4f_vertexbuffer = 0;
9717 rsurface.passcolor4f_bufferoffset = 0;
9721 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9723 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
9724 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9725 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9726 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9727 GL_Color(r, g, b, a);
9731 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
9739 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9740 rsurface.passcolor4f_vertexbuffer = 0;
9741 rsurface.passcolor4f_bufferoffset = 0;
9743 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
9745 f = 1 - RSurf_FogVertex(v);
9753 void RSurf_SetupDepthAndCulling(void)
9755 // submodels are biased to avoid z-fighting with world surfaces that they
9756 // may be exactly overlapping (avoids z-fighting artifacts on certain
9757 // doors and things in Quake maps)
9758 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
9759 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
9760 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
9761 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9764 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9766 // transparent sky would be ridiculous
9767 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9769 R_SetupShader_Generic_NoTexture(false, false);
9770 skyrenderlater = true;
9771 RSurf_SetupDepthAndCulling();
9773 // LordHavoc: HalfLife maps have freaky skypolys so don't use
9774 // skymasking on them, and Quake3 never did sky masking (unlike
9775 // software Quake and software Quake2), so disable the sky masking
9776 // in Quake3 maps as it causes problems with q3map2 sky tricks,
9777 // and skymasking also looks very bad when noclipping outside the
9778 // level, so don't use it then either.
9779 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
9781 R_Mesh_ResetTextureState();
9782 if (skyrendermasked)
9784 R_SetupShader_DepthOrShadow(false);
9785 // depth-only (masking)
9786 GL_ColorMask(0,0,0,0);
9787 // just to make sure that braindead drivers don't draw
9788 // anything despite that colormask...
9789 GL_BlendFunc(GL_ZERO, GL_ONE);
9790 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9791 if (rsurface.batchvertex3fbuffer)
9792 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
9794 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
9798 R_SetupShader_Generic_NoTexture(false, false);
9800 GL_BlendFunc(GL_ONE, GL_ZERO);
9801 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9802 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
9803 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9806 if (skyrendermasked)
9807 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
9809 R_Mesh_ResetTextureState();
9810 GL_Color(1, 1, 1, 1);
9813 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
9814 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
9815 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
9817 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
9821 // render screenspace normalmap to texture
9823 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
9828 // bind lightmap texture
9830 // water/refraction/reflection/camera surfaces have to be handled specially
9831 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
9833 int start, end, startplaneindex;
9834 for (start = 0;start < texturenumsurfaces;start = end)
9836 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
9837 if(startplaneindex < 0)
9839 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
9840 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
9844 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
9846 // now that we have a batch using the same planeindex, render it
9847 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
9849 // render water or distortion background
9851 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
9853 // blend surface on top
9854 GL_DepthMask(false);
9855 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
9858 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
9860 // render surface with reflection texture as input
9861 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9862 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
9869 // render surface batch normally
9870 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9871 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0);
9875 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9877 // OpenGL 1.3 path - anything not completely ancient
9878 qboolean applycolor;
9881 const texturelayer_t *layer;
9882 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9883 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9885 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9888 int layertexrgbscale;
9889 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9891 if (layerindex == 0)
9895 GL_AlphaTest(false);
9896 GL_DepthFunc(GL_EQUAL);
9899 GL_DepthMask(layer->depthmask && writedepth);
9900 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9901 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
9903 layertexrgbscale = 4;
9904 VectorScale(layer->color, 0.25f, layercolor);
9906 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
9908 layertexrgbscale = 2;
9909 VectorScale(layer->color, 0.5f, layercolor);
9913 layertexrgbscale = 1;
9914 VectorScale(layer->color, 1.0f, layercolor);
9916 layercolor[3] = layer->color[3];
9917 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
9918 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9919 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9920 switch (layer->type)
9922 case TEXTURELAYERTYPE_LITTEXTURE:
9923 // single-pass lightmapped texture with 2x rgbscale
9924 R_Mesh_TexBind(0, r_texture_white);
9925 R_Mesh_TexMatrix(0, NULL);
9926 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9927 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9928 R_Mesh_TexBind(1, layer->texture);
9929 R_Mesh_TexMatrix(1, &layer->texmatrix);
9930 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9931 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9932 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9933 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9934 else if (FAKELIGHT_ENABLED)
9935 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9936 else if (rsurface.uselightmaptexture)
9937 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9939 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9941 case TEXTURELAYERTYPE_TEXTURE:
9942 // singletexture unlit texture with transparency support
9943 R_Mesh_TexBind(0, layer->texture);
9944 R_Mesh_TexMatrix(0, &layer->texmatrix);
9945 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9946 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9947 R_Mesh_TexBind(1, 0);
9948 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9949 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9951 case TEXTURELAYERTYPE_FOG:
9952 // singletexture fogging
9955 R_Mesh_TexBind(0, layer->texture);
9956 R_Mesh_TexMatrix(0, &layer->texmatrix);
9957 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9958 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9962 R_Mesh_TexBind(0, 0);
9963 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9965 R_Mesh_TexBind(1, 0);
9966 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9967 // generate a color array for the fog pass
9968 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
9969 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
9973 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
9976 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9978 GL_DepthFunc(GL_LEQUAL);
9979 GL_AlphaTest(false);
9983 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9985 // OpenGL 1.1 - crusty old voodoo path
9988 const texturelayer_t *layer;
9989 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9990 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9992 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9994 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9996 if (layerindex == 0)
10000 GL_AlphaTest(false);
10001 GL_DepthFunc(GL_EQUAL);
10004 GL_DepthMask(layer->depthmask && writedepth);
10005 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10006 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10007 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10008 switch (layer->type)
10010 case TEXTURELAYERTYPE_LITTEXTURE:
10011 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
10013 // two-pass lit texture with 2x rgbscale
10014 // first the lightmap pass
10015 R_Mesh_TexBind(0, r_texture_white);
10016 R_Mesh_TexMatrix(0, NULL);
10017 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10018 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10019 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10020 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
10021 else if (FAKELIGHT_ENABLED)
10022 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
10023 else if (rsurface.uselightmaptexture)
10024 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
10026 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
10027 // then apply the texture to it
10028 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10029 R_Mesh_TexBind(0, layer->texture);
10030 R_Mesh_TexMatrix(0, &layer->texmatrix);
10031 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10032 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10033 RSurf_DrawBatch_GL11_Unlit(layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
10037 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10038 R_Mesh_TexBind(0, layer->texture);
10039 R_Mesh_TexMatrix(0, &layer->texmatrix);
10040 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10041 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10042 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10043 RSurf_DrawBatch_GL11_VertexShade(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10045 RSurf_DrawBatch_GL11_VertexColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10048 case TEXTURELAYERTYPE_TEXTURE:
10049 // singletexture unlit texture with transparency support
10050 R_Mesh_TexBind(0, layer->texture);
10051 R_Mesh_TexMatrix(0, &layer->texmatrix);
10052 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10053 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10054 RSurf_DrawBatch_GL11_Unlit(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10056 case TEXTURELAYERTYPE_FOG:
10057 // singletexture fogging
10058 if (layer->texture)
10060 R_Mesh_TexBind(0, layer->texture);
10061 R_Mesh_TexMatrix(0, &layer->texmatrix);
10062 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10063 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10067 R_Mesh_TexBind(0, 0);
10068 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10070 // generate a color array for the fog pass
10071 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10072 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
10076 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10079 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10081 GL_DepthFunc(GL_LEQUAL);
10082 GL_AlphaTest(false);
10086 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10090 r_vertexgeneric_t *batchvertex;
10093 // R_Mesh_ResetTextureState();
10094 R_SetupShader_Generic_NoTexture(false, false);
10096 if(rsurface.texture && rsurface.texture->currentskinframe)
10098 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10099 c[3] *= rsurface.texture->currentalpha;
10109 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10111 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10112 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10113 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10116 // brighten it up (as texture value 127 means "unlit")
10117 c[0] *= 2 * r_refdef.view.colorscale;
10118 c[1] *= 2 * r_refdef.view.colorscale;
10119 c[2] *= 2 * r_refdef.view.colorscale;
10121 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10122 c[3] *= r_wateralpha.value;
10124 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10126 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10127 GL_DepthMask(false);
10129 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10131 GL_BlendFunc(GL_ONE, GL_ONE);
10132 GL_DepthMask(false);
10134 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10136 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10137 GL_DepthMask(false);
10139 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10141 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10142 GL_DepthMask(false);
10146 GL_BlendFunc(GL_ONE, GL_ZERO);
10147 GL_DepthMask(writedepth);
10150 if (r_showsurfaces.integer == 3)
10152 rsurface.passcolor4f = NULL;
10154 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10156 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10158 rsurface.passcolor4f = NULL;
10159 rsurface.passcolor4f_vertexbuffer = 0;
10160 rsurface.passcolor4f_bufferoffset = 0;
10162 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10164 qboolean applycolor = true;
10167 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10169 r_refdef.lightmapintensity = 1;
10170 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
10171 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10173 else if (FAKELIGHT_ENABLED)
10175 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10177 r_refdef.lightmapintensity = r_fakelight_intensity.value;
10178 RSurf_DrawBatch_GL11_ApplyFakeLight();
10179 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10183 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10185 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10186 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10187 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10190 if(!rsurface.passcolor4f)
10191 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
10193 RSurf_DrawBatch_GL11_ApplyAmbient();
10194 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
10195 if(r_refdef.fogenabled)
10196 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
10197 RSurf_DrawBatch_GL11_ClampColor();
10199 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
10200 R_SetupShader_Generic_NoTexture(false, false);
10203 else if (!r_refdef.view.showdebug)
10205 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10206 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10207 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10209 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10210 Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
10212 R_Mesh_PrepareVertices_Generic_Unlock();
10215 else if (r_showsurfaces.integer == 4)
10217 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10218 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10219 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10221 unsigned char c = (vi << 3) * (1.0f / 256.0f);
10222 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10223 Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
10225 R_Mesh_PrepareVertices_Generic_Unlock();
10228 else if (r_showsurfaces.integer == 2)
10231 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10232 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
10233 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
10235 unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
10236 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
10237 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
10238 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
10239 Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
10240 Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
10241 Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
10243 R_Mesh_PrepareVertices_Generic_Unlock();
10244 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
10248 int texturesurfaceindex;
10250 const msurface_t *surface;
10251 float surfacecolor4f[4];
10252 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10253 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
10255 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10257 surface = texturesurfacelist[texturesurfaceindex];
10258 k = (int)(((size_t)surface) / sizeof(msurface_t));
10259 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
10260 for (j = 0;j < surface->num_vertices;j++)
10262 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10263 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
10267 R_Mesh_PrepareVertices_Generic_Unlock();
10272 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10275 RSurf_SetupDepthAndCulling();
10276 if (r_showsurfaces.integer)
10278 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10281 switch (vid.renderpath)
10283 case RENDERPATH_GL20:
10284 case RENDERPATH_D3D9:
10285 case RENDERPATH_D3D10:
10286 case RENDERPATH_D3D11:
10287 case RENDERPATH_SOFT:
10288 case RENDERPATH_GLES2:
10289 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10291 case RENDERPATH_GL13:
10292 case RENDERPATH_GLES1:
10293 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10295 case RENDERPATH_GL11:
10296 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10302 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10305 RSurf_SetupDepthAndCulling();
10306 if (r_showsurfaces.integer)
10308 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10311 switch (vid.renderpath)
10313 case RENDERPATH_GL20:
10314 case RENDERPATH_D3D9:
10315 case RENDERPATH_D3D10:
10316 case RENDERPATH_D3D11:
10317 case RENDERPATH_SOFT:
10318 case RENDERPATH_GLES2:
10319 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10321 case RENDERPATH_GL13:
10322 case RENDERPATH_GLES1:
10323 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10325 case RENDERPATH_GL11:
10326 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10332 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10335 int texturenumsurfaces, endsurface;
10336 texture_t *texture;
10337 const msurface_t *surface;
10338 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
10340 // if the model is static it doesn't matter what value we give for
10341 // wantnormals and wanttangents, so this logic uses only rules applicable
10342 // to a model, knowing that they are meaningless otherwise
10343 if (ent == r_refdef.scene.worldentity)
10344 RSurf_ActiveWorldEntity();
10345 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10346 RSurf_ActiveModelEntity(ent, false, false, false);
10349 switch (vid.renderpath)
10351 case RENDERPATH_GL20:
10352 case RENDERPATH_D3D9:
10353 case RENDERPATH_D3D10:
10354 case RENDERPATH_D3D11:
10355 case RENDERPATH_SOFT:
10356 case RENDERPATH_GLES2:
10357 RSurf_ActiveModelEntity(ent, true, true, false);
10359 case RENDERPATH_GL11:
10360 case RENDERPATH_GL13:
10361 case RENDERPATH_GLES1:
10362 RSurf_ActiveModelEntity(ent, true, false, false);
10367 if (r_transparentdepthmasking.integer)
10369 qboolean setup = false;
10370 for (i = 0;i < numsurfaces;i = j)
10373 surface = rsurface.modelsurfaces + surfacelist[i];
10374 texture = surface->texture;
10375 rsurface.texture = R_GetCurrentTexture(texture);
10376 rsurface.lightmaptexture = NULL;
10377 rsurface.deluxemaptexture = NULL;
10378 rsurface.uselightmaptexture = false;
10379 // scan ahead until we find a different texture
10380 endsurface = min(i + 1024, numsurfaces);
10381 texturenumsurfaces = 0;
10382 texturesurfacelist[texturenumsurfaces++] = surface;
10383 for (;j < endsurface;j++)
10385 surface = rsurface.modelsurfaces + surfacelist[j];
10386 if (texture != surface->texture)
10388 texturesurfacelist[texturenumsurfaces++] = surface;
10390 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
10392 // render the range of surfaces as depth
10396 GL_ColorMask(0,0,0,0);
10398 GL_DepthTest(true);
10399 GL_BlendFunc(GL_ONE, GL_ZERO);
10400 GL_DepthMask(true);
10401 // R_Mesh_ResetTextureState();
10402 R_SetupShader_DepthOrShadow(false);
10404 RSurf_SetupDepthAndCulling();
10405 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10406 if (rsurface.batchvertex3fbuffer)
10407 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10409 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10413 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10416 for (i = 0;i < numsurfaces;i = j)
10419 surface = rsurface.modelsurfaces + surfacelist[i];
10420 texture = surface->texture;
10421 rsurface.texture = R_GetCurrentTexture(texture);
10422 // scan ahead until we find a different texture
10423 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
10424 texturenumsurfaces = 0;
10425 texturesurfacelist[texturenumsurfaces++] = surface;
10426 if(FAKELIGHT_ENABLED)
10428 rsurface.lightmaptexture = NULL;
10429 rsurface.deluxemaptexture = NULL;
10430 rsurface.uselightmaptexture = false;
10431 for (;j < endsurface;j++)
10433 surface = rsurface.modelsurfaces + surfacelist[j];
10434 if (texture != surface->texture)
10436 texturesurfacelist[texturenumsurfaces++] = surface;
10441 rsurface.lightmaptexture = surface->lightmaptexture;
10442 rsurface.deluxemaptexture = surface->deluxemaptexture;
10443 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
10444 for (;j < endsurface;j++)
10446 surface = rsurface.modelsurfaces + surfacelist[j];
10447 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
10449 texturesurfacelist[texturenumsurfaces++] = surface;
10452 // render the range of surfaces
10453 if (ent == r_refdef.scene.worldentity)
10454 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10456 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10458 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
10461 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
10463 // transparent surfaces get pushed off into the transparent queue
10464 int surfacelistindex;
10465 const msurface_t *surface;
10466 vec3_t tempcenter, center;
10467 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
10469 surface = texturesurfacelist[surfacelistindex];
10470 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
10471 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
10472 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
10473 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
10474 if (queueentity->transparent_offset) // transparent offset
10476 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
10477 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
10478 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
10480 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
10484 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10486 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
10488 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
10490 RSurf_SetupDepthAndCulling();
10491 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10492 if (rsurface.batchvertex3fbuffer)
10493 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10495 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10499 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10501 const entity_render_t *queueentity = r_refdef.scene.worldentity;
10504 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10507 if (!rsurface.texture->currentnumlayers)
10509 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10510 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10512 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10514 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10515 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10516 else if (!rsurface.texture->currentnumlayers)
10518 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10520 // in the deferred case, transparent surfaces were queued during prepass
10521 if (!r_shadow_usingdeferredprepass)
10522 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10526 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10527 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10532 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10535 texture_t *texture;
10536 R_FrameData_SetMark();
10537 // break the surface list down into batches by texture and use of lightmapping
10538 for (i = 0;i < numsurfaces;i = j)
10541 // texture is the base texture pointer, rsurface.texture is the
10542 // current frame/skin the texture is directing us to use (for example
10543 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10544 // use skin 1 instead)
10545 texture = surfacelist[i]->texture;
10546 rsurface.texture = R_GetCurrentTexture(texture);
10547 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10549 // if this texture is not the kind we want, skip ahead to the next one
10550 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10554 if(FAKELIGHT_ENABLED || depthonly || prepass)
10556 rsurface.lightmaptexture = NULL;
10557 rsurface.deluxemaptexture = NULL;
10558 rsurface.uselightmaptexture = false;
10559 // simply scan ahead until we find a different texture or lightmap state
10560 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10565 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10566 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10567 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10568 // simply scan ahead until we find a different texture or lightmap state
10569 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10572 // render the range of surfaces
10573 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10575 R_FrameData_ReturnToMark();
10578 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
10582 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10585 if (!rsurface.texture->currentnumlayers)
10587 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10588 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10590 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10592 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10593 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10594 else if (!rsurface.texture->currentnumlayers)
10596 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10598 // in the deferred case, transparent surfaces were queued during prepass
10599 if (!r_shadow_usingdeferredprepass)
10600 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10604 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10605 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10610 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10613 texture_t *texture;
10614 R_FrameData_SetMark();
10615 // break the surface list down into batches by texture and use of lightmapping
10616 for (i = 0;i < numsurfaces;i = j)
10619 // texture is the base texture pointer, rsurface.texture is the
10620 // current frame/skin the texture is directing us to use (for example
10621 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10622 // use skin 1 instead)
10623 texture = surfacelist[i]->texture;
10624 rsurface.texture = R_GetCurrentTexture(texture);
10625 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10627 // if this texture is not the kind we want, skip ahead to the next one
10628 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10632 if(FAKELIGHT_ENABLED || depthonly || prepass)
10634 rsurface.lightmaptexture = NULL;
10635 rsurface.deluxemaptexture = NULL;
10636 rsurface.uselightmaptexture = false;
10637 // simply scan ahead until we find a different texture or lightmap state
10638 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10643 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10644 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10645 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10646 // simply scan ahead until we find a different texture or lightmap state
10647 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10650 // render the range of surfaces
10651 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
10653 R_FrameData_ReturnToMark();
10656 float locboxvertex3f[6*4*3] =
10658 1,0,1, 1,0,0, 1,1,0, 1,1,1,
10659 0,1,1, 0,1,0, 0,0,0, 0,0,1,
10660 1,1,1, 1,1,0, 0,1,0, 0,1,1,
10661 0,0,1, 0,0,0, 1,0,0, 1,0,1,
10662 0,0,1, 1,0,1, 1,1,1, 0,1,1,
10663 1,0,0, 0,0,0, 0,1,0, 1,1,0
10666 unsigned short locboxelements[6*2*3] =
10671 12,13,14, 12,14,15,
10672 16,17,18, 16,18,19,
10676 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10679 cl_locnode_t *loc = (cl_locnode_t *)ent;
10681 float vertex3f[6*4*3];
10683 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10684 GL_DepthMask(false);
10685 GL_DepthRange(0, 1);
10686 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
10687 GL_DepthTest(true);
10688 GL_CullFace(GL_NONE);
10689 R_EntityMatrix(&identitymatrix);
10691 // R_Mesh_ResetTextureState();
10693 i = surfacelist[0];
10694 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10695 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10696 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10697 surfacelist[0] < 0 ? 0.5f : 0.125f);
10699 if (VectorCompare(loc->mins, loc->maxs))
10701 VectorSet(size, 2, 2, 2);
10702 VectorMA(loc->mins, -0.5f, size, mins);
10706 VectorCopy(loc->mins, mins);
10707 VectorSubtract(loc->maxs, loc->mins, size);
10710 for (i = 0;i < 6*4*3;)
10711 for (j = 0;j < 3;j++, i++)
10712 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
10714 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
10715 R_SetupShader_Generic_NoTexture(false, false);
10716 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
10719 void R_DrawLocs(void)
10722 cl_locnode_t *loc, *nearestloc;
10724 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
10725 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
10727 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
10728 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
10732 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
10734 if (decalsystem->decals)
10735 Mem_Free(decalsystem->decals);
10736 memset(decalsystem, 0, sizeof(*decalsystem));
10739 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, int decalsequence)
10742 tridecal_t *decals;
10745 // expand or initialize the system
10746 if (decalsystem->maxdecals <= decalsystem->numdecals)
10748 decalsystem_t old = *decalsystem;
10749 qboolean useshortelements;
10750 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
10751 useshortelements = decalsystem->maxdecals * 3 <= 65536;
10752 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)));
10753 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
10754 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
10755 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
10756 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
10757 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
10758 if (decalsystem->numdecals)
10759 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
10761 Mem_Free(old.decals);
10762 for (i = 0;i < decalsystem->maxdecals*3;i++)
10763 decalsystem->element3i[i] = i;
10764 if (useshortelements)
10765 for (i = 0;i < decalsystem->maxdecals*3;i++)
10766 decalsystem->element3s[i] = i;
10769 // grab a decal and search for another free slot for the next one
10770 decals = decalsystem->decals;
10771 decal = decalsystem->decals + (i = decalsystem->freedecal++);
10772 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
10774 decalsystem->freedecal = i;
10775 if (decalsystem->numdecals <= i)
10776 decalsystem->numdecals = i + 1;
10778 // initialize the decal
10780 decal->triangleindex = triangleindex;
10781 decal->surfaceindex = surfaceindex;
10782 decal->decalsequence = decalsequence;
10783 decal->color4f[0][0] = c0[0];
10784 decal->color4f[0][1] = c0[1];
10785 decal->color4f[0][2] = c0[2];
10786 decal->color4f[0][3] = 1;
10787 decal->color4f[1][0] = c1[0];
10788 decal->color4f[1][1] = c1[1];
10789 decal->color4f[1][2] = c1[2];
10790 decal->color4f[1][3] = 1;
10791 decal->color4f[2][0] = c2[0];
10792 decal->color4f[2][1] = c2[1];
10793 decal->color4f[2][2] = c2[2];
10794 decal->color4f[2][3] = 1;
10795 decal->vertex3f[0][0] = v0[0];
10796 decal->vertex3f[0][1] = v0[1];
10797 decal->vertex3f[0][2] = v0[2];
10798 decal->vertex3f[1][0] = v1[0];
10799 decal->vertex3f[1][1] = v1[1];
10800 decal->vertex3f[1][2] = v1[2];
10801 decal->vertex3f[2][0] = v2[0];
10802 decal->vertex3f[2][1] = v2[1];
10803 decal->vertex3f[2][2] = v2[2];
10804 decal->texcoord2f[0][0] = t0[0];
10805 decal->texcoord2f[0][1] = t0[1];
10806 decal->texcoord2f[1][0] = t1[0];
10807 decal->texcoord2f[1][1] = t1[1];
10808 decal->texcoord2f[2][0] = t2[0];
10809 decal->texcoord2f[2][1] = t2[1];
10810 TriangleNormal(v0, v1, v2, decal->plane);
10811 VectorNormalize(decal->plane);
10812 decal->plane[3] = DotProduct(v0, decal->plane);
10815 extern cvar_t cl_decals_bias;
10816 extern cvar_t cl_decals_models;
10817 extern cvar_t cl_decals_newsystem_intensitymultiplier;
10818 // baseparms, parms, temps
10819 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
10824 const float *vertex3f;
10825 const float *normal3f;
10827 float points[2][9][3];
10834 e = rsurface.modelelement3i + 3*triangleindex;
10836 vertex3f = rsurface.modelvertex3f;
10837 normal3f = rsurface.modelnormal3f;
10841 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10843 index = 3*e[cornerindex];
10844 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
10849 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10851 index = 3*e[cornerindex];
10852 VectorCopy(vertex3f + index, v[cornerindex]);
10857 //TriangleNormal(v[0], v[1], v[2], normal);
10858 //if (DotProduct(normal, localnormal) < 0.0f)
10860 // clip by each of the box planes formed from the projection matrix
10861 // if anything survives, we emit the decal
10862 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]);
10865 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]);
10868 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]);
10871 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]);
10874 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]);
10877 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]);
10880 // some part of the triangle survived, so we have to accept it...
10883 // dynamic always uses the original triangle
10885 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10887 index = 3*e[cornerindex];
10888 VectorCopy(vertex3f + index, v[cornerindex]);
10891 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
10893 // convert vertex positions to texcoords
10894 Matrix4x4_Transform(projection, v[cornerindex], temp);
10895 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
10896 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
10897 // calculate distance fade from the projection origin
10898 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
10899 f = bound(0.0f, f, 1.0f);
10900 c[cornerindex][0] = r * f;
10901 c[cornerindex][1] = g * f;
10902 c[cornerindex][2] = b * f;
10903 c[cornerindex][3] = 1.0f;
10904 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
10907 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);
10909 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
10910 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);
10912 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
10914 matrix4x4_t projection;
10915 decalsystem_t *decalsystem;
10918 const msurface_t *surface;
10919 const msurface_t *surfaces;
10920 const int *surfacelist;
10921 const texture_t *texture;
10923 int numsurfacelist;
10924 int surfacelistindex;
10927 float localorigin[3];
10928 float localnormal[3];
10929 float localmins[3];
10930 float localmaxs[3];
10933 float planes[6][4];
10936 int bih_triangles_count;
10937 int bih_triangles[256];
10938 int bih_surfaces[256];
10940 decalsystem = &ent->decalsystem;
10941 model = ent->model;
10942 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
10944 R_DecalSystem_Reset(&ent->decalsystem);
10948 if (!model->brush.data_leafs && !cl_decals_models.integer)
10950 if (decalsystem->model)
10951 R_DecalSystem_Reset(decalsystem);
10955 if (decalsystem->model != model)
10956 R_DecalSystem_Reset(decalsystem);
10957 decalsystem->model = model;
10959 RSurf_ActiveModelEntity(ent, true, false, false);
10961 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
10962 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
10963 VectorNormalize(localnormal);
10964 localsize = worldsize*rsurface.inversematrixscale;
10965 localmins[0] = localorigin[0] - localsize;
10966 localmins[1] = localorigin[1] - localsize;
10967 localmins[2] = localorigin[2] - localsize;
10968 localmaxs[0] = localorigin[0] + localsize;
10969 localmaxs[1] = localorigin[1] + localsize;
10970 localmaxs[2] = localorigin[2] + localsize;
10972 //VectorCopy(localnormal, planes[4]);
10973 //VectorVectors(planes[4], planes[2], planes[0]);
10974 AnglesFromVectors(angles, localnormal, NULL, false);
10975 AngleVectors(angles, planes[0], planes[2], planes[4]);
10976 VectorNegate(planes[0], planes[1]);
10977 VectorNegate(planes[2], planes[3]);
10978 VectorNegate(planes[4], planes[5]);
10979 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
10980 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
10981 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
10982 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
10983 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
10984 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
10989 matrix4x4_t forwardprojection;
10990 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
10991 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
10996 float projectionvector[4][3];
10997 VectorScale(planes[0], ilocalsize, projectionvector[0]);
10998 VectorScale(planes[2], ilocalsize, projectionvector[1]);
10999 VectorScale(planes[4], ilocalsize, projectionvector[2]);
11000 projectionvector[0][0] = planes[0][0] * ilocalsize;
11001 projectionvector[0][1] = planes[1][0] * ilocalsize;
11002 projectionvector[0][2] = planes[2][0] * ilocalsize;
11003 projectionvector[1][0] = planes[0][1] * ilocalsize;
11004 projectionvector[1][1] = planes[1][1] * ilocalsize;
11005 projectionvector[1][2] = planes[2][1] * ilocalsize;
11006 projectionvector[2][0] = planes[0][2] * ilocalsize;
11007 projectionvector[2][1] = planes[1][2] * ilocalsize;
11008 projectionvector[2][2] = planes[2][2] * ilocalsize;
11009 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11010 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11011 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11012 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11016 dynamic = model->surfmesh.isanimated;
11017 numsurfacelist = model->nummodelsurfaces;
11018 surfacelist = model->sortedmodelsurfaces;
11019 surfaces = model->data_surfaces;
11022 bih_triangles_count = -1;
11025 if(model->render_bih.numleafs)
11026 bih = &model->render_bih;
11027 else if(model->collision_bih.numleafs)
11028 bih = &model->collision_bih;
11031 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
11032 if(bih_triangles_count == 0)
11034 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
11036 if(bih_triangles_count > 0)
11038 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
11040 surfaceindex = bih_surfaces[triangleindex];
11041 surface = surfaces + surfaceindex;
11042 texture = surface->texture;
11043 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11045 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11047 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
11052 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11054 surfaceindex = surfacelist[surfacelistindex];
11055 surface = surfaces + surfaceindex;
11056 // check cull box first because it rejects more than any other check
11057 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11059 // skip transparent surfaces
11060 texture = surface->texture;
11061 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11063 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11065 numtriangles = surface->num_triangles;
11066 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
11067 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
11072 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11073 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
11075 int renderentityindex;
11076 float worldmins[3];
11077 float worldmaxs[3];
11078 entity_render_t *ent;
11080 if (!cl_decals_newsystem.integer)
11083 worldmins[0] = worldorigin[0] - worldsize;
11084 worldmins[1] = worldorigin[1] - worldsize;
11085 worldmins[2] = worldorigin[2] - worldsize;
11086 worldmaxs[0] = worldorigin[0] + worldsize;
11087 worldmaxs[1] = worldorigin[1] + worldsize;
11088 worldmaxs[2] = worldorigin[2] + worldsize;
11090 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11092 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11094 ent = r_refdef.scene.entities[renderentityindex];
11095 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11098 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11102 typedef struct r_decalsystem_splatqueue_s
11104 vec3_t worldorigin;
11105 vec3_t worldnormal;
11111 r_decalsystem_splatqueue_t;
11113 int r_decalsystem_numqueued = 0;
11114 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11116 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)
11118 r_decalsystem_splatqueue_t *queue;
11120 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11123 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11124 VectorCopy(worldorigin, queue->worldorigin);
11125 VectorCopy(worldnormal, queue->worldnormal);
11126 Vector4Set(queue->color, r, g, b, a);
11127 Vector4Set(queue->tcrange, s1, t1, s2, t2);
11128 queue->worldsize = worldsize;
11129 queue->decalsequence = cl.decalsequence++;
11132 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11135 r_decalsystem_splatqueue_t *queue;
11137 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11138 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);
11139 r_decalsystem_numqueued = 0;
11142 extern cvar_t cl_decals_max;
11143 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11146 decalsystem_t *decalsystem = &ent->decalsystem;
11153 if (!decalsystem->numdecals)
11156 if (r_showsurfaces.integer)
11159 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11161 R_DecalSystem_Reset(decalsystem);
11165 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11166 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11168 if (decalsystem->lastupdatetime)
11169 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
11172 decalsystem->lastupdatetime = r_refdef.scene.time;
11173 decal = decalsystem->decals;
11174 numdecals = decalsystem->numdecals;
11176 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11178 if (decal->color4f[0][3])
11180 decal->lived += frametime;
11181 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11183 memset(decal, 0, sizeof(*decal));
11184 if (decalsystem->freedecal > i)
11185 decalsystem->freedecal = i;
11189 decal = decalsystem->decals;
11190 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
11193 // collapse the array by shuffling the tail decals into the gaps
11196 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
11197 decalsystem->freedecal++;
11198 if (decalsystem->freedecal == numdecals)
11200 decal[decalsystem->freedecal] = decal[--numdecals];
11203 decalsystem->numdecals = numdecals;
11205 if (numdecals <= 0)
11207 // if there are no decals left, reset decalsystem
11208 R_DecalSystem_Reset(decalsystem);
11212 extern skinframe_t *decalskinframe;
11213 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11216 decalsystem_t *decalsystem = &ent->decalsystem;
11225 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11228 numdecals = decalsystem->numdecals;
11232 if (r_showsurfaces.integer)
11235 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11237 R_DecalSystem_Reset(decalsystem);
11241 // if the model is static it doesn't matter what value we give for
11242 // wantnormals and wanttangents, so this logic uses only rules applicable
11243 // to a model, knowing that they are meaningless otherwise
11244 if (ent == r_refdef.scene.worldentity)
11245 RSurf_ActiveWorldEntity();
11247 RSurf_ActiveModelEntity(ent, false, false, false);
11249 decalsystem->lastupdatetime = r_refdef.scene.time;
11250 decal = decalsystem->decals;
11252 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11254 // update vertex positions for animated models
11255 v3f = decalsystem->vertex3f;
11256 c4f = decalsystem->color4f;
11257 t2f = decalsystem->texcoord2f;
11258 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11260 if (!decal->color4f[0][3])
11263 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11267 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
11270 // update color values for fading decals
11271 if (decal->lived >= cl_decals_time.value)
11272 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11276 c4f[ 0] = decal->color4f[0][0] * alpha;
11277 c4f[ 1] = decal->color4f[0][1] * alpha;
11278 c4f[ 2] = decal->color4f[0][2] * alpha;
11280 c4f[ 4] = decal->color4f[1][0] * alpha;
11281 c4f[ 5] = decal->color4f[1][1] * alpha;
11282 c4f[ 6] = decal->color4f[1][2] * alpha;
11284 c4f[ 8] = decal->color4f[2][0] * alpha;
11285 c4f[ 9] = decal->color4f[2][1] * alpha;
11286 c4f[10] = decal->color4f[2][2] * alpha;
11289 t2f[0] = decal->texcoord2f[0][0];
11290 t2f[1] = decal->texcoord2f[0][1];
11291 t2f[2] = decal->texcoord2f[1][0];
11292 t2f[3] = decal->texcoord2f[1][1];
11293 t2f[4] = decal->texcoord2f[2][0];
11294 t2f[5] = decal->texcoord2f[2][1];
11296 // update vertex positions for animated models
11297 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
11299 e = rsurface.modelelement3i + 3*decal->triangleindex;
11300 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
11301 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
11302 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
11306 VectorCopy(decal->vertex3f[0], v3f);
11307 VectorCopy(decal->vertex3f[1], v3f + 3);
11308 VectorCopy(decal->vertex3f[2], v3f + 6);
11311 if (r_refdef.fogenabled)
11313 alpha = RSurf_FogVertex(v3f);
11314 VectorScale(c4f, alpha, c4f);
11315 alpha = RSurf_FogVertex(v3f + 3);
11316 VectorScale(c4f + 4, alpha, c4f + 4);
11317 alpha = RSurf_FogVertex(v3f + 6);
11318 VectorScale(c4f + 8, alpha, c4f + 8);
11329 r_refdef.stats.drawndecals += numtris;
11331 // now render the decals all at once
11332 // (this assumes they all use one particle font texture!)
11333 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);
11334 // R_Mesh_ResetTextureState();
11335 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
11336 GL_DepthMask(false);
11337 GL_DepthRange(0, 1);
11338 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11339 GL_DepthTest(true);
11340 GL_CullFace(GL_NONE);
11341 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11342 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false, false);
11343 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
11347 static void R_DrawModelDecals(void)
11351 // fade faster when there are too many decals
11352 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11353 for (i = 0;i < r_refdef.scene.numentities;i++)
11354 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11356 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11357 for (i = 0;i < r_refdef.scene.numentities;i++)
11358 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11359 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11361 R_DecalSystem_ApplySplatEntitiesQueue();
11363 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11364 for (i = 0;i < r_refdef.scene.numentities;i++)
11365 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11367 r_refdef.stats.totaldecals += numdecals;
11369 if (r_showsurfaces.integer)
11372 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
11374 for (i = 0;i < r_refdef.scene.numentities;i++)
11376 if (!r_refdef.viewcache.entityvisible[i])
11378 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11379 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
11383 extern cvar_t mod_collision_bih;
11384 void R_DrawDebugModel(void)
11386 entity_render_t *ent = rsurface.entity;
11387 int i, j, k, l, flagsmask;
11388 const msurface_t *surface;
11389 dp_model_t *model = ent->model;
11392 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
11395 if (r_showoverdraw.value > 0)
11397 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
11398 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11399 R_SetupShader_Generic_NoTexture(false, false);
11400 GL_DepthTest(false);
11401 GL_DepthMask(false);
11402 GL_DepthRange(0, 1);
11403 GL_BlendFunc(GL_ONE, GL_ONE);
11404 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11406 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11408 rsurface.texture = R_GetCurrentTexture(surface->texture);
11409 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11411 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
11412 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11413 if (!rsurface.texture->currentlayers->depthmask)
11414 GL_Color(c, 0, 0, 1.0f);
11415 else if (ent == r_refdef.scene.worldentity)
11416 GL_Color(c, c, c, 1.0f);
11418 GL_Color(0, c, 0, 1.0f);
11419 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11423 rsurface.texture = NULL;
11426 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11428 // R_Mesh_ResetTextureState();
11429 R_SetupShader_Generic_NoTexture(false, false);
11430 GL_DepthRange(0, 1);
11431 GL_DepthTest(!r_showdisabledepthtest.integer);
11432 GL_DepthMask(false);
11433 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11435 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
11439 qboolean cullbox = ent == r_refdef.scene.worldentity;
11440 const q3mbrush_t *brush;
11441 const bih_t *bih = &model->collision_bih;
11442 const bih_leaf_t *bihleaf;
11443 float vertex3f[3][3];
11444 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
11446 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
11448 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
11450 switch (bihleaf->type)
11453 brush = model->brush.data_brushes + bihleaf->itemindex;
11454 if (brush->colbrushf && brush->colbrushf->numtriangles)
11456 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);
11457 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
11458 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
11461 case BIH_COLLISIONTRIANGLE:
11462 triangleindex = bihleaf->itemindex;
11463 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
11464 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
11465 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
11466 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);
11467 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11468 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11470 case BIH_RENDERTRIANGLE:
11471 triangleindex = bihleaf->itemindex;
11472 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
11473 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
11474 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
11475 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);
11476 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11477 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11483 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11486 if (r_showtris.integer && qglPolygonMode)
11488 if (r_showdisabledepthtest.integer)
11490 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11491 GL_DepthMask(false);
11495 GL_BlendFunc(GL_ONE, GL_ZERO);
11496 GL_DepthMask(true);
11498 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
11499 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11501 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11503 rsurface.texture = R_GetCurrentTexture(surface->texture);
11504 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11506 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11507 if (!rsurface.texture->currentlayers->depthmask)
11508 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
11509 else if (ent == r_refdef.scene.worldentity)
11510 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
11512 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
11513 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11517 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
11518 rsurface.texture = NULL;
11521 if (r_shownormals.value != 0 && qglBegin)
11523 if (r_showdisabledepthtest.integer)
11525 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11526 GL_DepthMask(false);
11530 GL_BlendFunc(GL_ONE, GL_ZERO);
11531 GL_DepthMask(true);
11533 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11535 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11537 rsurface.texture = R_GetCurrentTexture(surface->texture);
11538 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11540 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11541 qglBegin(GL_LINES);
11542 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
11544 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11546 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11547 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11548 qglVertex3f(v[0], v[1], v[2]);
11549 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11550 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11551 qglVertex3f(v[0], v[1], v[2]);
11554 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
11556 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11558 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11559 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
11560 qglVertex3f(v[0], v[1], v[2]);
11561 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
11562 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11563 qglVertex3f(v[0], v[1], v[2]);
11566 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
11568 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11570 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11571 GL_Color(0, r_refdef.view.colorscale, 0, 1);
11572 qglVertex3f(v[0], v[1], v[2]);
11573 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
11574 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11575 qglVertex3f(v[0], v[1], v[2]);
11578 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
11580 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11582 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11583 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11584 qglVertex3f(v[0], v[1], v[2]);
11585 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11586 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11587 qglVertex3f(v[0], v[1], v[2]);
11594 rsurface.texture = NULL;
11599 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
11600 int r_maxsurfacelist = 0;
11601 const msurface_t **r_surfacelist = NULL;
11602 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11604 int i, j, endj, flagsmask;
11605 dp_model_t *model = r_refdef.scene.worldmodel;
11606 msurface_t *surfaces;
11607 unsigned char *update;
11608 int numsurfacelist = 0;
11612 if (r_maxsurfacelist < model->num_surfaces)
11614 r_maxsurfacelist = model->num_surfaces;
11616 Mem_Free((msurface_t**)r_surfacelist);
11617 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11620 RSurf_ActiveWorldEntity();
11622 surfaces = model->data_surfaces;
11623 update = model->brushq1.lightmapupdateflags;
11625 // update light styles on this submodel
11626 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11628 model_brush_lightstyleinfo_t *style;
11629 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11631 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11633 int *list = style->surfacelist;
11634 style->value = r_refdef.scene.lightstylevalue[style->style];
11635 for (j = 0;j < style->numsurfaces;j++)
11636 update[list[j]] = true;
11641 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11645 R_DrawDebugModel();
11646 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11650 rsurface.lightmaptexture = NULL;
11651 rsurface.deluxemaptexture = NULL;
11652 rsurface.uselightmaptexture = false;
11653 rsurface.texture = NULL;
11654 rsurface.rtlight = NULL;
11655 numsurfacelist = 0;
11656 // add visible surfaces to draw list
11657 for (i = 0;i < model->nummodelsurfaces;i++)
11659 j = model->sortedmodelsurfaces[i];
11660 if (r_refdef.viewcache.world_surfacevisible[j])
11661 r_surfacelist[numsurfacelist++] = surfaces + j;
11663 // update lightmaps if needed
11664 if (model->brushq1.firstrender)
11666 model->brushq1.firstrender = false;
11667 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11669 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11673 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11674 if (r_refdef.viewcache.world_surfacevisible[j])
11676 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11678 // don't do anything if there were no surfaces
11679 if (!numsurfacelist)
11681 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11684 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11686 // add to stats if desired
11687 if (r_speeds.integer && !skysurfaces && !depthonly)
11689 r_refdef.stats.world_surfaces += numsurfacelist;
11690 for (j = 0;j < numsurfacelist;j++)
11691 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
11694 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11697 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11699 int i, j, endj, flagsmask;
11700 dp_model_t *model = ent->model;
11701 msurface_t *surfaces;
11702 unsigned char *update;
11703 int numsurfacelist = 0;
11707 if (r_maxsurfacelist < model->num_surfaces)
11709 r_maxsurfacelist = model->num_surfaces;
11711 Mem_Free((msurface_t **)r_surfacelist);
11712 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11715 // if the model is static it doesn't matter what value we give for
11716 // wantnormals and wanttangents, so this logic uses only rules applicable
11717 // to a model, knowing that they are meaningless otherwise
11718 if (ent == r_refdef.scene.worldentity)
11719 RSurf_ActiveWorldEntity();
11720 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11721 RSurf_ActiveModelEntity(ent, false, false, false);
11723 RSurf_ActiveModelEntity(ent, true, true, true);
11724 else if (depthonly)
11726 switch (vid.renderpath)
11728 case RENDERPATH_GL20:
11729 case RENDERPATH_D3D9:
11730 case RENDERPATH_D3D10:
11731 case RENDERPATH_D3D11:
11732 case RENDERPATH_SOFT:
11733 case RENDERPATH_GLES2:
11734 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
11736 case RENDERPATH_GL11:
11737 case RENDERPATH_GL13:
11738 case RENDERPATH_GLES1:
11739 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
11745 switch (vid.renderpath)
11747 case RENDERPATH_GL20:
11748 case RENDERPATH_D3D9:
11749 case RENDERPATH_D3D10:
11750 case RENDERPATH_D3D11:
11751 case RENDERPATH_SOFT:
11752 case RENDERPATH_GLES2:
11753 RSurf_ActiveModelEntity(ent, true, true, false);
11755 case RENDERPATH_GL11:
11756 case RENDERPATH_GL13:
11757 case RENDERPATH_GLES1:
11758 RSurf_ActiveModelEntity(ent, true, false, false);
11763 surfaces = model->data_surfaces;
11764 update = model->brushq1.lightmapupdateflags;
11766 // update light styles
11767 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11769 model_brush_lightstyleinfo_t *style;
11770 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11772 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11774 int *list = style->surfacelist;
11775 style->value = r_refdef.scene.lightstylevalue[style->style];
11776 for (j = 0;j < style->numsurfaces;j++)
11777 update[list[j]] = true;
11782 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11786 R_DrawDebugModel();
11787 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11791 rsurface.lightmaptexture = NULL;
11792 rsurface.deluxemaptexture = NULL;
11793 rsurface.uselightmaptexture = false;
11794 rsurface.texture = NULL;
11795 rsurface.rtlight = NULL;
11796 numsurfacelist = 0;
11797 // add visible surfaces to draw list
11798 for (i = 0;i < model->nummodelsurfaces;i++)
11799 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
11800 // don't do anything if there were no surfaces
11801 if (!numsurfacelist)
11803 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11806 // update lightmaps if needed
11810 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11815 R_BuildLightMap(ent, surfaces + j);
11820 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11822 R_BuildLightMap(ent, surfaces + j);
11823 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11825 // add to stats if desired
11826 if (r_speeds.integer && !skysurfaces && !depthonly)
11828 r_refdef.stats.entities_surfaces += numsurfacelist;
11829 for (j = 0;j < numsurfacelist;j++)
11830 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
11833 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11836 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
11838 static texture_t texture;
11839 static msurface_t surface;
11840 const msurface_t *surfacelist = &surface;
11842 // fake enough texture and surface state to render this geometry
11844 texture.update_lastrenderframe = -1; // regenerate this texture
11845 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
11846 texture.currentskinframe = skinframe;
11847 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
11848 texture.offsetmapping = OFFSETMAPPING_OFF;
11849 texture.offsetscale = 1;
11850 texture.specularscalemod = 1;
11851 texture.specularpowermod = 1;
11853 surface.texture = &texture;
11854 surface.num_triangles = numtriangles;
11855 surface.num_firsttriangle = firsttriangle;
11856 surface.num_vertices = numvertices;
11857 surface.num_firstvertex = firstvertex;
11860 rsurface.texture = R_GetCurrentTexture(surface.texture);
11861 rsurface.lightmaptexture = NULL;
11862 rsurface.deluxemaptexture = NULL;
11863 rsurface.uselightmaptexture = false;
11864 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
11867 void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
11869 static msurface_t surface;
11870 const msurface_t *surfacelist = &surface;
11872 // fake enough texture and surface state to render this geometry
11873 surface.texture = texture;
11874 surface.num_triangles = numtriangles;
11875 surface.num_firsttriangle = firsttriangle;
11876 surface.num_vertices = numvertices;
11877 surface.num_firstvertex = firstvertex;
11880 rsurface.texture = R_GetCurrentTexture(surface.texture);
11881 rsurface.lightmaptexture = NULL;
11882 rsurface.deluxemaptexture = NULL;
11883 rsurface.uselightmaptexture = false;
11884 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);