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_transparent_sortsurfacesbynearest = {0, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
81 cvar_t r_transparent_useplanardistance = {0, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
82 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
83 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
84 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)"};
85 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
86 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
87 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"};
88 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"};
89 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
90 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"};
91 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"};
92 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"};
93 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
94 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
95 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
96 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
97 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
98 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
99 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
100 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)"};
101 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)"};
102 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
103 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
104 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
105 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
106 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
108 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
109 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
110 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
112 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
113 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
114 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
115 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."};
116 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
117 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
118 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
119 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."};
120 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
121 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
122 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
123 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
124 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"};
125 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"};
126 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
127 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
128 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
129 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
130 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
131 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"};
132 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
133 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
134 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
136 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
137 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
138 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
139 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
140 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
141 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
142 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
143 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
145 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)"};
146 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"};
148 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
149 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
150 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
152 cvar_t r_usedepthtextures = {CVAR_SAVE, "r_usedepthtextures", "1", "use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware"};
153 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"};
154 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"};
155 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
156 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
157 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"};
158 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)"};
159 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)"};
160 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
162 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)"};
163 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
164 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)"};
165 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
166 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)"};
167 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)"};
168 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
169 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"};
170 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."};
171 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
172 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)"};
173 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)"};
174 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)"};
175 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)"};
176 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)"};
177 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)"};
178 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)"};
179 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)"};
181 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)"};
182 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
183 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"};
184 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
185 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
186 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
187 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"};
188 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"};
189 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)"};
191 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
192 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
193 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
194 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
196 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
197 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
199 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
200 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
201 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
202 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
203 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
205 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
206 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
207 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
208 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
209 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
210 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
211 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
212 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
213 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
214 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
216 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"};
218 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"};
220 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
222 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
224 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
225 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"};
227 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."};
229 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)"};
231 extern cvar_t v_glslgamma;
232 extern cvar_t v_glslgamma_2d;
234 extern qboolean v_flipped_state;
236 r_framebufferstate_t r_fb;
238 /// shadow volume bsp struct with automatically growing nodes buffer
241 rtexture_t *r_texture_blanknormalmap;
242 rtexture_t *r_texture_white;
243 rtexture_t *r_texture_grey128;
244 rtexture_t *r_texture_black;
245 rtexture_t *r_texture_notexture;
246 rtexture_t *r_texture_whitecube;
247 rtexture_t *r_texture_normalizationcube;
248 rtexture_t *r_texture_fogattenuation;
249 rtexture_t *r_texture_fogheighttexture;
250 rtexture_t *r_texture_gammaramps;
251 unsigned int r_texture_gammaramps_serial;
252 //rtexture_t *r_texture_fogintensity;
253 rtexture_t *r_texture_reflectcube;
255 // TODO: hash lookups?
256 typedef struct cubemapinfo_s
263 int r_texture_numcubemaps;
264 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
266 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
267 unsigned int r_numqueries;
268 unsigned int r_maxqueries;
270 typedef struct r_qwskincache_s
272 char name[MAX_QPATH];
273 skinframe_t *skinframe;
277 static r_qwskincache_t *r_qwskincache;
278 static int r_qwskincache_size;
280 /// vertex coordinates for a quad that covers the screen exactly
281 extern const float r_screenvertex3f[12];
282 extern const float r_d3dscreenvertex3f[12];
283 const float r_screenvertex3f[12] =
290 const float r_d3dscreenvertex3f[12] =
298 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
301 for (i = 0;i < verts;i++)
312 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
315 for (i = 0;i < verts;i++)
325 // FIXME: move this to client?
328 if (gamemode == GAME_NEHAHRA)
330 Cvar_Set("gl_fogenable", "0");
331 Cvar_Set("gl_fogdensity", "0.2");
332 Cvar_Set("gl_fogred", "0.3");
333 Cvar_Set("gl_foggreen", "0.3");
334 Cvar_Set("gl_fogblue", "0.3");
336 r_refdef.fog_density = 0;
337 r_refdef.fog_red = 0;
338 r_refdef.fog_green = 0;
339 r_refdef.fog_blue = 0;
340 r_refdef.fog_alpha = 1;
341 r_refdef.fog_start = 0;
342 r_refdef.fog_end = 16384;
343 r_refdef.fog_height = 1<<30;
344 r_refdef.fog_fadedepth = 128;
345 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
348 static void R_BuildBlankTextures(void)
350 unsigned char data[4];
351 data[2] = 128; // normal X
352 data[1] = 128; // normal Y
353 data[0] = 255; // normal Z
354 data[3] = 255; // height
355 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
360 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
365 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
370 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
373 static void R_BuildNoTexture(void)
376 unsigned char pix[16][16][4];
377 // this makes a light grey/dark grey checkerboard texture
378 for (y = 0;y < 16;y++)
380 for (x = 0;x < 16;x++)
382 if ((y < 8) ^ (x < 8))
398 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
401 static void R_BuildWhiteCube(void)
403 unsigned char data[6*1*1*4];
404 memset(data, 255, sizeof(data));
405 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
408 static void R_BuildNormalizationCube(void)
412 vec_t s, t, intensity;
415 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
416 for (side = 0;side < 6;side++)
418 for (y = 0;y < NORMSIZE;y++)
420 for (x = 0;x < NORMSIZE;x++)
422 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
423 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
458 intensity = 127.0f / sqrt(DotProduct(v, v));
459 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
460 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
461 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
462 data[((side*64+y)*64+x)*4+3] = 255;
466 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
470 static void R_BuildFogTexture(void)
474 unsigned char data1[FOGWIDTH][4];
475 //unsigned char data2[FOGWIDTH][4];
478 r_refdef.fogmasktable_start = r_refdef.fog_start;
479 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
480 r_refdef.fogmasktable_range = r_refdef.fogrange;
481 r_refdef.fogmasktable_density = r_refdef.fog_density;
483 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
484 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
486 d = (x * r - r_refdef.fogmasktable_start);
487 if(developer_extra.integer)
488 Con_DPrintf("%f ", d);
490 if (r_fog_exp2.integer)
491 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
493 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
494 if(developer_extra.integer)
495 Con_DPrintf(" : %f ", alpha);
496 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
497 if(developer_extra.integer)
498 Con_DPrintf(" = %f\n", alpha);
499 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
502 for (x = 0;x < FOGWIDTH;x++)
504 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
509 //data2[x][0] = 255 - b;
510 //data2[x][1] = 255 - b;
511 //data2[x][2] = 255 - b;
514 if (r_texture_fogattenuation)
516 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
517 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
521 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
522 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
526 static void R_BuildFogHeightTexture(void)
528 unsigned char *inpixels;
536 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
537 if (r_refdef.fogheighttexturename[0])
538 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
541 r_refdef.fog_height_tablesize = 0;
542 if (r_texture_fogheighttexture)
543 R_FreeTexture(r_texture_fogheighttexture);
544 r_texture_fogheighttexture = NULL;
545 if (r_refdef.fog_height_table2d)
546 Mem_Free(r_refdef.fog_height_table2d);
547 r_refdef.fog_height_table2d = NULL;
548 if (r_refdef.fog_height_table1d)
549 Mem_Free(r_refdef.fog_height_table1d);
550 r_refdef.fog_height_table1d = NULL;
554 r_refdef.fog_height_tablesize = size;
555 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
556 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
557 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
559 // LordHavoc: now the magic - what is that table2d for? it is a cooked
560 // average fog color table accounting for every fog layer between a point
561 // and the camera. (Note: attenuation is handled separately!)
562 for (y = 0;y < size;y++)
564 for (x = 0;x < size;x++)
570 for (j = x;j <= y;j++)
572 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
578 for (j = x;j >= y;j--)
580 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
585 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
586 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
587 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
588 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
591 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
594 //=======================================================================================================================================================
596 static const char *builtinshaderstring =
597 #include "shader_glsl.h"
600 const char *builtinhlslshaderstring =
601 #include "shader_hlsl.h"
604 char *glslshaderstring = NULL;
605 char *hlslshaderstring = NULL;
607 //=======================================================================================================================================================
609 typedef struct shaderpermutationinfo_s
614 shaderpermutationinfo_t;
616 typedef struct shadermodeinfo_s
618 const char *vertexfilename;
619 const char *geometryfilename;
620 const char *fragmentfilename;
626 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
627 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
629 {"#define USEDIFFUSE\n", " diffuse"},
630 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
631 {"#define USEVIEWTINT\n", " viewtint"},
632 {"#define USECOLORMAPPING\n", " colormapping"},
633 {"#define USESATURATION\n", " saturation"},
634 {"#define USEFOGINSIDE\n", " foginside"},
635 {"#define USEFOGOUTSIDE\n", " fogoutside"},
636 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
637 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
638 {"#define USEGAMMARAMPS\n", " gammaramps"},
639 {"#define USECUBEFILTER\n", " cubefilter"},
640 {"#define USEGLOW\n", " glow"},
641 {"#define USEBLOOM\n", " bloom"},
642 {"#define USESPECULAR\n", " specular"},
643 {"#define USEPOSTPROCESSING\n", " postprocessing"},
644 {"#define USEREFLECTION\n", " reflection"},
645 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
646 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
647 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
648 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
649 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
650 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
651 {"#define USEALPHAKILL\n", " alphakill"},
652 {"#define USEREFLECTCUBE\n", " reflectcube"},
653 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
654 {"#define USEBOUNCEGRID\n", " bouncegrid"},
655 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
656 {"#define USETRIPPY\n", " trippy"},
657 {"#define USEDEPTHRGB\n", " depthrgb"},
658 {"#define USEALPHAGENVERTEX\n", "alphagenvertex"}
661 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
662 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
664 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
665 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
666 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
667 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
668 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
669 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
670 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
671 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
672 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
673 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
674 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
675 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
676 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
677 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
678 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
679 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
680 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
681 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
684 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
686 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
687 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
688 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
689 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
690 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
691 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
692 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
693 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
694 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
695 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
696 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
697 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
698 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
699 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
700 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
701 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
702 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
703 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
706 struct r_glsl_permutation_s;
707 typedef struct r_glsl_permutation_s
710 struct r_glsl_permutation_s *hashnext;
712 unsigned int permutation;
714 /// indicates if we have tried compiling this permutation already
716 /// 0 if compilation failed
718 // texture units assigned to each detected uniform
719 int tex_Texture_First;
720 int tex_Texture_Second;
721 int tex_Texture_GammaRamps;
722 int tex_Texture_Normal;
723 int tex_Texture_Color;
724 int tex_Texture_Gloss;
725 int tex_Texture_Glow;
726 int tex_Texture_SecondaryNormal;
727 int tex_Texture_SecondaryColor;
728 int tex_Texture_SecondaryGloss;
729 int tex_Texture_SecondaryGlow;
730 int tex_Texture_Pants;
731 int tex_Texture_Shirt;
732 int tex_Texture_FogHeightTexture;
733 int tex_Texture_FogMask;
734 int tex_Texture_Lightmap;
735 int tex_Texture_Deluxemap;
736 int tex_Texture_Attenuation;
737 int tex_Texture_Cube;
738 int tex_Texture_Refraction;
739 int tex_Texture_Reflection;
740 int tex_Texture_ShadowMap2D;
741 int tex_Texture_CubeProjection;
742 int tex_Texture_ScreenNormalMap;
743 int tex_Texture_ScreenDiffuse;
744 int tex_Texture_ScreenSpecular;
745 int tex_Texture_ReflectMask;
746 int tex_Texture_ReflectCube;
747 int tex_Texture_BounceGrid;
748 /// locations of detected uniforms in program object, or -1 if not found
749 int loc_Texture_First;
750 int loc_Texture_Second;
751 int loc_Texture_GammaRamps;
752 int loc_Texture_Normal;
753 int loc_Texture_Color;
754 int loc_Texture_Gloss;
755 int loc_Texture_Glow;
756 int loc_Texture_SecondaryNormal;
757 int loc_Texture_SecondaryColor;
758 int loc_Texture_SecondaryGloss;
759 int loc_Texture_SecondaryGlow;
760 int loc_Texture_Pants;
761 int loc_Texture_Shirt;
762 int loc_Texture_FogHeightTexture;
763 int loc_Texture_FogMask;
764 int loc_Texture_Lightmap;
765 int loc_Texture_Deluxemap;
766 int loc_Texture_Attenuation;
767 int loc_Texture_Cube;
768 int loc_Texture_Refraction;
769 int loc_Texture_Reflection;
770 int loc_Texture_ShadowMap2D;
771 int loc_Texture_CubeProjection;
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
853 SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
854 SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
855 SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
857 #define SHADERSTATICPARMS_COUNT 11
859 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
860 static int shaderstaticparms_count = 0;
862 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
863 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
865 extern qboolean r_shadow_shadowmapsampler;
866 extern int r_shadow_shadowmappcf;
867 qboolean R_CompileShader_CheckStaticParms(void)
869 static int r_compileshader_staticparms_save[1];
870 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
871 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
874 if (r_glsl_saturation_redcompensate.integer)
875 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
876 if (r_glsl_vertextextureblend_usebothalphas.integer)
877 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
878 if (r_shadow_glossexact.integer)
879 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
880 if (r_glsl_postprocess.integer)
882 if (r_glsl_postprocess_uservec1_enable.integer)
883 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
884 if (r_glsl_postprocess_uservec2_enable.integer)
885 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
886 if (r_glsl_postprocess_uservec3_enable.integer)
887 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
888 if (r_glsl_postprocess_uservec4_enable.integer)
889 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
891 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
892 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
894 if (r_shadow_shadowmapsampler)
895 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
896 if (r_shadow_shadowmappcf > 1)
897 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
898 else if (r_shadow_shadowmappcf)
899 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
901 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
904 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
905 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
906 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
908 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
909 static void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
911 shaderstaticparms_count = 0;
914 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
915 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
916 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
917 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
918 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
919 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
920 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
921 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
922 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
923 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
924 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
927 /// information about each possible shader permutation
928 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
929 /// currently selected permutation
930 r_glsl_permutation_t *r_glsl_permutation;
931 /// storage for permutations linked in the hash table
932 memexpandablearray_t r_glsl_permutationarray;
934 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
936 //unsigned int hashdepth = 0;
937 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
938 r_glsl_permutation_t *p;
939 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
941 if (p->mode == mode && p->permutation == permutation)
943 //if (hashdepth > 10)
944 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
949 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
951 p->permutation = permutation;
952 p->hashnext = r_glsl_permutationhash[mode][hashindex];
953 r_glsl_permutationhash[mode][hashindex] = p;
954 //if (hashdepth > 10)
955 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
959 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
962 if (!filename || !filename[0])
964 if (!strcmp(filename, "glsl/default.glsl"))
966 if (!glslshaderstring)
968 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
969 if (glslshaderstring)
970 Con_DPrintf("Loading shaders from file %s...\n", filename);
972 glslshaderstring = (char *)builtinshaderstring;
974 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
975 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
978 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
981 if (printfromdisknotice)
982 Con_DPrintf("from disk %s... ", filename);
988 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
992 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
993 char *vertexstring, *geometrystring, *fragmentstring;
994 char permutationname[256];
995 int vertstrings_count = 0;
996 int geomstrings_count = 0;
997 int fragstrings_count = 0;
998 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
999 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1000 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1007 permutationname[0] = 0;
1008 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1009 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1010 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1012 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1014 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1015 if(vid.support.gl20shaders130)
1017 vertstrings_list[vertstrings_count++] = "#version 130\n";
1018 geomstrings_list[geomstrings_count++] = "#version 130\n";
1019 fragstrings_list[fragstrings_count++] = "#version 130\n";
1020 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1021 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1022 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1025 // the first pretext is which type of shader to compile as
1026 // (later these will all be bound together as a program object)
1027 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1028 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1029 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1031 // the second pretext is the mode (for example a light source)
1032 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1033 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1034 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1035 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1037 // now add all the permutation pretexts
1038 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1040 if (permutation & (1<<i))
1042 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1043 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1044 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1045 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1049 // keep line numbers correct
1050 vertstrings_list[vertstrings_count++] = "\n";
1051 geomstrings_list[geomstrings_count++] = "\n";
1052 fragstrings_list[fragstrings_count++] = "\n";
1057 R_CompileShader_AddStaticParms(mode, permutation);
1058 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1059 vertstrings_count += shaderstaticparms_count;
1060 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1061 geomstrings_count += shaderstaticparms_count;
1062 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1063 fragstrings_count += shaderstaticparms_count;
1065 // now append the shader text itself
1066 vertstrings_list[vertstrings_count++] = vertexstring;
1067 geomstrings_list[geomstrings_count++] = geometrystring;
1068 fragstrings_list[fragstrings_count++] = fragmentstring;
1070 // if any sources were NULL, clear the respective list
1072 vertstrings_count = 0;
1073 if (!geometrystring)
1074 geomstrings_count = 0;
1075 if (!fragmentstring)
1076 fragstrings_count = 0;
1078 // compile the shader program
1079 if (vertstrings_count + geomstrings_count + fragstrings_count)
1080 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1084 qglUseProgram(p->program);CHECKGLERROR
1085 // look up all the uniform variable names we care about, so we don't
1086 // have to look them up every time we set them
1088 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1089 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1090 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1091 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1092 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1093 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1094 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1095 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1096 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1097 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1098 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1099 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1100 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1101 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1102 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1103 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1104 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1105 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1106 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1107 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1108 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1109 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1110 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1111 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1112 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1113 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1114 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1115 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1116 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1117 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1118 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1119 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1120 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1121 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1122 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1123 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1124 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1125 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1126 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1127 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1128 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1129 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1130 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1131 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1132 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1133 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1134 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1135 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1136 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1137 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1138 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1139 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1140 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1141 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1142 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1143 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1144 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1145 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1146 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1147 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1148 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1149 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1150 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1151 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1152 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1153 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1154 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1155 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1156 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1157 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1158 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1159 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1160 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1161 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1162 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1163 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1164 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1165 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1166 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1167 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1168 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1169 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1170 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1171 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1172 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1173 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1174 // initialize the samplers to refer to the texture units we use
1175 p->tex_Texture_First = -1;
1176 p->tex_Texture_Second = -1;
1177 p->tex_Texture_GammaRamps = -1;
1178 p->tex_Texture_Normal = -1;
1179 p->tex_Texture_Color = -1;
1180 p->tex_Texture_Gloss = -1;
1181 p->tex_Texture_Glow = -1;
1182 p->tex_Texture_SecondaryNormal = -1;
1183 p->tex_Texture_SecondaryColor = -1;
1184 p->tex_Texture_SecondaryGloss = -1;
1185 p->tex_Texture_SecondaryGlow = -1;
1186 p->tex_Texture_Pants = -1;
1187 p->tex_Texture_Shirt = -1;
1188 p->tex_Texture_FogHeightTexture = -1;
1189 p->tex_Texture_FogMask = -1;
1190 p->tex_Texture_Lightmap = -1;
1191 p->tex_Texture_Deluxemap = -1;
1192 p->tex_Texture_Attenuation = -1;
1193 p->tex_Texture_Cube = -1;
1194 p->tex_Texture_Refraction = -1;
1195 p->tex_Texture_Reflection = -1;
1196 p->tex_Texture_ShadowMap2D = -1;
1197 p->tex_Texture_CubeProjection = -1;
1198 p->tex_Texture_ScreenNormalMap = -1;
1199 p->tex_Texture_ScreenDiffuse = -1;
1200 p->tex_Texture_ScreenSpecular = -1;
1201 p->tex_Texture_ReflectMask = -1;
1202 p->tex_Texture_ReflectCube = -1;
1203 p->tex_Texture_BounceGrid = -1;
1205 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1206 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1207 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1208 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1209 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1210 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1211 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1212 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1213 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1214 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1215 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1216 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1217 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1218 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1219 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1220 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1221 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1222 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1223 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1224 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1225 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1226 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1227 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1228 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1229 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1230 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1231 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1232 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1233 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1235 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1238 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1242 Mem_Free(vertexstring);
1244 Mem_Free(geometrystring);
1246 Mem_Free(fragmentstring);
1249 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1251 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1252 if (r_glsl_permutation != perm)
1254 r_glsl_permutation = perm;
1255 if (!r_glsl_permutation->program)
1257 if (!r_glsl_permutation->compiled)
1258 R_GLSL_CompilePermutation(perm, mode, permutation);
1259 if (!r_glsl_permutation->program)
1261 // remove features until we find a valid permutation
1263 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1265 // reduce i more quickly whenever it would not remove any bits
1266 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1267 if (!(permutation & j))
1270 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1271 if (!r_glsl_permutation->compiled)
1272 R_GLSL_CompilePermutation(perm, mode, permutation);
1273 if (r_glsl_permutation->program)
1276 if (i >= SHADERPERMUTATION_COUNT)
1278 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1279 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1280 qglUseProgram(0);CHECKGLERROR
1281 return; // no bit left to clear, entire mode is broken
1286 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1288 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1289 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1290 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1297 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1298 extern D3DCAPS9 vid_d3d9caps;
1301 struct r_hlsl_permutation_s;
1302 typedef struct r_hlsl_permutation_s
1304 /// hash lookup data
1305 struct r_hlsl_permutation_s *hashnext;
1307 unsigned int permutation;
1309 /// indicates if we have tried compiling this permutation already
1311 /// NULL if compilation failed
1312 IDirect3DVertexShader9 *vertexshader;
1313 IDirect3DPixelShader9 *pixelshader;
1315 r_hlsl_permutation_t;
1317 typedef enum D3DVSREGISTER_e
1319 D3DVSREGISTER_TexMatrix = 0, // float4x4
1320 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1321 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1322 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1323 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1324 D3DVSREGISTER_ModelToLight = 20, // float4x4
1325 D3DVSREGISTER_EyePosition = 24,
1326 D3DVSREGISTER_FogPlane = 25,
1327 D3DVSREGISTER_LightDir = 26,
1328 D3DVSREGISTER_LightPosition = 27,
1332 typedef enum D3DPSREGISTER_e
1334 D3DPSREGISTER_Alpha = 0,
1335 D3DPSREGISTER_BloomBlur_Parameters = 1,
1336 D3DPSREGISTER_ClientTime = 2,
1337 D3DPSREGISTER_Color_Ambient = 3,
1338 D3DPSREGISTER_Color_Diffuse = 4,
1339 D3DPSREGISTER_Color_Specular = 5,
1340 D3DPSREGISTER_Color_Glow = 6,
1341 D3DPSREGISTER_Color_Pants = 7,
1342 D3DPSREGISTER_Color_Shirt = 8,
1343 D3DPSREGISTER_DeferredColor_Ambient = 9,
1344 D3DPSREGISTER_DeferredColor_Diffuse = 10,
1345 D3DPSREGISTER_DeferredColor_Specular = 11,
1346 D3DPSREGISTER_DeferredMod_Diffuse = 12,
1347 D3DPSREGISTER_DeferredMod_Specular = 13,
1348 D3DPSREGISTER_DistortScaleRefractReflect = 14,
1349 D3DPSREGISTER_EyePosition = 15, // unused
1350 D3DPSREGISTER_FogColor = 16,
1351 D3DPSREGISTER_FogHeightFade = 17,
1352 D3DPSREGISTER_FogPlane = 18,
1353 D3DPSREGISTER_FogPlaneViewDist = 19,
1354 D3DPSREGISTER_FogRangeRecip = 20,
1355 D3DPSREGISTER_LightColor = 21,
1356 D3DPSREGISTER_LightDir = 22, // unused
1357 D3DPSREGISTER_LightPosition = 23,
1358 D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1359 D3DPSREGISTER_PixelSize = 25,
1360 D3DPSREGISTER_ReflectColor = 26,
1361 D3DPSREGISTER_ReflectFactor = 27,
1362 D3DPSREGISTER_ReflectOffset = 28,
1363 D3DPSREGISTER_RefractColor = 29,
1364 D3DPSREGISTER_Saturation = 30,
1365 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1366 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1367 D3DPSREGISTER_ScreenToDepth = 33,
1368 D3DPSREGISTER_ShadowMap_Parameters = 34,
1369 D3DPSREGISTER_ShadowMap_TextureScale = 35,
1370 D3DPSREGISTER_SpecularPower = 36,
1371 D3DPSREGISTER_UserVec1 = 37,
1372 D3DPSREGISTER_UserVec2 = 38,
1373 D3DPSREGISTER_UserVec3 = 39,
1374 D3DPSREGISTER_UserVec4 = 40,
1375 D3DPSREGISTER_ViewTintColor = 41,
1376 D3DPSREGISTER_PixelToScreenTexCoord = 42,
1377 D3DPSREGISTER_BloomColorSubtract = 43,
1378 D3DPSREGISTER_ViewToLight = 44, // float4x4
1379 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1380 D3DPSREGISTER_NormalmapScrollBlend = 52,
1381 D3DPSREGISTER_OffsetMapping_LodDistance = 53,
1382 D3DPSREGISTER_OffsetMapping_Bias = 54,
1387 /// information about each possible shader permutation
1388 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1389 /// currently selected permutation
1390 r_hlsl_permutation_t *r_hlsl_permutation;
1391 /// storage for permutations linked in the hash table
1392 memexpandablearray_t r_hlsl_permutationarray;
1394 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1396 //unsigned int hashdepth = 0;
1397 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1398 r_hlsl_permutation_t *p;
1399 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1401 if (p->mode == mode && p->permutation == permutation)
1403 //if (hashdepth > 10)
1404 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1409 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1411 p->permutation = permutation;
1412 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1413 r_hlsl_permutationhash[mode][hashindex] = p;
1414 //if (hashdepth > 10)
1415 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1419 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
1422 if (!filename || !filename[0])
1424 if (!strcmp(filename, "hlsl/default.hlsl"))
1426 if (!hlslshaderstring)
1428 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1429 if (hlslshaderstring)
1430 Con_DPrintf("Loading shaders from file %s...\n", filename);
1432 hlslshaderstring = (char *)builtinhlslshaderstring;
1434 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
1435 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
1436 return shaderstring;
1438 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1441 if (printfromdisknotice)
1442 Con_DPrintf("from disk %s... ", filename);
1443 return shaderstring;
1445 return shaderstring;
1449 //#include <d3dx9shader.h>
1450 //#include <d3dx9mesh.h>
1452 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1454 DWORD *vsbin = NULL;
1455 DWORD *psbin = NULL;
1456 fs_offset_t vsbinsize;
1457 fs_offset_t psbinsize;
1458 // IDirect3DVertexShader9 *vs = NULL;
1459 // IDirect3DPixelShader9 *ps = NULL;
1460 ID3DXBuffer *vslog = NULL;
1461 ID3DXBuffer *vsbuffer = NULL;
1462 ID3DXConstantTable *vsconstanttable = NULL;
1463 ID3DXBuffer *pslog = NULL;
1464 ID3DXBuffer *psbuffer = NULL;
1465 ID3DXConstantTable *psconstanttable = NULL;
1468 char temp[MAX_INPUTLINE];
1469 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1471 qboolean debugshader = gl_paranoid.integer != 0;
1472 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1473 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1476 vsbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1477 psbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1479 if ((!vsbin && vertstring) || (!psbin && fragstring))
1481 const char* dllnames_d3dx9 [] =
1505 dllhandle_t d3dx9_dll = NULL;
1506 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1507 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1508 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1509 dllfunction_t d3dx9_dllfuncs[] =
1511 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
1512 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
1513 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
1516 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1518 DWORD shaderflags = 0;
1520 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1521 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1522 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1523 if (vertstring && vertstring[0])
1527 // vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
1528 // FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
1529 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vertstring, strlen(vertstring));
1530 vsresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1533 vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1536 vsbinsize = vsbuffer->GetBufferSize();
1537 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1538 memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
1539 vsbuffer->Release();
1543 strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
1544 Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1548 if (fragstring && fragstring[0])
1552 // psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
1553 // FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
1554 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), fragstring, strlen(fragstring));
1555 psresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1558 psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1561 psbinsize = psbuffer->GetBufferSize();
1562 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1563 memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
1564 psbuffer->Release();
1568 strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
1569 Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1573 Sys_UnloadLibrary(&d3dx9_dll);
1576 Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
1580 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1581 if (FAILED(vsresult))
1582 Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1583 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1584 if (FAILED(psresult))
1585 Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1587 // free the shader data
1588 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1589 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1592 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1595 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
1596 int vertstring_length = 0;
1597 int geomstring_length = 0;
1598 int fragstring_length = 0;
1600 char *vertexstring, *geometrystring, *fragmentstring;
1601 char *vertstring, *geomstring, *fragstring;
1602 char permutationname[256];
1603 char cachename[256];
1604 int vertstrings_count = 0;
1605 int geomstrings_count = 0;
1606 int fragstrings_count = 0;
1607 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1608 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1609 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1614 p->vertexshader = NULL;
1615 p->pixelshader = NULL;
1617 permutationname[0] = 0;
1619 vertexstring = R_HLSL_GetText(modeinfo->vertexfilename, true);
1620 geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
1621 fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
1623 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1624 strlcat(cachename, "hlsl/", sizeof(cachename));
1626 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1627 vertstrings_count = 0;
1628 geomstrings_count = 0;
1629 fragstrings_count = 0;
1630 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1631 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1632 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1634 // the first pretext is which type of shader to compile as
1635 // (later these will all be bound together as a program object)
1636 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1637 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1638 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1640 // the second pretext is the mode (for example a light source)
1641 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1642 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1643 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1644 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1645 strlcat(cachename, modeinfo->name, sizeof(cachename));
1647 // now add all the permutation pretexts
1648 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1650 if (permutation & (1<<i))
1652 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1653 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1654 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1655 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1656 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1660 // keep line numbers correct
1661 vertstrings_list[vertstrings_count++] = "\n";
1662 geomstrings_list[geomstrings_count++] = "\n";
1663 fragstrings_list[fragstrings_count++] = "\n";
1668 R_CompileShader_AddStaticParms(mode, permutation);
1669 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1670 vertstrings_count += shaderstaticparms_count;
1671 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1672 geomstrings_count += shaderstaticparms_count;
1673 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1674 fragstrings_count += shaderstaticparms_count;
1676 // replace spaces in the cachename with _ characters
1677 for (i = 0;cachename[i];i++)
1678 if (cachename[i] == ' ')
1681 // now append the shader text itself
1682 vertstrings_list[vertstrings_count++] = vertexstring;
1683 geomstrings_list[geomstrings_count++] = geometrystring;
1684 fragstrings_list[fragstrings_count++] = fragmentstring;
1686 // if any sources were NULL, clear the respective list
1688 vertstrings_count = 0;
1689 if (!geometrystring)
1690 geomstrings_count = 0;
1691 if (!fragmentstring)
1692 fragstrings_count = 0;
1694 vertstring_length = 0;
1695 for (i = 0;i < vertstrings_count;i++)
1696 vertstring_length += strlen(vertstrings_list[i]);
1697 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1698 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
1699 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1701 geomstring_length = 0;
1702 for (i = 0;i < geomstrings_count;i++)
1703 geomstring_length += strlen(geomstrings_list[i]);
1704 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1705 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
1706 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1708 fragstring_length = 0;
1709 for (i = 0;i < fragstrings_count;i++)
1710 fragstring_length += strlen(fragstrings_list[i]);
1711 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1712 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
1713 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1715 // try to load the cached shader, or generate one
1716 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1718 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1719 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1721 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
1725 Mem_Free(vertstring);
1727 Mem_Free(geomstring);
1729 Mem_Free(fragstring);
1731 Mem_Free(vertexstring);
1733 Mem_Free(geometrystring);
1735 Mem_Free(fragmentstring);
1738 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1739 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1740 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);}
1741 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);}
1742 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);}
1743 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);}
1745 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1746 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1747 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);}
1748 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);}
1749 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);}
1750 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);}
1752 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1754 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1755 if (r_hlsl_permutation != perm)
1757 r_hlsl_permutation = perm;
1758 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1760 if (!r_hlsl_permutation->compiled)
1761 R_HLSL_CompilePermutation(perm, mode, permutation);
1762 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1764 // remove features until we find a valid permutation
1766 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1768 // reduce i more quickly whenever it would not remove any bits
1769 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1770 if (!(permutation & j))
1773 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1774 if (!r_hlsl_permutation->compiled)
1775 R_HLSL_CompilePermutation(perm, mode, permutation);
1776 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1779 if (i >= SHADERPERMUTATION_COUNT)
1781 //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1782 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1783 return; // no bit left to clear, entire mode is broken
1787 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1788 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1790 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1791 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1792 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1796 static void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1798 DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1799 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1800 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1801 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1804 void R_GLSL_Restart_f(void)
1806 unsigned int i, limit;
1807 if (glslshaderstring && glslshaderstring != builtinshaderstring)
1808 Mem_Free(glslshaderstring);
1809 glslshaderstring = NULL;
1810 if (hlslshaderstring && hlslshaderstring != builtinhlslshaderstring)
1811 Mem_Free(hlslshaderstring);
1812 hlslshaderstring = NULL;
1813 switch(vid.renderpath)
1815 case RENDERPATH_D3D9:
1818 r_hlsl_permutation_t *p;
1819 r_hlsl_permutation = NULL;
1820 limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1821 for (i = 0;i < limit;i++)
1823 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1825 if (p->vertexshader)
1826 IDirect3DVertexShader9_Release(p->vertexshader);
1828 IDirect3DPixelShader9_Release(p->pixelshader);
1829 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1832 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1836 case RENDERPATH_D3D10:
1837 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1839 case RENDERPATH_D3D11:
1840 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1842 case RENDERPATH_GL20:
1843 case RENDERPATH_GLES2:
1845 r_glsl_permutation_t *p;
1846 r_glsl_permutation = NULL;
1847 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1848 for (i = 0;i < limit;i++)
1850 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1852 GL_Backend_FreeProgram(p->program);
1853 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1856 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1859 case RENDERPATH_GL11:
1860 case RENDERPATH_GL13:
1861 case RENDERPATH_GLES1:
1863 case RENDERPATH_SOFT:
1868 static void R_GLSL_DumpShader_f(void)
1873 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1876 FS_Print(file, "/* The engine may define the following macros:\n");
1877 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1878 for (i = 0;i < SHADERMODE_COUNT;i++)
1879 FS_Print(file, glslshadermodeinfo[i].pretext);
1880 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1881 FS_Print(file, shaderpermutationinfo[i].pretext);
1882 FS_Print(file, "*/\n");
1883 FS_Print(file, builtinshaderstring);
1885 Con_Printf("glsl/default.glsl written\n");
1888 Con_Printf("failed to write to glsl/default.glsl\n");
1890 file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
1893 FS_Print(file, "/* The engine may define the following macros:\n");
1894 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1895 for (i = 0;i < SHADERMODE_COUNT;i++)
1896 FS_Print(file, hlslshadermodeinfo[i].pretext);
1897 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1898 FS_Print(file, shaderpermutationinfo[i].pretext);
1899 FS_Print(file, "*/\n");
1900 FS_Print(file, builtinhlslshaderstring);
1902 Con_Printf("hlsl/default.hlsl written\n");
1905 Con_Printf("failed to write to hlsl/default.hlsl\n");
1908 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
1910 unsigned int permutation = 0;
1911 if (r_trippy.integer && !notrippy)
1912 permutation |= SHADERPERMUTATION_TRIPPY;
1913 permutation |= SHADERPERMUTATION_VIEWTINT;
1915 permutation |= SHADERPERMUTATION_DIFFUSE;
1917 permutation |= SHADERPERMUTATION_SPECULAR;
1918 if (texturemode == GL_MODULATE)
1919 permutation |= SHADERPERMUTATION_COLORMAPPING;
1920 else if (texturemode == GL_ADD)
1921 permutation |= SHADERPERMUTATION_GLOW;
1922 else if (texturemode == GL_DECAL)
1923 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1924 if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1925 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1926 if (suppresstexalpha)
1927 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1929 texturemode = GL_MODULATE;
1930 if (vid.allowalphatocoverage)
1931 GL_AlphaToCoverage(false);
1932 switch (vid.renderpath)
1934 case RENDERPATH_D3D9:
1936 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
1937 R_Mesh_TexBind(GL20TU_FIRST , first );
1938 R_Mesh_TexBind(GL20TU_SECOND, second);
1939 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
1940 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1943 case RENDERPATH_D3D10:
1944 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1946 case RENDERPATH_D3D11:
1947 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1949 case RENDERPATH_GL20:
1950 case RENDERPATH_GLES2:
1951 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1952 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
1953 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
1954 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1955 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1957 case RENDERPATH_GL13:
1958 case RENDERPATH_GLES1:
1959 R_Mesh_TexBind(0, first );
1960 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
1961 R_Mesh_TexBind(1, second);
1963 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
1965 case RENDERPATH_GL11:
1966 R_Mesh_TexBind(0, first );
1968 case RENDERPATH_SOFT:
1969 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
1970 R_Mesh_TexBind(GL20TU_FIRST , first );
1971 R_Mesh_TexBind(GL20TU_SECOND, second);
1976 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
1978 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false);
1981 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb)
1983 unsigned int permutation = 0;
1984 if (r_trippy.integer && !notrippy)
1985 permutation |= SHADERPERMUTATION_TRIPPY;
1987 permutation |= SHADERPERMUTATION_DEPTHRGB;
1988 if (vid.allowalphatocoverage)
1989 GL_AlphaToCoverage(false);
1990 switch (vid.renderpath)
1992 case RENDERPATH_D3D9:
1994 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1997 case RENDERPATH_D3D10:
1998 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2000 case RENDERPATH_D3D11:
2001 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2003 case RENDERPATH_GL20:
2004 case RENDERPATH_GLES2:
2005 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2007 case RENDERPATH_GL13:
2008 case RENDERPATH_GLES1:
2009 R_Mesh_TexBind(0, 0);
2010 R_Mesh_TexBind(1, 0);
2012 case RENDERPATH_GL11:
2013 R_Mesh_TexBind(0, 0);
2015 case RENDERPATH_SOFT:
2016 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2021 void R_SetupShader_ShowDepth(qboolean notrippy)
2023 int permutation = 0;
2024 if (r_trippy.integer && !notrippy)
2025 permutation |= SHADERPERMUTATION_TRIPPY;
2026 if (vid.allowalphatocoverage)
2027 GL_AlphaToCoverage(false);
2028 switch (vid.renderpath)
2030 case RENDERPATH_D3D9:
2032 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, permutation);
2035 case RENDERPATH_D3D10:
2036 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2038 case RENDERPATH_D3D11:
2039 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2041 case RENDERPATH_GL20:
2042 case RENDERPATH_GLES2:
2043 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, permutation);
2045 case RENDERPATH_GL13:
2046 case RENDERPATH_GLES1:
2048 case RENDERPATH_GL11:
2050 case RENDERPATH_SOFT:
2051 R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, permutation);
2056 extern qboolean r_shadow_usingdeferredprepass;
2057 extern rtexture_t *r_shadow_attenuationgradienttexture;
2058 extern rtexture_t *r_shadow_attenuation2dtexture;
2059 extern rtexture_t *r_shadow_attenuation3dtexture;
2060 extern qboolean r_shadow_usingshadowmap2d;
2061 extern qboolean r_shadow_usingshadowmaportho;
2062 extern float r_shadow_shadowmap_texturescale[2];
2063 extern float r_shadow_shadowmap_parameters[4];
2064 extern qboolean r_shadow_shadowmapvsdct;
2065 extern rtexture_t *r_shadow_shadowmap2ddepthbuffer;
2066 extern rtexture_t *r_shadow_shadowmap2ddepthtexture;
2067 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2068 extern matrix4x4_t r_shadow_shadowmapmatrix;
2069 extern int r_shadow_shadowmaplod; // changes for each light based on distance
2070 extern int r_shadow_prepass_width;
2071 extern int r_shadow_prepass_height;
2072 extern rtexture_t *r_shadow_prepassgeometrydepthbuffer;
2073 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2074 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2075 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2077 #define BLENDFUNC_ALLOWS_COLORMOD 1
2078 #define BLENDFUNC_ALLOWS_FOG 2
2079 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
2080 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2081 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2082 static int R_BlendFuncFlags(int src, int dst)
2086 // a blendfunc allows colormod if:
2087 // a) it can never keep the destination pixel invariant, or
2088 // b) it can keep the destination pixel invariant, and still can do so if colormodded
2089 // this is to prevent unintended side effects from colormod
2091 // a blendfunc allows fog if:
2092 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2093 // this is to prevent unintended side effects from fog
2095 // these checks are the output of fogeval.pl
2097 r |= BLENDFUNC_ALLOWS_COLORMOD;
2098 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2099 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2100 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2101 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2102 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2103 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2104 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2105 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2106 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2107 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2108 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2109 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2110 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2111 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2112 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2113 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2114 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2115 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2116 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2117 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2118 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2123 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)
2125 // select a permutation of the lighting shader appropriate to this
2126 // combination of texture, entity, light source, and fogging, only use the
2127 // minimum features necessary to avoid wasting rendering time in the
2128 // fragment shader on features that are not being used
2129 unsigned int permutation = 0;
2130 unsigned int mode = 0;
2132 static float dummy_colormod[3] = {1, 1, 1};
2133 float *colormod = rsurface.colormod;
2135 matrix4x4_t tempmatrix;
2136 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2137 if (r_trippy.integer && !notrippy)
2138 permutation |= SHADERPERMUTATION_TRIPPY;
2139 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2140 permutation |= SHADERPERMUTATION_ALPHAKILL;
2141 if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2142 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2143 if (rsurfacepass == RSURFPASS_BACKGROUND)
2145 // distorted background
2146 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2148 mode = SHADERMODE_WATER;
2149 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2150 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2151 if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2153 // this is the right thing to do for wateralpha
2154 GL_BlendFunc(GL_ONE, GL_ZERO);
2155 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2159 // this is the right thing to do for entity alpha
2160 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2161 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2164 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2166 mode = SHADERMODE_REFRACTION;
2167 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2168 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2169 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2170 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2174 mode = SHADERMODE_GENERIC;
2175 permutation |= SHADERPERMUTATION_DIFFUSE;
2176 GL_BlendFunc(GL_ONE, GL_ZERO);
2177 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2179 if (vid.allowalphatocoverage)
2180 GL_AlphaToCoverage(false);
2182 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2184 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2186 switch(rsurface.texture->offsetmapping)
2188 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2189 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2190 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2191 case OFFSETMAPPING_OFF: break;
2194 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2195 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2196 // normalmap (deferred prepass), may use alpha test on diffuse
2197 mode = SHADERMODE_DEFERREDGEOMETRY;
2198 GL_BlendFunc(GL_ONE, GL_ZERO);
2199 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2200 if (vid.allowalphatocoverage)
2201 GL_AlphaToCoverage(false);
2203 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2205 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2207 switch(rsurface.texture->offsetmapping)
2209 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2210 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2211 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2212 case OFFSETMAPPING_OFF: break;
2215 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2216 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2217 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2218 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2220 mode = SHADERMODE_LIGHTSOURCE;
2221 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2222 permutation |= SHADERPERMUTATION_CUBEFILTER;
2223 if (diffusescale > 0)
2224 permutation |= SHADERPERMUTATION_DIFFUSE;
2225 if (specularscale > 0)
2226 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2227 if (r_refdef.fogenabled)
2228 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2229 if (rsurface.texture->colormapping)
2230 permutation |= SHADERPERMUTATION_COLORMAPPING;
2231 if (r_shadow_usingshadowmap2d)
2233 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2234 if(r_shadow_shadowmapvsdct)
2235 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2237 if (r_shadow_shadowmap2ddepthbuffer)
2238 permutation |= SHADERPERMUTATION_DEPTHRGB;
2240 if (rsurface.texture->reflectmasktexture)
2241 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2242 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2243 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2244 if (vid.allowalphatocoverage)
2245 GL_AlphaToCoverage(false);
2247 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2249 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2251 switch(rsurface.texture->offsetmapping)
2253 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2254 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2255 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2256 case OFFSETMAPPING_OFF: break;
2259 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2260 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2261 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2262 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2263 // unshaded geometry (fullbright or ambient model lighting)
2264 mode = SHADERMODE_FLATCOLOR;
2265 ambientscale = diffusescale = specularscale = 0;
2266 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2267 permutation |= SHADERPERMUTATION_GLOW;
2268 if (r_refdef.fogenabled)
2269 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2270 if (rsurface.texture->colormapping)
2271 permutation |= SHADERPERMUTATION_COLORMAPPING;
2272 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2274 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2275 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2277 if (r_shadow_shadowmap2ddepthbuffer)
2278 permutation |= SHADERPERMUTATION_DEPTHRGB;
2280 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2281 permutation |= SHADERPERMUTATION_REFLECTION;
2282 if (rsurface.texture->reflectmasktexture)
2283 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2284 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2285 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2286 // when using alphatocoverage, we don't need alphakill
2287 if (vid.allowalphatocoverage)
2289 if (r_transparent_alphatocoverage.integer)
2291 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2292 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2295 GL_AlphaToCoverage(false);
2298 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2300 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2302 switch(rsurface.texture->offsetmapping)
2304 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2305 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2306 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2307 case OFFSETMAPPING_OFF: break;
2310 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2311 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2312 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2313 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2314 // directional model lighting
2315 mode = SHADERMODE_LIGHTDIRECTION;
2316 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2317 permutation |= SHADERPERMUTATION_GLOW;
2318 permutation |= SHADERPERMUTATION_DIFFUSE;
2319 if (specularscale > 0)
2320 permutation |= SHADERPERMUTATION_SPECULAR;
2321 if (r_refdef.fogenabled)
2322 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2323 if (rsurface.texture->colormapping)
2324 permutation |= SHADERPERMUTATION_COLORMAPPING;
2325 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2327 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2328 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2330 if (r_shadow_shadowmap2ddepthbuffer)
2331 permutation |= SHADERPERMUTATION_DEPTHRGB;
2333 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2334 permutation |= SHADERPERMUTATION_REFLECTION;
2335 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2336 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2337 if (rsurface.texture->reflectmasktexture)
2338 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2339 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2341 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2342 if (r_shadow_bouncegriddirectional)
2343 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2345 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2346 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2347 // when using alphatocoverage, we don't need alphakill
2348 if (vid.allowalphatocoverage)
2350 if (r_transparent_alphatocoverage.integer)
2352 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2353 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2356 GL_AlphaToCoverage(false);
2359 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2361 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2363 switch(rsurface.texture->offsetmapping)
2365 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2366 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2367 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2368 case OFFSETMAPPING_OFF: break;
2371 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2372 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2373 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2374 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2375 // ambient model lighting
2376 mode = SHADERMODE_LIGHTDIRECTION;
2377 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2378 permutation |= SHADERPERMUTATION_GLOW;
2379 if (r_refdef.fogenabled)
2380 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2381 if (rsurface.texture->colormapping)
2382 permutation |= SHADERPERMUTATION_COLORMAPPING;
2383 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2385 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2386 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2388 if (r_shadow_shadowmap2ddepthbuffer)
2389 permutation |= SHADERPERMUTATION_DEPTHRGB;
2391 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2392 permutation |= SHADERPERMUTATION_REFLECTION;
2393 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2394 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2395 if (rsurface.texture->reflectmasktexture)
2396 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2397 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2399 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2400 if (r_shadow_bouncegriddirectional)
2401 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2403 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2404 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2405 // when using alphatocoverage, we don't need alphakill
2406 if (vid.allowalphatocoverage)
2408 if (r_transparent_alphatocoverage.integer)
2410 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2411 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2414 GL_AlphaToCoverage(false);
2419 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2421 switch(rsurface.texture->offsetmapping)
2423 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2424 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2425 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2426 case OFFSETMAPPING_OFF: break;
2429 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2430 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2431 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2432 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2434 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2435 permutation |= SHADERPERMUTATION_GLOW;
2436 if (r_refdef.fogenabled)
2437 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2438 if (rsurface.texture->colormapping)
2439 permutation |= SHADERPERMUTATION_COLORMAPPING;
2440 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2442 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2443 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2445 if (r_shadow_shadowmap2ddepthbuffer)
2446 permutation |= SHADERPERMUTATION_DEPTHRGB;
2448 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2449 permutation |= SHADERPERMUTATION_REFLECTION;
2450 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2451 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2452 if (rsurface.texture->reflectmasktexture)
2453 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2454 if (FAKELIGHT_ENABLED)
2456 // fake lightmapping (q1bsp, q3bsp, fullbright map)
2457 mode = SHADERMODE_FAKELIGHT;
2458 permutation |= SHADERPERMUTATION_DIFFUSE;
2459 if (specularscale > 0)
2460 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2462 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2464 // deluxemapping (light direction texture)
2465 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2466 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2468 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2469 permutation |= SHADERPERMUTATION_DIFFUSE;
2470 if (specularscale > 0)
2471 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2473 else if (r_glsl_deluxemapping.integer >= 2)
2475 // fake deluxemapping (uniform light direction in tangentspace)
2476 if (rsurface.uselightmaptexture)
2477 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2479 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2480 permutation |= SHADERPERMUTATION_DIFFUSE;
2481 if (specularscale > 0)
2482 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2484 else if (rsurface.uselightmaptexture)
2486 // ordinary lightmapping (q1bsp, q3bsp)
2487 mode = SHADERMODE_LIGHTMAP;
2491 // ordinary vertex coloring (q3bsp)
2492 mode = SHADERMODE_VERTEXCOLOR;
2494 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2496 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2497 if (r_shadow_bouncegriddirectional)
2498 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2500 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2501 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2502 // when using alphatocoverage, we don't need alphakill
2503 if (vid.allowalphatocoverage)
2505 if (r_transparent_alphatocoverage.integer)
2507 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2508 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2511 GL_AlphaToCoverage(false);
2514 if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2515 colormod = dummy_colormod;
2516 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2517 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2518 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2519 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2520 switch(vid.renderpath)
2522 case RENDERPATH_D3D9:
2524 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);
2525 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2526 R_SetupShader_SetPermutationHLSL(mode, permutation);
2527 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2528 if (mode == SHADERMODE_LIGHTSOURCE)
2530 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2531 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2535 if (mode == SHADERMODE_LIGHTDIRECTION)
2537 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2540 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2541 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2542 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2543 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2544 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2546 if (mode == SHADERMODE_LIGHTSOURCE)
2548 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2549 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2550 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2551 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2552 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2554 // additive passes are only darkened by fog, not tinted
2555 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2556 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2560 if (mode == SHADERMODE_FLATCOLOR)
2562 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2564 else if (mode == SHADERMODE_LIGHTDIRECTION)
2566 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]);
2567 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2568 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);
2569 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2570 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2571 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2572 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2576 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2577 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2578 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);
2579 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2580 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2582 // additive passes are only darkened by fog, not tinted
2583 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2584 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2586 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2587 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);
2588 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2589 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2590 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2591 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2592 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2593 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2594 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2595 if (mode == SHADERMODE_WATER)
2596 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2598 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2599 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2600 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2601 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));
2602 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2603 if (rsurface.texture->pantstexture)
2604 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2606 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2607 if (rsurface.texture->shirttexture)
2608 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2610 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2611 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2612 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2613 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2614 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2615 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2616 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2617 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2618 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2619 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2621 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2622 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias);
2623 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2624 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2626 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2627 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2628 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2629 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2630 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2631 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2632 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2633 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2634 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2635 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2636 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2637 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2638 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2639 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2640 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2641 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2642 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2643 if (rsurfacepass == RSURFPASS_BACKGROUND)
2645 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2646 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2647 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2651 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2653 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2654 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2655 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2656 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2658 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2659 if (rsurface.rtlight)
2661 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2662 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2667 case RENDERPATH_D3D10:
2668 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2670 case RENDERPATH_D3D11:
2671 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2673 case RENDERPATH_GL20:
2674 case RENDERPATH_GLES2:
2675 if (!vid.useinterleavedarrays)
2677 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);
2678 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2679 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2680 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2681 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2682 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2683 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2684 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2688 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);
2689 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2691 R_SetupShader_SetPermutationGLSL(mode, permutation);
2692 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2693 if (mode == SHADERMODE_LIGHTSOURCE)
2695 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2696 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2697 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2698 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2699 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2700 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);
2702 // additive passes are only darkened by fog, not tinted
2703 if (r_glsl_permutation->loc_FogColor >= 0)
2704 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2705 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);
2709 if (mode == SHADERMODE_FLATCOLOR)
2711 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2713 else if (mode == SHADERMODE_LIGHTDIRECTION)
2715 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]);
2716 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]);
2717 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);
2718 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2719 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2720 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]);
2721 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]);
2725 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]);
2726 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]);
2727 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);
2728 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2729 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2731 // additive passes are only darkened by fog, not tinted
2732 if (r_glsl_permutation->loc_FogColor >= 0)
2734 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2735 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2737 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2739 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);
2740 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]);
2741 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]);
2742 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]);
2743 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]);
2744 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2745 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2746 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);
2747 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]);
2749 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2750 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2751 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2752 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]);
2753 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]);
2755 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2756 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));
2757 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2758 if (r_glsl_permutation->loc_Color_Pants >= 0)
2760 if (rsurface.texture->pantstexture)
2761 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2763 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2765 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2767 if (rsurface.texture->shirttexture)
2768 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2770 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2772 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]);
2773 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2774 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2775 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2776 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2777 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2778 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2779 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2780 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2782 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2783 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
2784 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]);
2785 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2786 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);}
2787 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
2789 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2790 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2791 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2792 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , rsurface.texture->nmaptexture );
2793 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , rsurface.texture->basetexture );
2794 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , rsurface.texture->glosstexture );
2795 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , rsurface.texture->glowtexture );
2796 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , rsurface.texture->backgroundnmaptexture );
2797 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );
2798 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );
2799 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );
2800 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , rsurface.texture->pantstexture );
2801 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , rsurface.texture->shirttexture );
2802 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , rsurface.texture->reflectmasktexture );
2803 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);
2804 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2805 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2806 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2807 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2808 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2809 if (rsurfacepass == RSURFPASS_BACKGROUND)
2811 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);
2812 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);
2813 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);
2817 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);
2819 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2820 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2821 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2822 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2824 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
2825 if (rsurface.rtlight)
2827 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2828 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2831 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
2834 case RENDERPATH_GL11:
2835 case RENDERPATH_GL13:
2836 case RENDERPATH_GLES1:
2838 case RENDERPATH_SOFT:
2839 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);
2840 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2841 R_SetupShader_SetPermutationSoft(mode, permutation);
2842 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2843 if (mode == SHADERMODE_LIGHTSOURCE)
2845 {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2846 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2847 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2848 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2849 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2850 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2852 // additive passes are only darkened by fog, not tinted
2853 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2854 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2858 if (mode == SHADERMODE_FLATCOLOR)
2860 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2862 else if (mode == SHADERMODE_LIGHTDIRECTION)
2864 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]);
2865 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2866 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);
2867 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2868 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2869 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]);
2870 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2874 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2875 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2876 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);
2877 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2878 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2880 // additive passes are only darkened by fog, not tinted
2881 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2882 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2884 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2885 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);
2886 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]);
2887 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]);
2888 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]);
2889 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]);
2890 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2891 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
2892 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2893 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2895 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2896 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2897 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2898 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2899 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]);
2901 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2902 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));
2903 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2904 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2906 if (rsurface.texture->pantstexture)
2907 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2909 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2911 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2913 if (rsurface.texture->shirttexture)
2914 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2916 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2918 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2919 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2920 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2921 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2922 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
2923 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2924 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2925 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2926 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2928 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2929 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias);
2930 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2931 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2933 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2934 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2935 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2936 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2937 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2938 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2939 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2940 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2941 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2942 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2943 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2944 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2945 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2946 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2947 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2948 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2949 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2950 if (rsurfacepass == RSURFPASS_BACKGROUND)
2952 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2953 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2954 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2958 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2960 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2961 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2962 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2963 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2965 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2966 if (rsurface.rtlight)
2968 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2969 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2976 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2978 // select a permutation of the lighting shader appropriate to this
2979 // combination of texture, entity, light source, and fogging, only use the
2980 // minimum features necessary to avoid wasting rendering time in the
2981 // fragment shader on features that are not being used
2982 unsigned int permutation = 0;
2983 unsigned int mode = 0;
2984 const float *lightcolorbase = rtlight->currentcolor;
2985 float ambientscale = rtlight->ambientscale;
2986 float diffusescale = rtlight->diffusescale;
2987 float specularscale = rtlight->specularscale;
2988 // this is the location of the light in view space
2989 vec3_t viewlightorigin;
2990 // this transforms from view space (camera) to light space (cubemap)
2991 matrix4x4_t viewtolight;
2992 matrix4x4_t lighttoview;
2993 float viewtolight16f[16];
2995 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2996 if (rtlight->currentcubemap != r_texture_whitecube)
2997 permutation |= SHADERPERMUTATION_CUBEFILTER;
2998 if (diffusescale > 0)
2999 permutation |= SHADERPERMUTATION_DIFFUSE;
3000 if (specularscale > 0 && r_shadow_gloss.integer > 0)
3001 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
3002 if (r_shadow_usingshadowmap2d)
3004 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
3005 if (r_shadow_shadowmapvsdct)
3006 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
3008 if (r_shadow_shadowmap2ddepthbuffer)
3009 permutation |= SHADERPERMUTATION_DEPTHRGB;
3011 if (vid.allowalphatocoverage)
3012 GL_AlphaToCoverage(false);
3013 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3014 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3015 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
3016 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3017 switch(vid.renderpath)
3019 case RENDERPATH_D3D9:
3021 R_SetupShader_SetPermutationHLSL(mode, permutation);
3022 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3023 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3024 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3025 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3026 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3027 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3028 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3029 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);
3030 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3031 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3033 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3034 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3035 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3036 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3037 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3040 case RENDERPATH_D3D10:
3041 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3043 case RENDERPATH_D3D11:
3044 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3046 case RENDERPATH_GL20:
3047 case RENDERPATH_GLES2:
3048 R_SetupShader_SetPermutationGLSL(mode, permutation);
3049 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3050 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
3051 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3052 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3053 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3054 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]);
3055 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]);
3056 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);
3057 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]);
3058 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
3060 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
3061 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
3062 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
3063 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
3064 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
3066 case RENDERPATH_GL11:
3067 case RENDERPATH_GL13:
3068 case RENDERPATH_GLES1:
3070 case RENDERPATH_SOFT:
3071 R_SetupShader_SetPermutationGLSL(mode, permutation);
3072 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3073 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1 , 1, false, viewtolight16f);
3074 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3075 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3076 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3077 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3078 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]);
3079 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);
3080 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3081 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3083 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3084 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3085 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3086 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3087 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3092 #define SKINFRAME_HASH 1024
3096 int loadsequence; // incremented each level change
3097 memexpandablearray_t array;
3098 skinframe_t *hash[SKINFRAME_HASH];
3101 r_skinframe_t r_skinframe;
3103 void R_SkinFrame_PrepareForPurge(void)
3105 r_skinframe.loadsequence++;
3106 // wrap it without hitting zero
3107 if (r_skinframe.loadsequence >= 200)
3108 r_skinframe.loadsequence = 1;
3111 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3115 // mark the skinframe as used for the purging code
3116 skinframe->loadsequence = r_skinframe.loadsequence;
3119 void R_SkinFrame_Purge(void)
3123 for (i = 0;i < SKINFRAME_HASH;i++)
3125 for (s = r_skinframe.hash[i];s;s = s->next)
3127 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3129 if (s->merged == s->base)
3131 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3132 R_PurgeTexture(s->stain );s->stain = NULL;
3133 R_PurgeTexture(s->merged);s->merged = NULL;
3134 R_PurgeTexture(s->base );s->base = NULL;
3135 R_PurgeTexture(s->pants );s->pants = NULL;
3136 R_PurgeTexture(s->shirt );s->shirt = NULL;
3137 R_PurgeTexture(s->nmap );s->nmap = NULL;
3138 R_PurgeTexture(s->gloss );s->gloss = NULL;
3139 R_PurgeTexture(s->glow );s->glow = NULL;
3140 R_PurgeTexture(s->fog );s->fog = NULL;
3141 R_PurgeTexture(s->reflect);s->reflect = NULL;
3142 s->loadsequence = 0;
3148 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3150 char basename[MAX_QPATH];
3152 Image_StripImageExtension(name, basename, sizeof(basename));
3154 if( last == NULL ) {
3156 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3157 item = r_skinframe.hash[hashindex];
3162 // linearly search through the hash bucket
3163 for( ; item ; item = item->next ) {
3164 if( !strcmp( item->basename, basename ) ) {
3171 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3175 char basename[MAX_QPATH];
3177 Image_StripImageExtension(name, basename, sizeof(basename));
3179 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3180 for (item = r_skinframe.hash[hashindex];item;item = item->next)
3181 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
3185 rtexture_t *dyntexture;
3186 // check whether its a dynamic texture
3187 dyntexture = CL_GetDynTexture( basename );
3188 if (!add && !dyntexture)
3190 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3191 memset(item, 0, sizeof(*item));
3192 strlcpy(item->basename, basename, sizeof(item->basename));
3193 item->base = dyntexture; // either NULL or dyntexture handle
3194 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
3195 item->comparewidth = comparewidth;
3196 item->compareheight = compareheight;
3197 item->comparecrc = comparecrc;
3198 item->next = r_skinframe.hash[hashindex];
3199 r_skinframe.hash[hashindex] = item;
3201 else if (textureflags & TEXF_FORCE_RELOAD)
3203 rtexture_t *dyntexture;
3204 // check whether its a dynamic texture
3205 dyntexture = CL_GetDynTexture( basename );
3206 if (!add && !dyntexture)
3208 if (item->merged == item->base)
3209 item->merged = NULL;
3210 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3211 R_PurgeTexture(item->stain );item->stain = NULL;
3212 R_PurgeTexture(item->merged);item->merged = NULL;
3213 R_PurgeTexture(item->base );item->base = NULL;
3214 R_PurgeTexture(item->pants );item->pants = NULL;
3215 R_PurgeTexture(item->shirt );item->shirt = NULL;
3216 R_PurgeTexture(item->nmap );item->nmap = NULL;
3217 R_PurgeTexture(item->gloss );item->gloss = NULL;
3218 R_PurgeTexture(item->glow );item->glow = NULL;
3219 R_PurgeTexture(item->fog );item->fog = NULL;
3220 R_PurgeTexture(item->reflect);item->reflect = NULL;
3221 item->loadsequence = 0;
3223 else if( item->base == NULL )
3225 rtexture_t *dyntexture;
3226 // check whether its a dynamic texture
3227 // 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]
3228 dyntexture = CL_GetDynTexture( basename );
3229 item->base = dyntexture; // either NULL or dyntexture handle
3232 R_SkinFrame_MarkUsed(item);
3236 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3238 unsigned long long avgcolor[5], wsum; \
3246 for(pix = 0; pix < cnt; ++pix) \
3249 for(comp = 0; comp < 3; ++comp) \
3251 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3254 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3256 for(comp = 0; comp < 3; ++comp) \
3257 avgcolor[comp] += getpixel * w; \
3260 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3261 avgcolor[4] += getpixel; \
3263 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3265 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3266 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3267 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3268 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3271 extern cvar_t gl_picmip;
3272 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3275 unsigned char *pixels;
3276 unsigned char *bumppixels;
3277 unsigned char *basepixels = NULL;
3278 int basepixels_width = 0;
3279 int basepixels_height = 0;
3280 skinframe_t *skinframe;
3281 rtexture_t *ddsbase = NULL;
3282 qboolean ddshasalpha = false;
3283 float ddsavgcolor[4];
3284 char basename[MAX_QPATH];
3285 int miplevel = R_PicmipForFlags(textureflags);
3286 int savemiplevel = miplevel;
3290 if (cls.state == ca_dedicated)
3293 // return an existing skinframe if already loaded
3294 // if loading of the first image fails, don't make a new skinframe as it
3295 // would cause all future lookups of this to be missing
3296 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3297 if (skinframe && skinframe->base)
3300 Image_StripImageExtension(name, basename, sizeof(basename));
3302 // check for DDS texture file first
3303 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
3305 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3306 if (basepixels == NULL)
3310 // FIXME handle miplevel
3312 if (developer_loading.integer)
3313 Con_Printf("loading skin \"%s\"\n", name);
3315 // we've got some pixels to store, so really allocate this new texture now
3317 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3318 textureflags &= ~TEXF_FORCE_RELOAD;
3319 skinframe->stain = NULL;
3320 skinframe->merged = NULL;
3321 skinframe->base = NULL;
3322 skinframe->pants = NULL;
3323 skinframe->shirt = NULL;
3324 skinframe->nmap = NULL;
3325 skinframe->gloss = NULL;
3326 skinframe->glow = NULL;
3327 skinframe->fog = NULL;
3328 skinframe->reflect = NULL;
3329 skinframe->hasalpha = false;
3333 skinframe->base = ddsbase;
3334 skinframe->hasalpha = ddshasalpha;
3335 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3336 if (r_loadfog && skinframe->hasalpha)
3337 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
3338 //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]);
3342 basepixels_width = image_width;
3343 basepixels_height = image_height;
3344 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);
3345 if (textureflags & TEXF_ALPHA)
3347 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3349 if (basepixels[j] < 255)
3351 skinframe->hasalpha = true;
3355 if (r_loadfog && skinframe->hasalpha)
3357 // has transparent pixels
3358 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3359 for (j = 0;j < image_width * image_height * 4;j += 4)
3364 pixels[j+3] = basepixels[j+3];
3366 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3370 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3372 //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]);
3373 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3374 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3375 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3376 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3382 mymiplevel = savemiplevel;
3383 if (r_loadnormalmap)
3384 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), false, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel);
3385 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3387 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3388 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3389 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3390 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3393 // _norm is the name used by tenebrae and has been adopted as standard
3394 if (r_loadnormalmap && skinframe->nmap == NULL)
3396 mymiplevel = savemiplevel;
3397 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3399 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3403 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3405 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3406 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3407 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3409 Mem_Free(bumppixels);
3411 else if (r_shadow_bumpscale_basetexture.value > 0)
3413 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3414 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3415 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3419 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3420 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3424 // _luma is supported only for tenebrae compatibility
3425 // _glow is the preferred name
3426 mymiplevel = savemiplevel;
3427 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
3429 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3431 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3432 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3434 Mem_Free(pixels);pixels = NULL;
3437 mymiplevel = savemiplevel;
3438 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3440 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3442 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3443 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3449 mymiplevel = savemiplevel;
3450 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3452 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3454 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3455 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3461 mymiplevel = savemiplevel;
3462 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3464 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3466 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3467 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3473 mymiplevel = savemiplevel;
3474 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3476 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3478 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3479 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3486 Mem_Free(basepixels);
3491 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3492 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3495 unsigned char *temp1, *temp2;
3496 skinframe_t *skinframe;
3499 if (cls.state == ca_dedicated)
3502 // if already loaded just return it, otherwise make a new skinframe
3503 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3504 if (skinframe && skinframe->base)
3506 textureflags &= ~TEXF_FORCE_RELOAD;
3508 skinframe->stain = NULL;
3509 skinframe->merged = NULL;
3510 skinframe->base = NULL;
3511 skinframe->pants = NULL;
3512 skinframe->shirt = NULL;
3513 skinframe->nmap = NULL;
3514 skinframe->gloss = NULL;
3515 skinframe->glow = NULL;
3516 skinframe->fog = NULL;
3517 skinframe->reflect = NULL;
3518 skinframe->hasalpha = false;
3520 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3524 if (developer_loading.integer)
3525 Con_Printf("loading 32bit skin \"%s\"\n", name);
3527 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3529 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3530 temp2 = temp1 + width * height * 4;
3531 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3532 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3535 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3536 if (textureflags & TEXF_ALPHA)
3538 for (i = 3;i < width * height * 4;i += 4)
3540 if (skindata[i] < 255)
3542 skinframe->hasalpha = true;
3546 if (r_loadfog && skinframe->hasalpha)
3548 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3549 memcpy(fogpixels, skindata, width * height * 4);
3550 for (i = 0;i < width * height * 4;i += 4)
3551 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3552 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3553 Mem_Free(fogpixels);
3557 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3558 //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]);
3563 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3567 skinframe_t *skinframe;
3569 if (cls.state == ca_dedicated)
3572 // if already loaded just return it, otherwise make a new skinframe
3573 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3574 if (skinframe && skinframe->base)
3576 textureflags &= ~TEXF_FORCE_RELOAD;
3578 skinframe->stain = NULL;
3579 skinframe->merged = NULL;
3580 skinframe->base = NULL;
3581 skinframe->pants = NULL;
3582 skinframe->shirt = NULL;
3583 skinframe->nmap = NULL;
3584 skinframe->gloss = NULL;
3585 skinframe->glow = NULL;
3586 skinframe->fog = NULL;
3587 skinframe->reflect = NULL;
3588 skinframe->hasalpha = false;
3590 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3594 if (developer_loading.integer)
3595 Con_Printf("loading quake skin \"%s\"\n", name);
3597 // 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)
3598 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3599 memcpy(skinframe->qpixels, skindata, width*height);
3600 skinframe->qwidth = width;
3601 skinframe->qheight = height;
3604 for (i = 0;i < width * height;i++)
3605 featuresmask |= palette_featureflags[skindata[i]];
3607 skinframe->hasalpha = false;
3608 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3609 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3610 skinframe->qgeneratemerged = true;
3611 skinframe->qgeneratebase = skinframe->qhascolormapping;
3612 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3614 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3615 //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]);
3620 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3624 unsigned char *skindata;
3627 if (!skinframe->qpixels)
3630 if (!skinframe->qhascolormapping)
3631 colormapped = false;
3635 if (!skinframe->qgeneratebase)
3640 if (!skinframe->qgeneratemerged)
3644 width = skinframe->qwidth;
3645 height = skinframe->qheight;
3646 skindata = skinframe->qpixels;
3648 if (skinframe->qgeneratenmap)
3650 unsigned char *temp1, *temp2;
3651 skinframe->qgeneratenmap = false;
3652 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3653 temp2 = temp1 + width * height * 4;
3654 // use either a custom palette or the quake palette
3655 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
3656 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3657 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3661 if (skinframe->qgenerateglow)
3663 skinframe->qgenerateglow = false;
3664 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
3669 skinframe->qgeneratebase = false;
3670 skinframe->base = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
3671 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
3672 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
3676 skinframe->qgeneratemerged = false;
3677 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);
3680 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3682 Mem_Free(skinframe->qpixels);
3683 skinframe->qpixels = NULL;
3687 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)
3690 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(vabuf, sizeof(vabuf), "%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 static 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 static void R_Main_FreeViewCache(void)
3891 if (r_refdef.viewcache.entityvisible)
3892 Mem_Free(r_refdef.viewcache.entityvisible);
3893 if (r_refdef.viewcache.world_pvsbits)
3894 Mem_Free(r_refdef.viewcache.world_pvsbits);
3895 if (r_refdef.viewcache.world_leafvisible)
3896 Mem_Free(r_refdef.viewcache.world_leafvisible);
3897 if (r_refdef.viewcache.world_surfacevisible)
3898 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3899 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3902 static void R_Main_ResizeViewCache(void)
3904 int numentities = r_refdef.scene.numentities;
3905 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3906 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3907 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3908 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3909 if (r_refdef.viewcache.maxentities < numentities)
3911 r_refdef.viewcache.maxentities = numentities;
3912 if (r_refdef.viewcache.entityvisible)
3913 Mem_Free(r_refdef.viewcache.entityvisible);
3914 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3916 if (r_refdef.viewcache.world_numclusters != numclusters)
3918 r_refdef.viewcache.world_numclusters = numclusters;
3919 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3920 if (r_refdef.viewcache.world_pvsbits)
3921 Mem_Free(r_refdef.viewcache.world_pvsbits);
3922 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3924 if (r_refdef.viewcache.world_numleafs != numleafs)
3926 r_refdef.viewcache.world_numleafs = numleafs;
3927 if (r_refdef.viewcache.world_leafvisible)
3928 Mem_Free(r_refdef.viewcache.world_leafvisible);
3929 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3931 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3933 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3934 if (r_refdef.viewcache.world_surfacevisible)
3935 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3936 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3940 extern rtexture_t *loadingscreentexture;
3941 static void gl_main_start(void)
3943 loadingscreentexture = NULL;
3944 r_texture_blanknormalmap = NULL;
3945 r_texture_white = NULL;
3946 r_texture_grey128 = NULL;
3947 r_texture_black = NULL;
3948 r_texture_whitecube = NULL;
3949 r_texture_normalizationcube = NULL;
3950 r_texture_fogattenuation = NULL;
3951 r_texture_fogheighttexture = NULL;
3952 r_texture_gammaramps = NULL;
3953 r_texture_numcubemaps = 0;
3955 r_loaddds = r_texture_dds_load.integer != 0;
3956 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3958 switch(vid.renderpath)
3960 case RENDERPATH_GL20:
3961 case RENDERPATH_D3D9:
3962 case RENDERPATH_D3D10:
3963 case RENDERPATH_D3D11:
3964 case RENDERPATH_SOFT:
3965 case RENDERPATH_GLES2:
3966 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3967 Cvar_SetValueQuick(&gl_combine, 1);
3968 Cvar_SetValueQuick(&r_glsl, 1);
3969 r_loadnormalmap = true;
3973 case RENDERPATH_GL13:
3974 case RENDERPATH_GLES1:
3975 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3976 Cvar_SetValueQuick(&gl_combine, 1);
3977 Cvar_SetValueQuick(&r_glsl, 0);
3978 r_loadnormalmap = false;
3979 r_loadgloss = false;
3982 case RENDERPATH_GL11:
3983 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3984 Cvar_SetValueQuick(&gl_combine, 0);
3985 Cvar_SetValueQuick(&r_glsl, 0);
3986 r_loadnormalmap = false;
3987 r_loadgloss = false;
3993 R_FrameData_Reset();
3997 memset(r_queries, 0, sizeof(r_queries));
3999 r_qwskincache = NULL;
4000 r_qwskincache_size = 0;
4002 // due to caching of texture_t references, the collision cache must be reset
4003 Collision_Cache_Reset(true);
4005 // set up r_skinframe loading system for textures
4006 memset(&r_skinframe, 0, sizeof(r_skinframe));
4007 r_skinframe.loadsequence = 1;
4008 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4010 r_main_texturepool = R_AllocTexturePool();
4011 R_BuildBlankTextures();
4013 if (vid.support.arb_texture_cube_map)
4016 R_BuildNormalizationCube();
4018 r_texture_fogattenuation = NULL;
4019 r_texture_fogheighttexture = NULL;
4020 r_texture_gammaramps = NULL;
4021 //r_texture_fogintensity = NULL;
4022 memset(&r_fb, 0, sizeof(r_fb));
4023 r_glsl_permutation = NULL;
4024 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4025 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4026 glslshaderstring = NULL;
4028 r_hlsl_permutation = NULL;
4029 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4030 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4032 hlslshaderstring = NULL;
4033 memset(&r_svbsp, 0, sizeof (r_svbsp));
4035 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4036 r_texture_numcubemaps = 0;
4038 r_refdef.fogmasktable_density = 0;
4041 static void gl_main_shutdown(void)
4044 R_FrameData_Reset();
4046 R_Main_FreeViewCache();
4048 switch(vid.renderpath)
4050 case RENDERPATH_GL11:
4051 case RENDERPATH_GL13:
4052 case RENDERPATH_GL20:
4053 case RENDERPATH_GLES1:
4054 case RENDERPATH_GLES2:
4055 #ifdef GL_SAMPLES_PASSED_ARB
4057 qglDeleteQueriesARB(r_maxqueries, r_queries);
4060 case RENDERPATH_D3D9:
4061 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4063 case RENDERPATH_D3D10:
4064 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4066 case RENDERPATH_D3D11:
4067 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4069 case RENDERPATH_SOFT:
4075 memset(r_queries, 0, sizeof(r_queries));
4077 r_qwskincache = NULL;
4078 r_qwskincache_size = 0;
4080 // clear out the r_skinframe state
4081 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4082 memset(&r_skinframe, 0, sizeof(r_skinframe));
4085 Mem_Free(r_svbsp.nodes);
4086 memset(&r_svbsp, 0, sizeof (r_svbsp));
4087 R_FreeTexturePool(&r_main_texturepool);
4088 loadingscreentexture = NULL;
4089 r_texture_blanknormalmap = NULL;
4090 r_texture_white = NULL;
4091 r_texture_grey128 = NULL;
4092 r_texture_black = NULL;
4093 r_texture_whitecube = NULL;
4094 r_texture_normalizationcube = NULL;
4095 r_texture_fogattenuation = NULL;
4096 r_texture_fogheighttexture = NULL;
4097 r_texture_gammaramps = NULL;
4098 r_texture_numcubemaps = 0;
4099 //r_texture_fogintensity = NULL;
4100 memset(&r_fb, 0, sizeof(r_fb));
4103 r_glsl_permutation = NULL;
4104 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4105 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4106 glslshaderstring = NULL;
4108 r_hlsl_permutation = NULL;
4109 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4110 Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4112 hlslshaderstring = NULL;
4115 static void gl_main_newmap(void)
4117 // FIXME: move this code to client
4118 char *entities, entname[MAX_QPATH];
4120 Mem_Free(r_qwskincache);
4121 r_qwskincache = NULL;
4122 r_qwskincache_size = 0;
4125 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4126 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4128 CL_ParseEntityLump(entities);
4132 if (cl.worldmodel->brush.entities)
4133 CL_ParseEntityLump(cl.worldmodel->brush.entities);
4135 R_Main_FreeViewCache();
4137 R_FrameData_Reset();
4140 void GL_Main_Init(void)
4142 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4144 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4145 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4146 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4147 if (gamemode == GAME_NEHAHRA)
4149 Cvar_RegisterVariable (&gl_fogenable);
4150 Cvar_RegisterVariable (&gl_fogdensity);
4151 Cvar_RegisterVariable (&gl_fogred);
4152 Cvar_RegisterVariable (&gl_foggreen);
4153 Cvar_RegisterVariable (&gl_fogblue);
4154 Cvar_RegisterVariable (&gl_fogstart);
4155 Cvar_RegisterVariable (&gl_fogend);
4156 Cvar_RegisterVariable (&gl_skyclip);
4158 Cvar_RegisterVariable(&r_motionblur);
4159 Cvar_RegisterVariable(&r_damageblur);
4160 Cvar_RegisterVariable(&r_motionblur_averaging);
4161 Cvar_RegisterVariable(&r_motionblur_randomize);
4162 Cvar_RegisterVariable(&r_motionblur_minblur);
4163 Cvar_RegisterVariable(&r_motionblur_maxblur);
4164 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4165 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4166 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4167 Cvar_RegisterVariable(&r_motionblur_mousefactor);
4168 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4169 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4170 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4171 Cvar_RegisterVariable(&r_equalize_entities_minambient);
4172 Cvar_RegisterVariable(&r_equalize_entities_by);
4173 Cvar_RegisterVariable(&r_equalize_entities_to);
4174 Cvar_RegisterVariable(&r_depthfirst);
4175 Cvar_RegisterVariable(&r_useinfinitefarclip);
4176 Cvar_RegisterVariable(&r_farclip_base);
4177 Cvar_RegisterVariable(&r_farclip_world);
4178 Cvar_RegisterVariable(&r_nearclip);
4179 Cvar_RegisterVariable(&r_deformvertexes);
4180 Cvar_RegisterVariable(&r_transparent);
4181 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4182 Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
4183 Cvar_RegisterVariable(&r_transparent_useplanardistance);
4184 Cvar_RegisterVariable(&r_showoverdraw);
4185 Cvar_RegisterVariable(&r_showbboxes);
4186 Cvar_RegisterVariable(&r_showsurfaces);
4187 Cvar_RegisterVariable(&r_showtris);
4188 Cvar_RegisterVariable(&r_shownormals);
4189 Cvar_RegisterVariable(&r_showlighting);
4190 Cvar_RegisterVariable(&r_showshadowvolumes);
4191 Cvar_RegisterVariable(&r_showcollisionbrushes);
4192 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4193 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4194 Cvar_RegisterVariable(&r_showdisabledepthtest);
4195 Cvar_RegisterVariable(&r_drawportals);
4196 Cvar_RegisterVariable(&r_drawentities);
4197 Cvar_RegisterVariable(&r_draw2d);
4198 Cvar_RegisterVariable(&r_drawworld);
4199 Cvar_RegisterVariable(&r_cullentities_trace);
4200 Cvar_RegisterVariable(&r_cullentities_trace_samples);
4201 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4202 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4203 Cvar_RegisterVariable(&r_cullentities_trace_delay);
4204 Cvar_RegisterVariable(&r_sortentities);
4205 Cvar_RegisterVariable(&r_drawviewmodel);
4206 Cvar_RegisterVariable(&r_drawexteriormodel);
4207 Cvar_RegisterVariable(&r_speeds);
4208 Cvar_RegisterVariable(&r_fullbrights);
4209 Cvar_RegisterVariable(&r_wateralpha);
4210 Cvar_RegisterVariable(&r_dynamic);
4211 Cvar_RegisterVariable(&r_fakelight);
4212 Cvar_RegisterVariable(&r_fakelight_intensity);
4213 Cvar_RegisterVariable(&r_fullbright);
4214 Cvar_RegisterVariable(&r_shadows);
4215 Cvar_RegisterVariable(&r_shadows_darken);
4216 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4217 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4218 Cvar_RegisterVariable(&r_shadows_throwdistance);
4219 Cvar_RegisterVariable(&r_shadows_throwdirection);
4220 Cvar_RegisterVariable(&r_shadows_focus);
4221 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4222 Cvar_RegisterVariable(&r_q1bsp_skymasking);
4223 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4224 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4225 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4226 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4227 Cvar_RegisterVariable(&r_fog_exp2);
4228 Cvar_RegisterVariable(&r_fog_clear);
4229 Cvar_RegisterVariable(&r_drawfog);
4230 Cvar_RegisterVariable(&r_transparentdepthmasking);
4231 Cvar_RegisterVariable(&r_transparent_sortmindist);
4232 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4233 Cvar_RegisterVariable(&r_transparent_sortarraysize);
4234 Cvar_RegisterVariable(&r_texture_dds_load);
4235 Cvar_RegisterVariable(&r_texture_dds_save);
4236 Cvar_RegisterVariable(&r_textureunits);
4237 Cvar_RegisterVariable(&gl_combine);
4238 Cvar_RegisterVariable(&r_usedepthtextures);
4239 Cvar_RegisterVariable(&r_viewfbo);
4240 Cvar_RegisterVariable(&r_viewscale);
4241 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4242 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4243 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4244 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4245 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4246 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4247 Cvar_RegisterVariable(&r_glsl);
4248 Cvar_RegisterVariable(&r_glsl_deluxemapping);
4249 Cvar_RegisterVariable(&r_glsl_offsetmapping);
4250 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4251 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4252 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4253 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4254 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4255 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
4256 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
4257 Cvar_RegisterVariable(&r_glsl_postprocess);
4258 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4259 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4260 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4261 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4262 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4263 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4264 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4265 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4267 Cvar_RegisterVariable(&r_water);
4268 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4269 Cvar_RegisterVariable(&r_water_clippingplanebias);
4270 Cvar_RegisterVariable(&r_water_refractdistort);
4271 Cvar_RegisterVariable(&r_water_reflectdistort);
4272 Cvar_RegisterVariable(&r_water_scissormode);
4273 Cvar_RegisterVariable(&r_water_lowquality);
4274 Cvar_RegisterVariable(&r_water_hideplayer);
4275 Cvar_RegisterVariable(&r_water_fbo);
4277 Cvar_RegisterVariable(&r_lerpsprites);
4278 Cvar_RegisterVariable(&r_lerpmodels);
4279 Cvar_RegisterVariable(&r_lerplightstyles);
4280 Cvar_RegisterVariable(&r_waterscroll);
4281 Cvar_RegisterVariable(&r_bloom);
4282 Cvar_RegisterVariable(&r_bloom_colorscale);
4283 Cvar_RegisterVariable(&r_bloom_brighten);
4284 Cvar_RegisterVariable(&r_bloom_blur);
4285 Cvar_RegisterVariable(&r_bloom_resolution);
4286 Cvar_RegisterVariable(&r_bloom_colorexponent);
4287 Cvar_RegisterVariable(&r_bloom_colorsubtract);
4288 Cvar_RegisterVariable(&r_hdr_scenebrightness);
4289 Cvar_RegisterVariable(&r_hdr_glowintensity);
4290 Cvar_RegisterVariable(&r_hdr_irisadaptation);
4291 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4292 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4293 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4294 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4295 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4296 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4297 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
4298 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4299 Cvar_RegisterVariable(&developer_texturelogging);
4300 Cvar_RegisterVariable(&gl_lightmaps);
4301 Cvar_RegisterVariable(&r_test);
4302 Cvar_RegisterVariable(&r_glsl_saturation);
4303 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4304 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4305 Cvar_RegisterVariable(&r_framedatasize);
4306 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4307 Cvar_SetValue("r_fullbrights", 0);
4308 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4311 void Render_Init(void)
4324 R_LightningBeams_Init();
4334 extern char *ENGINE_EXTENSIONS;
4337 gl_renderer = (const char *)qglGetString(GL_RENDERER);
4338 gl_vendor = (const char *)qglGetString(GL_VENDOR);
4339 gl_version = (const char *)qglGetString(GL_VERSION);
4340 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4344 if (!gl_platformextensions)
4345 gl_platformextensions = "";
4347 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4348 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4349 Con_Printf("GL_VERSION: %s\n", gl_version);
4350 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4351 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4353 VID_CheckExtensions();
4355 // LordHavoc: report supported extensions
4356 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4358 // clear to black (loading plaque will be seen over this)
4359 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4363 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4367 if (r_trippy.integer)
4369 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4371 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
4374 p = r_refdef.view.frustum + i;
4379 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4383 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4387 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4391 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4395 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4399 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4403 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4407 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4415 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4419 if (r_trippy.integer)
4421 for (i = 0;i < numplanes;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 //==================================================================================
4466 // LordHavoc: this stores temporary data used within the same frame
4468 typedef struct r_framedata_mem_s
4470 struct r_framedata_mem_s *purge; // older mem block to free on next frame
4471 size_t size; // how much usable space
4472 size_t current; // how much space in use
4473 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4474 size_t wantedsize; // how much space was allocated
4475 unsigned char *data; // start of real data (16byte aligned)
4479 static r_framedata_mem_t *r_framedata_mem;
4481 void R_FrameData_Reset(void)
4483 while (r_framedata_mem)
4485 r_framedata_mem_t *next = r_framedata_mem->purge;
4486 Mem_Free(r_framedata_mem);
4487 r_framedata_mem = next;
4491 static void R_FrameData_Resize(void)
4494 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4495 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4496 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize)
4498 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4499 newmem->wantedsize = wantedsize;
4500 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4501 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4502 newmem->current = 0;
4504 newmem->purge = r_framedata_mem;
4505 r_framedata_mem = newmem;
4509 void R_FrameData_NewFrame(void)
4511 R_FrameData_Resize();
4512 if (!r_framedata_mem)
4514 // if we ran out of space on the last frame, free the old memory now
4515 while (r_framedata_mem->purge)
4517 // repeatedly remove the second item in the list, leaving only head
4518 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4519 Mem_Free(r_framedata_mem->purge);
4520 r_framedata_mem->purge = next;
4522 // reset the current mem pointer
4523 r_framedata_mem->current = 0;
4524 r_framedata_mem->mark = 0;
4527 void *R_FrameData_Alloc(size_t size)
4531 // align to 16 byte boundary - the data pointer is already aligned, so we
4532 // only need to ensure the size of every allocation is also aligned
4533 size = (size + 15) & ~15;
4535 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4537 // emergency - we ran out of space, allocate more memory
4538 Cvar_SetValueQuick(&r_framedatasize, bound(0.25f, r_framedatasize.value * 2.0f, 128.0f));
4539 R_FrameData_Resize();
4542 data = r_framedata_mem->data + r_framedata_mem->current;
4543 r_framedata_mem->current += size;
4545 // count the usage for stats
4546 r_refdef.stats.framedatacurrent = max(r_refdef.stats.framedatacurrent, (int)r_framedata_mem->current);
4547 r_refdef.stats.framedatasize = max(r_refdef.stats.framedatasize, (int)r_framedata_mem->size);
4549 return (void *)data;
4552 void *R_FrameData_Store(size_t size, void *data)
4554 void *d = R_FrameData_Alloc(size);
4556 memcpy(d, data, size);
4560 void R_FrameData_SetMark(void)
4562 if (!r_framedata_mem)
4564 r_framedata_mem->mark = r_framedata_mem->current;
4567 void R_FrameData_ReturnToMark(void)
4569 if (!r_framedata_mem)
4571 r_framedata_mem->current = r_framedata_mem->mark;
4574 //==================================================================================
4576 // LordHavoc: animcache originally written by Echon, rewritten since then
4579 * Animation cache prevents re-generating mesh data for an animated model
4580 * multiple times in one frame for lighting, shadowing, reflections, etc.
4583 void R_AnimCache_Free(void)
4587 void R_AnimCache_ClearCache(void)
4590 entity_render_t *ent;
4592 for (i = 0;i < r_refdef.scene.numentities;i++)
4594 ent = r_refdef.scene.entities[i];
4595 ent->animcache_vertex3f = NULL;
4596 ent->animcache_normal3f = NULL;
4597 ent->animcache_svector3f = NULL;
4598 ent->animcache_tvector3f = NULL;
4599 ent->animcache_vertexmesh = NULL;
4600 ent->animcache_vertex3fbuffer = NULL;
4601 ent->animcache_vertexmeshbuffer = NULL;
4605 static void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4609 // check if we need the meshbuffers
4610 if (!vid.useinterleavedarrays)
4613 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4614 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4615 // TODO: upload vertex3f buffer?
4616 if (ent->animcache_vertexmesh)
4618 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4619 for (i = 0;i < numvertices;i++)
4620 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4621 if (ent->animcache_svector3f)
4622 for (i = 0;i < numvertices;i++)
4623 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4624 if (ent->animcache_tvector3f)
4625 for (i = 0;i < numvertices;i++)
4626 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4627 if (ent->animcache_normal3f)
4628 for (i = 0;i < numvertices;i++)
4629 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4630 // TODO: upload vertexmeshbuffer?
4634 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4636 dp_model_t *model = ent->model;
4638 // see if it's already cached this frame
4639 if (ent->animcache_vertex3f)
4641 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
4642 if (wantnormals || wanttangents)
4644 if (ent->animcache_normal3f)
4645 wantnormals = false;
4646 if (ent->animcache_svector3f)
4647 wanttangents = false;
4648 if (wantnormals || wanttangents)
4650 numvertices = model->surfmesh.num_vertices;
4652 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4655 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4656 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4658 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4659 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4665 // see if this ent is worth caching
4666 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices)
4668 // get some memory for this entity and generate mesh data
4669 numvertices = model->surfmesh.num_vertices;
4670 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4672 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4675 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4676 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4678 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
4679 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4684 void R_AnimCache_CacheVisibleEntities(void)
4687 qboolean wantnormals = true;
4688 qboolean wanttangents = !r_showsurfaces.integer;
4690 switch(vid.renderpath)
4692 case RENDERPATH_GL20:
4693 case RENDERPATH_D3D9:
4694 case RENDERPATH_D3D10:
4695 case RENDERPATH_D3D11:
4696 case RENDERPATH_GLES2:
4698 case RENDERPATH_GL11:
4699 case RENDERPATH_GL13:
4700 case RENDERPATH_GLES1:
4701 wanttangents = false;
4703 case RENDERPATH_SOFT:
4707 if (r_shownormals.integer)
4708 wanttangents = wantnormals = true;
4710 // TODO: thread this
4711 // NOTE: R_PrepareRTLights() also caches entities
4713 for (i = 0;i < r_refdef.scene.numentities;i++)
4714 if (r_refdef.viewcache.entityvisible[i])
4715 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
4718 //==================================================================================
4720 extern cvar_t r_overheadsprites_pushback;
4722 static void R_View_UpdateEntityLighting (void)
4725 entity_render_t *ent;
4726 vec3_t tempdiffusenormal, avg;
4727 vec_t f, fa, fd, fdd;
4728 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
4730 for (i = 0;i < r_refdef.scene.numentities;i++)
4732 ent = r_refdef.scene.entities[i];
4734 // skip unseen models
4735 if ((!r_refdef.viewcache.entityvisible[i] && skipunseen))
4739 if (ent->model && ent->model == cl.worldmodel)
4741 // TODO: use modellight for r_ambient settings on world?
4742 VectorSet(ent->modellight_ambient, 0, 0, 0);
4743 VectorSet(ent->modellight_diffuse, 0, 0, 0);
4744 VectorSet(ent->modellight_lightdir, 0, 0, 1);
4748 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
4750 // aleady updated by CSQC
4751 // TODO: force modellight on BSP models in this case?
4752 VectorCopy(ent->modellight_lightdir, tempdiffusenormal);
4756 // fetch the lighting from the worldmodel data
4757 VectorClear(ent->modellight_ambient);
4758 VectorClear(ent->modellight_diffuse);
4759 VectorClear(tempdiffusenormal);
4760 if (ent->flags & RENDER_LIGHT)
4763 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4765 // complete lightning for lit sprites
4766 // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
4767 if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
4769 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
4770 org[2] = org[2] + r_overheadsprites_pushback.value;
4771 R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
4774 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
4776 if(ent->flags & RENDER_EQUALIZE)
4778 // first fix up ambient lighting...
4779 if(r_equalize_entities_minambient.value > 0)
4781 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4784 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
4785 if(fa < r_equalize_entities_minambient.value * fd)
4788 // fa'/fd' = minambient
4789 // fa'+0.25*fd' = fa+0.25*fd
4791 // fa' = fd' * minambient
4792 // fd'*(0.25+minambient) = fa+0.25*fd
4794 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
4795 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
4797 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
4798 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
4799 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
4800 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
4805 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
4807 fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
4808 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4812 // adjust brightness and saturation to target
4813 avg[0] = avg[1] = avg[2] = fa / f;
4814 VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
4815 avg[0] = avg[1] = avg[2] = fd / f;
4816 VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
4822 VectorSet(ent->modellight_ambient, 1, 1, 1);
4825 // move the light direction into modelspace coordinates for lighting code
4826 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
4827 if(VectorLength2(ent->modellight_lightdir) == 0)
4828 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
4829 VectorNormalize(ent->modellight_lightdir);
4833 #define MAX_LINEOFSIGHTTRACES 64
4835 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
4838 vec3_t boxmins, boxmaxs;
4841 dp_model_t *model = r_refdef.scene.worldmodel;
4843 if (!model || !model->brush.TraceLineOfSight)
4846 // expand the box a little
4847 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
4848 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
4849 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
4850 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
4851 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
4852 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
4854 // return true if eye is inside enlarged box
4855 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
4859 VectorCopy(eye, start);
4860 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
4861 if (model->brush.TraceLineOfSight(model, start, end))
4864 // try various random positions
4865 for (i = 0;i < numsamples;i++)
4867 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4868 if (model->brush.TraceLineOfSight(model, start, end))
4876 static void R_View_UpdateEntityVisible (void)
4881 entity_render_t *ent;
4883 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4884 : r_fb.water.hideplayer ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4885 : (chase_active.integer || r_fb.water.renderingscene) ? RENDER_VIEWMODEL
4886 : RENDER_EXTERIORMODEL;
4887 if (!r_drawviewmodel.integer)
4888 renderimask |= RENDER_VIEWMODEL;
4889 if (!r_drawexteriormodel.integer)
4890 renderimask |= RENDER_EXTERIORMODEL;
4891 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4893 // worldmodel can check visibility
4894 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4895 for (i = 0;i < r_refdef.scene.numentities;i++)
4897 ent = r_refdef.scene.entities[i];
4898 if (!(ent->flags & renderimask))
4899 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)))
4900 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))
4901 r_refdef.viewcache.entityvisible[i] = true;
4906 // no worldmodel or it can't check visibility
4907 for (i = 0;i < r_refdef.scene.numentities;i++)
4909 ent = r_refdef.scene.entities[i];
4910 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));
4913 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
4914 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
4916 for (i = 0;i < r_refdef.scene.numentities;i++)
4918 if (!r_refdef.viewcache.entityvisible[i])
4920 ent = r_refdef.scene.entities[i];
4921 if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4923 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
4925 continue; // temp entities do pvs only
4926 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
4927 ent->last_trace_visibility = realtime;
4928 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4929 r_refdef.viewcache.entityvisible[i] = 0;
4935 /// only used if skyrendermasked, and normally returns false
4936 static int R_DrawBrushModelsSky (void)
4939 entity_render_t *ent;
4942 for (i = 0;i < r_refdef.scene.numentities;i++)
4944 if (!r_refdef.viewcache.entityvisible[i])
4946 ent = r_refdef.scene.entities[i];
4947 if (!ent->model || !ent->model->DrawSky)
4949 ent->model->DrawSky(ent);
4955 static void R_DrawNoModel(entity_render_t *ent);
4956 static void R_DrawModels(void)
4959 entity_render_t *ent;
4961 for (i = 0;i < r_refdef.scene.numentities;i++)
4963 if (!r_refdef.viewcache.entityvisible[i])
4965 ent = r_refdef.scene.entities[i];
4966 r_refdef.stats.entities++;
4968 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
4971 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
4972 Con_Printf("R_DrawModels\n");
4973 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]);
4974 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);
4975 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);
4978 if (ent->model && ent->model->Draw != NULL)
4979 ent->model->Draw(ent);
4985 static void R_DrawModelsDepth(void)
4988 entity_render_t *ent;
4990 for (i = 0;i < r_refdef.scene.numentities;i++)
4992 if (!r_refdef.viewcache.entityvisible[i])
4994 ent = r_refdef.scene.entities[i];
4995 if (ent->model && ent->model->DrawDepth != NULL)
4996 ent->model->DrawDepth(ent);
5000 static void R_DrawModelsDebug(void)
5003 entity_render_t *ent;
5005 for (i = 0;i < r_refdef.scene.numentities;i++)
5007 if (!r_refdef.viewcache.entityvisible[i])
5009 ent = r_refdef.scene.entities[i];
5010 if (ent->model && ent->model->DrawDebug != NULL)
5011 ent->model->DrawDebug(ent);
5015 static void R_DrawModelsAddWaterPlanes(void)
5018 entity_render_t *ent;
5020 for (i = 0;i < r_refdef.scene.numentities;i++)
5022 if (!r_refdef.viewcache.entityvisible[i])
5024 ent = r_refdef.scene.entities[i];
5025 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5026 ent->model->DrawAddWaterPlanes(ent);
5030 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}};
5032 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5034 if (r_hdr_irisadaptation.integer)
5039 vec3_t diffusenormal;
5041 vec_t brightness = 0.0f;
5046 VectorCopy(r_refdef.view.forward, forward);
5047 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
5049 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
5050 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
5051 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
5052 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5053 d = DotProduct(forward, diffusenormal);
5054 brightness += VectorLength(ambient);
5056 brightness += d * VectorLength(diffuse);
5058 brightness *= 1.0f / c;
5059 brightness += 0.00001f; // make sure it's never zero
5060 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5061 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5062 current = r_hdr_irisadaptation_value.value;
5064 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5065 else if (current > goal)
5066 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5067 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5068 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5070 else if (r_hdr_irisadaptation_value.value != 1.0f)
5071 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5074 static void R_View_SetFrustum(const int *scissor)
5077 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5078 vec3_t forward, left, up, origin, v;
5082 // flipped x coordinates (because x points left here)
5083 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5084 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5086 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5087 switch(vid.renderpath)
5089 case RENDERPATH_D3D9:
5090 case RENDERPATH_D3D10:
5091 case RENDERPATH_D3D11:
5092 // non-flipped y coordinates
5093 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5094 fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5096 case RENDERPATH_SOFT:
5097 case RENDERPATH_GL11:
5098 case RENDERPATH_GL13:
5099 case RENDERPATH_GL20:
5100 case RENDERPATH_GLES1:
5101 case RENDERPATH_GLES2:
5102 // non-flipped y coordinates
5103 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5104 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5109 // we can't trust r_refdef.view.forward and friends in reflected scenes
5110 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5113 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5114 r_refdef.view.frustum[0].normal[1] = 0 - 0;
5115 r_refdef.view.frustum[0].normal[2] = -1 - 0;
5116 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5117 r_refdef.view.frustum[1].normal[1] = 0 + 0;
5118 r_refdef.view.frustum[1].normal[2] = -1 + 0;
5119 r_refdef.view.frustum[2].normal[0] = 0 - 0;
5120 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5121 r_refdef.view.frustum[2].normal[2] = -1 - 0;
5122 r_refdef.view.frustum[3].normal[0] = 0 + 0;
5123 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5124 r_refdef.view.frustum[3].normal[2] = -1 + 0;
5128 zNear = r_refdef.nearclip;
5129 nudge = 1.0 - 1.0 / (1<<23);
5130 r_refdef.view.frustum[4].normal[0] = 0 - 0;
5131 r_refdef.view.frustum[4].normal[1] = 0 - 0;
5132 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5133 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5134 r_refdef.view.frustum[5].normal[0] = 0 + 0;
5135 r_refdef.view.frustum[5].normal[1] = 0 + 0;
5136 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5137 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5143 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5144 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5145 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5146 r_refdef.view.frustum[0].dist = m[15] - m[12];
5148 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5149 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5150 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5151 r_refdef.view.frustum[1].dist = m[15] + m[12];
5153 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5154 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5155 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5156 r_refdef.view.frustum[2].dist = m[15] - m[13];
5158 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5159 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5160 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5161 r_refdef.view.frustum[3].dist = m[15] + m[13];
5163 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5164 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5165 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5166 r_refdef.view.frustum[4].dist = m[15] - m[14];
5168 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5169 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5170 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5171 r_refdef.view.frustum[5].dist = m[15] + m[14];
5174 if (r_refdef.view.useperspective)
5176 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5177 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]);
5178 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]);
5179 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]);
5180 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]);
5182 // then the normals from the corners relative to origin
5183 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5184 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5185 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5186 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5188 // in a NORMAL view, forward cross left == up
5189 // in a REFLECTED view, forward cross left == down
5190 // so our cross products above need to be adjusted for a left handed coordinate system
5191 CrossProduct(forward, left, v);
5192 if(DotProduct(v, up) < 0)
5194 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5195 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5196 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5197 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5200 // Leaving those out was a mistake, those were in the old code, and they
5201 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5202 // I couldn't reproduce it after adding those normalizations. --blub
5203 VectorNormalize(r_refdef.view.frustum[0].normal);
5204 VectorNormalize(r_refdef.view.frustum[1].normal);
5205 VectorNormalize(r_refdef.view.frustum[2].normal);
5206 VectorNormalize(r_refdef.view.frustum[3].normal);
5208 // make the corners absolute
5209 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5210 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5211 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5212 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5215 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5217 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5218 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5219 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5220 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5221 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5225 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5226 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5227 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5228 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5229 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5230 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5231 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5232 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5233 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5234 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5236 r_refdef.view.numfrustumplanes = 5;
5238 if (r_refdef.view.useclipplane)
5240 r_refdef.view.numfrustumplanes = 6;
5241 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5244 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5245 PlaneClassify(r_refdef.view.frustum + i);
5247 // LordHavoc: note to all quake engine coders, Quake had a special case
5248 // for 90 degrees which assumed a square view (wrong), so I removed it,
5249 // Quake2 has it disabled as well.
5251 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5252 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5253 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5254 //PlaneClassify(&frustum[0]);
5256 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5257 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5258 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5259 //PlaneClassify(&frustum[1]);
5261 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5262 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5263 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5264 //PlaneClassify(&frustum[2]);
5266 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5267 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5268 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5269 //PlaneClassify(&frustum[3]);
5272 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5273 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5274 //PlaneClassify(&frustum[4]);
5277 static void R_View_UpdateWithScissor(const int *myscissor)
5279 R_Main_ResizeViewCache();
5280 R_View_SetFrustum(myscissor);
5281 R_View_WorldVisibility(r_refdef.view.useclipplane);
5282 R_View_UpdateEntityVisible();
5283 R_View_UpdateEntityLighting();
5284 R_AnimCache_CacheVisibleEntities();
5287 static void R_View_Update(void)
5289 R_Main_ResizeViewCache();
5290 R_View_SetFrustum(NULL);
5291 R_View_WorldVisibility(r_refdef.view.useclipplane);
5292 R_View_UpdateEntityVisible();
5293 R_View_UpdateEntityLighting();
5294 R_AnimCache_CacheVisibleEntities();
5297 float viewscalefpsadjusted = 1.0f;
5299 static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5301 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5302 scale = bound(0.03125f, scale, 1.0f);
5303 *outwidth = (int)ceil(width * scale);
5304 *outheight = (int)ceil(height * scale);
5307 void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5309 const float *customclipplane = NULL;
5311 int /*rtwidth,*/ rtheight, scaledwidth, scaledheight;
5312 if (r_refdef.view.useclipplane && allowwaterclippingplane)
5314 // LordHavoc: couldn't figure out how to make this approach the
5315 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5316 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5317 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5318 dist = r_refdef.view.clipplane.dist;
5319 plane[0] = r_refdef.view.clipplane.normal[0];
5320 plane[1] = r_refdef.view.clipplane.normal[1];
5321 plane[2] = r_refdef.view.clipplane.normal[2];
5323 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5326 //rtwidth = fbo ? R_TextureWidth(depthtexture ? depthtexture : colortexture) : vid.width;
5327 rtheight = fbo ? R_TextureHeight(depthtexture ? depthtexture : colortexture) : vid.height;
5329 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5330 if (!r_refdef.view.useperspective)
5331 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);
5332 else if (vid.stencil && r_useinfinitefarclip.integer)
5333 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);
5335 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);
5336 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5337 R_SetViewport(&r_refdef.view.viewport);
5338 if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5340 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5341 float screenplane[4];
5342 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5343 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5344 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5345 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5346 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5350 void R_EntityMatrix(const matrix4x4_t *matrix)
5352 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5354 gl_modelmatrixchanged = false;
5355 gl_modelmatrix = *matrix;
5356 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5357 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5358 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5359 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5361 switch(vid.renderpath)
5363 case RENDERPATH_D3D9:
5365 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5366 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5369 case RENDERPATH_D3D10:
5370 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5372 case RENDERPATH_D3D11:
5373 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5375 case RENDERPATH_GL11:
5376 case RENDERPATH_GL13:
5377 case RENDERPATH_GLES1:
5378 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5380 case RENDERPATH_SOFT:
5381 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5382 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5384 case RENDERPATH_GL20:
5385 case RENDERPATH_GLES2:
5386 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5387 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5393 void R_ResetViewRendering2D_Common(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, float x2, float y2)
5395 r_viewport_t viewport;
5399 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5400 R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, x2, y2, -10, 100, NULL);
5401 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5402 R_SetViewport(&viewport);
5403 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5404 GL_Color(1, 1, 1, 1);
5405 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5406 GL_BlendFunc(GL_ONE, GL_ZERO);
5407 GL_ScissorTest(false);
5408 GL_DepthMask(false);
5409 GL_DepthRange(0, 1);
5410 GL_DepthTest(false);
5411 GL_DepthFunc(GL_LEQUAL);
5412 R_EntityMatrix(&identitymatrix);
5413 R_Mesh_ResetTextureState();
5414 GL_PolygonOffset(0, 0);
5415 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5416 switch(vid.renderpath)
5418 case RENDERPATH_GL11:
5419 case RENDERPATH_GL13:
5420 case RENDERPATH_GL20:
5421 case RENDERPATH_GLES1:
5422 case RENDERPATH_GLES2:
5423 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5425 case RENDERPATH_D3D9:
5426 case RENDERPATH_D3D10:
5427 case RENDERPATH_D3D11:
5428 case RENDERPATH_SOFT:
5431 GL_CullFace(GL_NONE);
5436 void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5440 R_ResetViewRendering2D_Common(fbo, depthtexture, colortexture, 1, 1);
5443 void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5447 R_SetupView(true, fbo, depthtexture, colortexture);
5448 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5449 GL_Color(1, 1, 1, 1);
5450 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5451 GL_BlendFunc(GL_ONE, GL_ZERO);
5452 GL_ScissorTest(true);
5454 GL_DepthRange(0, 1);
5456 GL_DepthFunc(GL_LEQUAL);
5457 R_EntityMatrix(&identitymatrix);
5458 R_Mesh_ResetTextureState();
5459 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5460 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5461 switch(vid.renderpath)
5463 case RENDERPATH_GL11:
5464 case RENDERPATH_GL13:
5465 case RENDERPATH_GL20:
5466 case RENDERPATH_GLES1:
5467 case RENDERPATH_GLES2:
5468 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5470 case RENDERPATH_D3D9:
5471 case RENDERPATH_D3D10:
5472 case RENDERPATH_D3D11:
5473 case RENDERPATH_SOFT:
5476 GL_CullFace(r_refdef.view.cullface_back);
5481 R_RenderView_UpdateViewVectors
5484 void R_RenderView_UpdateViewVectors(void)
5486 // break apart the view matrix into vectors for various purposes
5487 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5488 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5489 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5490 VectorNegate(r_refdef.view.left, r_refdef.view.right);
5491 // make an inverted copy of the view matrix for tracking sprites
5492 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5495 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5496 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5498 static void R_Water_StartFrame(void)
5501 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5502 r_waterstate_waterplane_t *p;
5503 qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.samples < 2;
5505 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5508 switch(vid.renderpath)
5510 case RENDERPATH_GL20:
5511 case RENDERPATH_D3D9:
5512 case RENDERPATH_D3D10:
5513 case RENDERPATH_D3D11:
5514 case RENDERPATH_SOFT:
5515 case RENDERPATH_GLES2:
5517 case RENDERPATH_GL11:
5518 case RENDERPATH_GL13:
5519 case RENDERPATH_GLES1:
5523 // set waterwidth and waterheight to the water resolution that will be
5524 // used (often less than the screen resolution for faster rendering)
5525 R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5527 // calculate desired texture sizes
5528 // can't use water if the card does not support the texture size
5529 if (!r_water.integer || r_showsurfaces.integer)
5530 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5531 else if (vid.support.arb_texture_non_power_of_two)
5533 texturewidth = waterwidth;
5534 textureheight = waterheight;
5535 camerawidth = waterwidth;
5536 cameraheight = waterheight;
5540 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
5541 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
5542 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
5543 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
5546 // allocate textures as needed
5547 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))
5549 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5550 for (i = 0, p = r_fb.water.waterplanes;i < r_fb.water.maxwaterplanes;i++, p++)
5552 if (p->texture_refraction)
5553 R_FreeTexture(p->texture_refraction);
5554 p->texture_refraction = NULL;
5555 if (p->fbo_refraction)
5556 R_Mesh_DestroyFramebufferObject(p->fbo_refraction);
5557 p->fbo_refraction = 0;
5558 if (p->texture_reflection)
5559 R_FreeTexture(p->texture_reflection);
5560 p->texture_reflection = NULL;
5561 if (p->fbo_reflection)
5562 R_Mesh_DestroyFramebufferObject(p->fbo_reflection);
5563 p->fbo_reflection = 0;
5564 if (p->texture_camera)
5565 R_FreeTexture(p->texture_camera);
5566 p->texture_camera = NULL;
5568 R_Mesh_DestroyFramebufferObject(p->fbo_camera);
5571 memset(&r_fb.water, 0, sizeof(r_fb.water));
5572 r_fb.water.texturewidth = texturewidth;
5573 r_fb.water.textureheight = textureheight;
5574 r_fb.water.camerawidth = camerawidth;
5575 r_fb.water.cameraheight = cameraheight;
5578 if (r_fb.water.texturewidth)
5580 int scaledwidth, scaledheight;
5582 r_fb.water.enabled = true;
5584 // water resolution is usually reduced
5585 r_fb.water.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5586 r_fb.water.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5587 R_GetScaledViewSize(r_fb.water.waterwidth, r_fb.water.waterheight, &scaledwidth, &scaledheight);
5589 // set up variables that will be used in shader setup
5590 r_fb.water.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5591 r_fb.water.screenscale[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5592 r_fb.water.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5593 r_fb.water.screencenter[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5596 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5597 r_fb.water.numwaterplanes = 0;
5600 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5602 int planeindex, bestplaneindex, vertexindex;
5603 vec3_t mins, maxs, normal, center, v, n;
5604 vec_t planescore, bestplanescore;
5606 r_waterstate_waterplane_t *p;
5607 texture_t *t = R_GetCurrentTexture(surface->texture);
5609 rsurface.texture = t;
5610 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
5611 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
5612 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
5614 // average the vertex normals, find the surface bounds (after deformvertexes)
5615 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
5616 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
5617 VectorCopy(n, normal);
5618 VectorCopy(v, mins);
5619 VectorCopy(v, maxs);
5620 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
5622 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
5623 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
5624 VectorAdd(normal, n, normal);
5625 mins[0] = min(mins[0], v[0]);
5626 mins[1] = min(mins[1], v[1]);
5627 mins[2] = min(mins[2], v[2]);
5628 maxs[0] = max(maxs[0], v[0]);
5629 maxs[1] = max(maxs[1], v[1]);
5630 maxs[2] = max(maxs[2], v[2]);
5632 VectorNormalize(normal);
5633 VectorMAM(0.5f, mins, 0.5f, maxs, center);
5635 VectorCopy(normal, plane.normal);
5636 VectorNormalize(plane.normal);
5637 plane.dist = DotProduct(center, plane.normal);
5638 PlaneClassify(&plane);
5639 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5641 // skip backfaces (except if nocullface is set)
5642 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5644 VectorNegate(plane.normal, plane.normal);
5646 PlaneClassify(&plane);
5650 // find a matching plane if there is one
5651 bestplaneindex = -1;
5652 bestplanescore = 1048576.0f;
5653 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5655 if(p->camera_entity == t->camera_entity)
5657 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
5658 if (bestplaneindex < 0 || bestplanescore > planescore)
5660 bestplaneindex = planeindex;
5661 bestplanescore = planescore;
5665 planeindex = bestplaneindex;
5666 p = r_fb.water.waterplanes + planeindex;
5668 // if this surface does not fit any known plane rendered this frame, add one
5669 if ((planeindex < 0 || bestplanescore > 0.001f) && r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
5671 // store the new plane
5672 planeindex = r_fb.water.numwaterplanes++;
5673 p = r_fb.water.waterplanes + planeindex;
5675 // clear materialflags and pvs
5676 p->materialflags = 0;
5677 p->pvsvalid = false;
5678 p->camera_entity = t->camera_entity;
5679 VectorCopy(mins, p->mins);
5680 VectorCopy(maxs, p->maxs);
5684 // merge mins/maxs when we're adding this surface to the plane
5685 p->mins[0] = min(p->mins[0], mins[0]);
5686 p->mins[1] = min(p->mins[1], mins[1]);
5687 p->mins[2] = min(p->mins[2], mins[2]);
5688 p->maxs[0] = max(p->maxs[0], maxs[0]);
5689 p->maxs[1] = max(p->maxs[1], maxs[1]);
5690 p->maxs[2] = max(p->maxs[2], maxs[2]);
5692 // merge this surface's materialflags into the waterplane
5693 p->materialflags |= t->currentmaterialflags;
5694 if(!(p->materialflags & MATERIALFLAG_CAMERA))
5696 // merge this surface's PVS into the waterplane
5697 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
5698 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
5700 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
5706 extern cvar_t r_drawparticles;
5707 extern cvar_t r_drawdecals;
5709 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5712 r_refdef_view_t originalview;
5713 r_refdef_view_t myview;
5714 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;
5715 r_waterstate_waterplane_t *p;
5717 qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.samples < 2;
5720 originalview = r_refdef.view;
5722 // lowquality hack, temporarily shut down some cvars and restore afterwards
5723 qualityreduction = r_water_lowquality.integer;
5724 if (qualityreduction > 0)
5726 if (qualityreduction >= 1)
5728 old_r_shadows = r_shadows.integer;
5729 old_r_worldrtlight = r_shadow_realtime_world.integer;
5730 old_r_dlight = r_shadow_realtime_dlight.integer;
5731 Cvar_SetValueQuick(&r_shadows, 0);
5732 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
5733 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
5735 if (qualityreduction >= 2)
5737 old_r_dynamic = r_dynamic.integer;
5738 old_r_particles = r_drawparticles.integer;
5739 old_r_decals = r_drawdecals.integer;
5740 Cvar_SetValueQuick(&r_dynamic, 0);
5741 Cvar_SetValueQuick(&r_drawparticles, 0);
5742 Cvar_SetValueQuick(&r_drawdecals, 0);
5746 // make sure enough textures are allocated
5747 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5749 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5751 if (!p->texture_refraction)
5752 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_refraction", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5753 if (!p->texture_refraction)
5757 if (r_fb.water.depthtexture == NULL)
5758 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5759 if (p->fbo_refraction == 0)
5760 p->fbo_refraction = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_refraction, NULL, NULL, NULL);
5763 else if (p->materialflags & MATERIALFLAG_CAMERA)
5765 if (!p->texture_camera)
5766 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_camera", planeindex), r_fb.water.camerawidth, r_fb.water.cameraheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
5767 if (!p->texture_camera)
5771 if (r_fb.water.depthtexture == NULL)
5772 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5773 if (p->fbo_camera == 0)
5774 p->fbo_camera = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_camera, NULL, NULL, NULL);
5778 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5780 if (!p->texture_reflection)
5781 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_reflection", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5782 if (!p->texture_reflection)
5786 if (r_fb.water.depthtexture == NULL)
5787 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5788 if (p->fbo_reflection == 0)
5789 p->fbo_reflection = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_reflection, NULL, NULL, NULL);
5795 r_refdef.view = originalview;
5796 r_refdef.view.showdebug = false;
5797 r_refdef.view.width = r_fb.water.waterwidth;
5798 r_refdef.view.height = r_fb.water.waterheight;
5799 r_refdef.view.useclipplane = true;
5800 myview = r_refdef.view;
5801 r_fb.water.renderingscene = true;
5802 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5804 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5806 r_refdef.view = myview;
5807 if(r_water_scissormode.integer)
5809 R_SetupView(true, p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5810 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5811 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5814 // render reflected scene and copy into texture
5815 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
5816 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
5817 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
5818 r_refdef.view.clipplane = p->plane;
5819 // reverse the cullface settings for this render
5820 r_refdef.view.cullface_front = GL_FRONT;
5821 r_refdef.view.cullface_back = GL_BACK;
5822 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
5824 r_refdef.view.usecustompvs = true;
5826 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5828 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5831 r_fb.water.hideplayer = r_water_hideplayer.integer >= 2;
5832 R_ResetViewRendering3D(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5833 R_ClearScreen(r_refdef.fogenabled);
5834 if(r_water_scissormode.integer & 2)
5835 R_View_UpdateWithScissor(myscissor);
5838 if(r_water_scissormode.integer & 1)
5839 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5840 R_RenderScene(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5842 if (!p->fbo_reflection)
5843 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);
5844 r_fb.water.hideplayer = false;
5847 // render the normal view scene and copy into texture
5848 // (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)
5849 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5851 r_refdef.view = myview;
5852 if(r_water_scissormode.integer)
5854 R_SetupView(true, p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5855 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5856 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5859 r_fb.water.hideplayer = r_water_hideplayer.integer >= 1;
5861 r_refdef.view.clipplane = p->plane;
5862 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5863 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5865 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
5867 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5868 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
5869 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5870 R_RenderView_UpdateViewVectors();
5871 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5873 r_refdef.view.usecustompvs = true;
5874 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);
5878 PlaneClassify(&r_refdef.view.clipplane);
5880 R_ResetViewRendering3D(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5881 R_ClearScreen(r_refdef.fogenabled);
5882 if(r_water_scissormode.integer & 2)
5883 R_View_UpdateWithScissor(myscissor);
5886 if(r_water_scissormode.integer & 1)
5887 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5888 R_RenderScene(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5890 if (!p->fbo_refraction)
5891 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);
5892 r_fb.water.hideplayer = false;
5894 else if (p->materialflags & MATERIALFLAG_CAMERA)
5896 r_refdef.view = myview;
5898 r_refdef.view.clipplane = p->plane;
5899 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5900 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5902 r_refdef.view.width = r_fb.water.camerawidth;
5903 r_refdef.view.height = r_fb.water.cameraheight;
5904 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5905 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5906 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
5907 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
5909 if(p->camera_entity)
5911 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5912 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5915 // note: all of the view is used for displaying... so
5916 // there is no use in scissoring
5918 // reverse the cullface settings for this render
5919 r_refdef.view.cullface_front = GL_FRONT;
5920 r_refdef.view.cullface_back = GL_BACK;
5921 // also reverse the view matrix
5922 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
5923 R_RenderView_UpdateViewVectors();
5924 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5926 r_refdef.view.usecustompvs = true;
5927 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);
5930 // camera needs no clipplane
5931 r_refdef.view.useclipplane = false;
5933 PlaneClassify(&r_refdef.view.clipplane);
5935 r_fb.water.hideplayer = false;
5937 R_ResetViewRendering3D(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
5938 R_ClearScreen(r_refdef.fogenabled);
5940 R_RenderScene(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
5943 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);
5944 r_fb.water.hideplayer = false;
5948 if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
5949 r_fb.water.renderingscene = false;
5950 r_refdef.view = originalview;
5951 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
5952 if (!r_fb.water.depthtexture)
5953 R_ClearScreen(r_refdef.fogenabled);
5957 r_refdef.view = originalview;
5958 r_fb.water.renderingscene = false;
5959 Cvar_SetValueQuick(&r_water, 0);
5960 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
5962 // lowquality hack, restore cvars
5963 if (qualityreduction > 0)
5965 if (qualityreduction >= 1)
5967 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5968 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5969 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5971 if (qualityreduction >= 2)
5973 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5974 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5975 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5980 static void R_Bloom_StartFrame(void)
5983 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
5984 int viewwidth, viewheight;
5985 qboolean useviewfbo = r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object && vid.samples < 2;
5986 textype_t textype = TEXTYPE_COLORBUFFER;
5988 switch (vid.renderpath)
5990 case RENDERPATH_GL20:
5991 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
5992 if (vid.support.ext_framebuffer_object)
5994 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
5995 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
5998 case RENDERPATH_GL11:
5999 case RENDERPATH_GL13:
6000 case RENDERPATH_GLES1:
6001 case RENDERPATH_GLES2:
6002 case RENDERPATH_D3D9:
6003 case RENDERPATH_D3D10:
6004 case RENDERPATH_D3D11:
6005 r_fb.usedepthtextures = false;
6007 case RENDERPATH_SOFT:
6008 r_fb.usedepthtextures = true;
6012 if (r_viewscale_fpsscaling.integer)
6014 double actualframetime;
6015 double targetframetime;
6017 actualframetime = r_refdef.lastdrawscreentime;
6018 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
6019 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
6020 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
6021 if (r_viewscale_fpsscaling_stepsize.value > 0)
6022 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
6023 viewscalefpsadjusted += adjust;
6024 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
6027 viewscalefpsadjusted = 1.0f;
6029 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
6031 switch(vid.renderpath)
6033 case RENDERPATH_GL20:
6034 case RENDERPATH_D3D9:
6035 case RENDERPATH_D3D10:
6036 case RENDERPATH_D3D11:
6037 case RENDERPATH_SOFT:
6038 case RENDERPATH_GLES2:
6040 case RENDERPATH_GL11:
6041 case RENDERPATH_GL13:
6042 case RENDERPATH_GLES1:
6046 // set bloomwidth and bloomheight to the bloom resolution that will be
6047 // used (often less than the screen resolution for faster rendering)
6048 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
6049 r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
6050 r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
6051 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
6052 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
6054 // calculate desired texture sizes
6055 if (vid.support.arb_texture_non_power_of_two)
6057 screentexturewidth = vid.width;
6058 screentextureheight = vid.height;
6059 bloomtexturewidth = r_fb.bloomwidth;
6060 bloomtextureheight = r_fb.bloomheight;
6064 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
6065 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
6066 for (bloomtexturewidth = 1;bloomtexturewidth < r_fb.bloomwidth ;bloomtexturewidth *= 2);
6067 for (bloomtextureheight = 1;bloomtextureheight < r_fb.bloomheight;bloomtextureheight *= 2);
6070 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))
6072 Cvar_SetValueQuick(&r_bloom, 0);
6073 Cvar_SetValueQuick(&r_motionblur, 0);
6074 Cvar_SetValueQuick(&r_damageblur, 0);
6077 if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))
6079 && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0))
6081 && r_viewscale.value == 1.0f
6082 && !r_viewscale_fpsscaling.integer)
6083 screentexturewidth = screentextureheight = 0;
6084 if (!r_bloom.integer)
6085 bloomtexturewidth = bloomtextureheight = 0;
6087 // allocate textures as needed
6088 if (r_fb.screentexturewidth != screentexturewidth
6089 || r_fb.screentextureheight != screentextureheight
6090 || r_fb.bloomtexturewidth != bloomtexturewidth
6091 || r_fb.bloomtextureheight != bloomtextureheight
6092 || r_fb.textype != textype
6093 || useviewfbo != (r_fb.fbo != 0))
6095 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6097 if (r_fb.bloomtexture[i])
6098 R_FreeTexture(r_fb.bloomtexture[i]);
6099 r_fb.bloomtexture[i] = NULL;
6101 if (r_fb.bloomfbo[i])
6102 R_Mesh_DestroyFramebufferObject(r_fb.bloomfbo[i]);
6103 r_fb.bloomfbo[i] = 0;
6107 R_Mesh_DestroyFramebufferObject(r_fb.fbo);
6110 if (r_fb.colortexture)
6111 R_FreeTexture(r_fb.colortexture);
6112 r_fb.colortexture = NULL;
6114 if (r_fb.depthtexture)
6115 R_FreeTexture(r_fb.depthtexture);
6116 r_fb.depthtexture = NULL;
6118 if (r_fb.ghosttexture)
6119 R_FreeTexture(r_fb.ghosttexture);
6120 r_fb.ghosttexture = NULL;
6122 r_fb.screentexturewidth = screentexturewidth;
6123 r_fb.screentextureheight = screentextureheight;
6124 r_fb.bloomtexturewidth = bloomtexturewidth;
6125 r_fb.bloomtextureheight = bloomtextureheight;
6126 r_fb.textype = textype;
6128 if (r_fb.screentexturewidth && r_fb.screentextureheight)
6130 if (r_motionblur.value > 0 || r_damageblur.value > 0)
6131 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);
6132 r_fb.ghosttexture_valid = false;
6133 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);
6136 r_fb.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6137 r_fb.fbo = R_Mesh_CreateFramebufferObject(r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6138 R_Mesh_SetRenderTargets(r_fb.fbo, r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6142 if (r_fb.bloomtexturewidth && r_fb.bloomtextureheight)
6144 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6146 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);
6148 r_fb.bloomfbo[i] = R_Mesh_CreateFramebufferObject(NULL, r_fb.bloomtexture[i], NULL, NULL, NULL);
6153 // bloom texture is a different resolution
6154 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
6155 r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6156 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
6157 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, r_fb.bloomtexturewidth);
6158 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_fb.bloomtextureheight);
6160 // set up a texcoord array for the full resolution screen image
6161 // (we have to keep this around to copy back during final render)
6162 r_fb.screentexcoord2f[0] = 0;
6163 r_fb.screentexcoord2f[1] = (float)viewheight / (float)r_fb.screentextureheight;
6164 r_fb.screentexcoord2f[2] = (float)viewwidth / (float)r_fb.screentexturewidth;
6165 r_fb.screentexcoord2f[3] = (float)viewheight / (float)r_fb.screentextureheight;
6166 r_fb.screentexcoord2f[4] = (float)viewwidth / (float)r_fb.screentexturewidth;
6167 r_fb.screentexcoord2f[5] = 0;
6168 r_fb.screentexcoord2f[6] = 0;
6169 r_fb.screentexcoord2f[7] = 0;
6171 // set up a texcoord array for the reduced resolution bloom image
6172 // (which will be additive blended over the screen image)
6173 r_fb.bloomtexcoord2f[0] = 0;
6174 r_fb.bloomtexcoord2f[1] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6175 r_fb.bloomtexcoord2f[2] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6176 r_fb.bloomtexcoord2f[3] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6177 r_fb.bloomtexcoord2f[4] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6178 r_fb.bloomtexcoord2f[5] = 0;
6179 r_fb.bloomtexcoord2f[6] = 0;
6180 r_fb.bloomtexcoord2f[7] = 0;
6182 switch(vid.renderpath)
6184 case RENDERPATH_GL11:
6185 case RENDERPATH_GL13:
6186 case RENDERPATH_GL20:
6187 case RENDERPATH_SOFT:
6188 case RENDERPATH_GLES1:
6189 case RENDERPATH_GLES2:
6191 case RENDERPATH_D3D9:
6192 case RENDERPATH_D3D10:
6193 case RENDERPATH_D3D11:
6196 for (i = 0;i < 4;i++)
6198 r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth;
6199 r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight;
6200 r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth;
6201 r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight;
6207 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);
6210 r_refdef.view.clear = true;
6213 static void R_Bloom_MakeTexture(void)
6216 float xoffset, yoffset, r, brighten;
6218 float colorscale = r_bloom_colorscale.value;
6220 r_refdef.stats.bloom++;
6224 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);
6225 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6228 // scale down screen texture to the bloom texture size
6230 r_fb.bloomindex = 0;
6231 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6232 R_SetViewport(&r_fb.bloomviewport);
6233 GL_BlendFunc(GL_ONE, GL_ZERO);
6234 GL_Color(colorscale, colorscale, colorscale, 1);
6235 // 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...
6236 switch(vid.renderpath)
6238 case RENDERPATH_GL11:
6239 case RENDERPATH_GL13:
6240 case RENDERPATH_GL20:
6241 case RENDERPATH_GLES1:
6242 case RENDERPATH_GLES2:
6243 case RENDERPATH_SOFT:
6244 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6246 case RENDERPATH_D3D9:
6247 case RENDERPATH_D3D10:
6248 case RENDERPATH_D3D11:
6249 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6252 // TODO: do boxfilter scale-down in shader?
6253 R_SetupShader_Generic(r_fb.colortexture, NULL, GL_MODULATE, 1, false, true, true);
6254 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6255 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6257 // we now have a properly scaled bloom image
6258 if (!r_fb.bloomfbo[r_fb.bloomindex])
6260 // copy it into the bloom texture
6261 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);
6262 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6265 // multiply bloom image by itself as many times as desired
6266 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6268 intex = r_fb.bloomtexture[r_fb.bloomindex];
6269 r_fb.bloomindex ^= 1;
6270 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6272 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
6273 if (!r_fb.bloomfbo[r_fb.bloomindex])
6275 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); // square it and multiply by two
6276 GL_Color(r,r,r,1); // apply fix factor
6281 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
6282 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
6283 GL_Color(1,1,1,1); // no fix factor supported here
6285 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.bloomtexcoord2f);
6286 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6287 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6288 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6290 if (!r_fb.bloomfbo[r_fb.bloomindex])
6292 // copy the darkened image to a texture
6293 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);
6294 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6298 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
6299 brighten = r_bloom_brighten.value;
6300 brighten = sqrt(brighten);
6302 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6304 for (dir = 0;dir < 2;dir++)
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);
6309 // blend on at multiple vertical offsets to achieve a vertical blur
6310 // TODO: do offset blends using GLSL
6311 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6312 GL_BlendFunc(GL_ONE, GL_ZERO);
6313 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6314 for (x = -range;x <= range;x++)
6316 if (!dir){xoffset = 0;yoffset = x;}
6317 else {xoffset = x;yoffset = 0;}
6318 xoffset /= (float)r_fb.bloomtexturewidth;
6319 yoffset /= (float)r_fb.bloomtextureheight;
6320 // compute a texcoord array with the specified x and y offset
6321 r_fb.offsettexcoord2f[0] = xoffset+0;
6322 r_fb.offsettexcoord2f[1] = yoffset+(float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6323 r_fb.offsettexcoord2f[2] = xoffset+(float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6324 r_fb.offsettexcoord2f[3] = yoffset+(float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6325 r_fb.offsettexcoord2f[4] = xoffset+(float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6326 r_fb.offsettexcoord2f[5] = yoffset+0;
6327 r_fb.offsettexcoord2f[6] = xoffset+0;
6328 r_fb.offsettexcoord2f[7] = yoffset+0;
6329 // this r value looks like a 'dot' particle, fading sharply to
6330 // black at the edges
6331 // (probably not realistic but looks good enough)
6332 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6333 //r = brighten/(range*2+1);
6334 r = brighten / (range * 2 + 1);
6336 r *= (1 - x*x/(float)(range*range));
6337 GL_Color(r, r, r, 1);
6338 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
6339 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6340 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6341 GL_BlendFunc(GL_ONE, GL_ONE);
6344 if (!r_fb.bloomfbo[r_fb.bloomindex])
6346 // copy the vertically or horizontally blurred bloom view to a texture
6347 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);
6348 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6353 static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6355 unsigned int permutation;
6356 float uservecs[4][4];
6358 switch (vid.renderpath)
6360 case RENDERPATH_GL20:
6361 case RENDERPATH_D3D9:
6362 case RENDERPATH_D3D10:
6363 case RENDERPATH_D3D11:
6364 case RENDERPATH_SOFT:
6365 case RENDERPATH_GLES2:
6367 (r_fb.bloomtexture[r_fb.bloomindex] ? SHADERPERMUTATION_BLOOM : 0)
6368 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6369 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6370 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6371 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6373 if (r_fb.colortexture)
6377 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);
6378 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6381 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
6383 // declare variables
6384 float blur_factor, blur_mouseaccel, blur_velocity;
6385 static float blur_average;
6386 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6388 // set a goal for the factoring
6389 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
6390 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6391 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
6392 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6393 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
6394 + (blur_mouseaccel * r_motionblur_mousefactor.value));
6396 // from the goal, pick an averaged value between goal and last value
6397 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6398 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6400 // enforce minimum amount of blur
6401 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6403 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6405 // calculate values into a standard alpha
6406 cl.motionbluralpha = 1 - exp(-
6408 (r_motionblur.value * blur_factor / 80)
6410 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6413 max(0.0001, cl.time - cl.oldtime) // fps independent
6416 // randomization for the blur value to combat persistent ghosting
6417 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6418 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6421 R_ResetViewRendering2D(fbo, depthtexture, colortexture);
6422 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
6424 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6425 GL_Color(1, 1, 1, cl.motionbluralpha);
6426 switch(vid.renderpath)
6428 case RENDERPATH_GL11:
6429 case RENDERPATH_GL13:
6430 case RENDERPATH_GL20:
6431 case RENDERPATH_GLES1:
6432 case RENDERPATH_GLES2:
6433 case RENDERPATH_SOFT:
6434 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6436 case RENDERPATH_D3D9:
6437 case RENDERPATH_D3D10:
6438 case RENDERPATH_D3D11:
6439 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6442 R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true);
6443 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6444 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6447 // updates old view angles for next pass
6448 VectorCopy(cl.viewangles, blur_oldangles);
6450 // copy view into the ghost texture
6451 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);
6452 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6453 r_fb.ghosttexture_valid = true;
6458 // no r_fb.colortexture means we're rendering to the real fb
6459 // we may still have to do view tint...
6460 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6462 // apply a color tint to the whole view
6463 R_ResetViewRendering2D(0, NULL, NULL);
6464 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6465 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6466 R_SetupShader_Generic_NoTexture(false, true);
6467 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6468 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6470 break; // no screen processing, no bloom, skip it
6473 if (r_fb.bloomtexture[0])
6475 // make the bloom texture
6476 R_Bloom_MakeTexture();
6479 #if _MSC_VER >= 1400
6480 #define sscanf sscanf_s
6482 memset(uservecs, 0, sizeof(uservecs));
6483 if (r_glsl_postprocess_uservec1_enable.integer)
6484 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6485 if (r_glsl_postprocess_uservec2_enable.integer)
6486 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6487 if (r_glsl_postprocess_uservec3_enable.integer)
6488 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6489 if (r_glsl_postprocess_uservec4_enable.integer)
6490 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6492 R_ResetViewRendering2D(0, NULL, NULL); // here we render to the real framebuffer!
6493 GL_Color(1, 1, 1, 1);
6494 GL_BlendFunc(GL_ONE, GL_ZERO);
6496 switch(vid.renderpath)
6498 case RENDERPATH_GL20:
6499 case RENDERPATH_GLES2:
6500 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6501 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6502 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_fb.colortexture);
6503 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_fb.bloomtexture[r_fb.bloomindex]);
6504 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
6505 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]);
6506 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6507 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]);
6508 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]);
6509 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]);
6510 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]);
6511 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
6512 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6513 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);
6515 case RENDERPATH_D3D9:
6517 // 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...
6518 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6519 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6520 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6521 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6522 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6523 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6524 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6525 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6526 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6527 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6528 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6529 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
6530 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6531 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6534 case RENDERPATH_D3D10:
6535 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6537 case RENDERPATH_D3D11:
6538 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6540 case RENDERPATH_SOFT:
6541 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6542 R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6543 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6544 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6545 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6546 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6547 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6548 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6549 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6550 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6551 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6552 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation , r_glsl_saturation.value);
6553 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6554 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6559 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6560 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
6562 case RENDERPATH_GL11:
6563 case RENDERPATH_GL13:
6564 case RENDERPATH_GLES1:
6565 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6567 // apply a color tint to the whole view
6568 R_ResetViewRendering2D(0, NULL, NULL);
6569 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6570 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6571 R_SetupShader_Generic_NoTexture(false, true);
6572 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6573 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6579 matrix4x4_t r_waterscrollmatrix;
6581 void R_UpdateFog(void)
6584 if (gamemode == GAME_NEHAHRA)
6586 if (gl_fogenable.integer)
6588 r_refdef.oldgl_fogenable = true;
6589 r_refdef.fog_density = gl_fogdensity.value;
6590 r_refdef.fog_red = gl_fogred.value;
6591 r_refdef.fog_green = gl_foggreen.value;
6592 r_refdef.fog_blue = gl_fogblue.value;
6593 r_refdef.fog_alpha = 1;
6594 r_refdef.fog_start = 0;
6595 r_refdef.fog_end = gl_skyclip.value;
6596 r_refdef.fog_height = 1<<30;
6597 r_refdef.fog_fadedepth = 128;
6599 else if (r_refdef.oldgl_fogenable)
6601 r_refdef.oldgl_fogenable = false;
6602 r_refdef.fog_density = 0;
6603 r_refdef.fog_red = 0;
6604 r_refdef.fog_green = 0;
6605 r_refdef.fog_blue = 0;
6606 r_refdef.fog_alpha = 0;
6607 r_refdef.fog_start = 0;
6608 r_refdef.fog_end = 0;
6609 r_refdef.fog_height = 1<<30;
6610 r_refdef.fog_fadedepth = 128;
6615 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6616 r_refdef.fog_start = max(0, r_refdef.fog_start);
6617 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6619 if (r_refdef.fog_density && r_drawfog.integer)
6621 r_refdef.fogenabled = true;
6622 // this is the point where the fog reaches 0.9986 alpha, which we
6623 // consider a good enough cutoff point for the texture
6624 // (0.9986 * 256 == 255.6)
6625 if (r_fog_exp2.integer)
6626 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6628 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6629 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6630 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6631 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6632 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6633 R_BuildFogHeightTexture();
6634 // fog color was already set
6635 // update the fog texture
6636 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)
6637 R_BuildFogTexture();
6638 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6639 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6642 r_refdef.fogenabled = false;
6645 if (r_refdef.fog_density)
6647 r_refdef.fogcolor[0] = r_refdef.fog_red;
6648 r_refdef.fogcolor[1] = r_refdef.fog_green;
6649 r_refdef.fogcolor[2] = r_refdef.fog_blue;
6651 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
6652 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
6653 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
6654 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
6658 VectorCopy(r_refdef.fogcolor, fogvec);
6659 // color.rgb *= ContrastBoost * SceneBrightness;
6660 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
6661 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
6662 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
6663 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
6668 void R_UpdateVariables(void)
6672 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
6674 r_refdef.farclip = r_farclip_base.value;
6675 if (r_refdef.scene.worldmodel)
6676 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
6677 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
6679 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
6680 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
6681 r_refdef.polygonfactor = 0;
6682 r_refdef.polygonoffset = 0;
6683 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6684 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6686 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
6687 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
6688 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
6689 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
6690 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
6691 if (FAKELIGHT_ENABLED)
6693 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
6695 else if (r_refdef.scene.worldmodel)
6697 r_refdef.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
6699 if (r_showsurfaces.integer)
6701 r_refdef.scene.rtworld = false;
6702 r_refdef.scene.rtworldshadows = false;
6703 r_refdef.scene.rtdlight = false;
6704 r_refdef.scene.rtdlightshadows = false;
6705 r_refdef.lightmapintensity = 0;
6708 switch(vid.renderpath)
6710 case RENDERPATH_GL20:
6711 case RENDERPATH_D3D9:
6712 case RENDERPATH_D3D10:
6713 case RENDERPATH_D3D11:
6714 case RENDERPATH_SOFT:
6715 case RENDERPATH_GLES2:
6716 if(v_glslgamma.integer && !vid_gammatables_trivial)
6718 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
6720 // build GLSL gamma texture
6721 #define RAMPWIDTH 256
6722 unsigned short ramp[RAMPWIDTH * 3];
6723 unsigned char rampbgr[RAMPWIDTH][4];
6726 r_texture_gammaramps_serial = vid_gammatables_serial;
6728 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
6729 for(i = 0; i < RAMPWIDTH; ++i)
6731 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6732 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6733 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
6736 if (r_texture_gammaramps)
6738 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
6742 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
6748 // remove GLSL gamma texture
6751 case RENDERPATH_GL11:
6752 case RENDERPATH_GL13:
6753 case RENDERPATH_GLES1:
6758 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
6759 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
6765 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
6766 if( scenetype != r_currentscenetype ) {
6767 // store the old scenetype
6768 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
6769 r_currentscenetype = scenetype;
6770 // move in the new scene
6771 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
6780 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
6782 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
6783 if( scenetype == r_currentscenetype ) {
6784 return &r_refdef.scene;
6786 return &r_scenes_store[ scenetype ];
6790 static int R_SortEntities_Compare(const void *ap, const void *bp)
6792 const entity_render_t *a = *(const entity_render_t **)ap;
6793 const entity_render_t *b = *(const entity_render_t **)bp;
6796 if(a->model < b->model)
6798 if(a->model > b->model)
6802 // TODO possibly calculate the REAL skinnum here first using
6804 if(a->skinnum < b->skinnum)
6806 if(a->skinnum > b->skinnum)
6809 // everything we compared is equal
6812 static void R_SortEntities(void)
6814 // below or equal 2 ents, sorting never gains anything
6815 if(r_refdef.scene.numentities <= 2)
6818 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
6826 int dpsoftrast_test;
6827 extern cvar_t r_shadow_bouncegrid;
6828 void R_RenderView(void)
6830 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
6832 rtexture_t *depthtexture;
6833 rtexture_t *colortexture;
6835 dpsoftrast_test = r_test.integer;
6837 if (r_timereport_active)
6838 R_TimeReport("start");
6839 r_textureframe++; // used only by R_GetCurrentTexture
6840 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
6842 if(R_CompileShader_CheckStaticParms())
6845 if (!r_drawentities.integer)
6846 r_refdef.scene.numentities = 0;
6847 else if (r_sortentities.integer)
6850 R_AnimCache_ClearCache();
6851 R_FrameData_NewFrame();
6853 /* adjust for stereo display */
6854 if(R_Stereo_Active())
6856 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);
6857 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
6860 if (r_refdef.view.isoverlay)
6862 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
6863 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
6864 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
6865 R_TimeReport("depthclear");
6867 r_refdef.view.showdebug = false;
6869 r_fb.water.enabled = false;
6870 r_fb.water.numwaterplanes = 0;
6872 R_RenderScene(0, NULL, NULL);
6874 r_refdef.view.matrix = originalmatrix;
6880 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
6882 r_refdef.view.matrix = originalmatrix;
6886 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
6888 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
6889 // in sRGB fallback, behave similar to true sRGB: convert this
6890 // value from linear to sRGB
6891 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
6893 R_RenderView_UpdateViewVectors();
6895 R_Shadow_UpdateWorldLightSelection();
6897 R_Bloom_StartFrame();
6898 R_Water_StartFrame();
6900 // now we probably have an fbo to render into
6902 depthtexture = r_fb.depthtexture;
6903 colortexture = r_fb.colortexture;
6906 if (r_timereport_active)
6907 R_TimeReport("viewsetup");
6909 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
6911 if (r_refdef.view.clear || r_refdef.fogenabled || fbo)
6913 R_ClearScreen(r_refdef.fogenabled);
6914 if (r_timereport_active)
6915 R_TimeReport("viewclear");
6917 r_refdef.view.clear = true;
6919 r_refdef.view.showdebug = true;
6922 if (r_timereport_active)
6923 R_TimeReport("visibility");
6925 R_Shadow_UpdateBounceGridTexture();
6926 if (r_timereport_active && r_shadow_bouncegrid.integer)
6927 R_TimeReport("bouncegrid");
6929 r_fb.water.numwaterplanes = 0;
6930 if (r_fb.water.enabled)
6931 R_RenderWaterPlanes(fbo, depthtexture, colortexture);
6933 R_RenderScene(fbo, depthtexture, colortexture);
6934 r_fb.water.numwaterplanes = 0;
6936 R_BlendView(fbo, depthtexture, colortexture);
6937 if (r_timereport_active)
6938 R_TimeReport("blendview");
6940 GL_Scissor(0, 0, vid.width, vid.height);
6941 GL_ScissorTest(false);
6943 r_refdef.view.matrix = originalmatrix;
6948 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6950 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
6952 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
6953 if (r_timereport_active)
6954 R_TimeReport("waterworld");
6957 // don't let sound skip if going slow
6958 if (r_refdef.scene.extraupdate)
6961 R_DrawModelsAddWaterPlanes();
6962 if (r_timereport_active)
6963 R_TimeReport("watermodels");
6965 if (r_fb.water.numwaterplanes)
6967 R_Water_ProcessPlanes(fbo, depthtexture, colortexture);
6968 if (r_timereport_active)
6969 R_TimeReport("waterscenes");
6973 extern cvar_t cl_locs_show;
6974 static void R_DrawLocs(void);
6975 static void R_DrawEntityBBoxes(void);
6976 static void R_DrawModelDecals(void);
6977 extern cvar_t cl_decals_newsystem;
6978 extern qboolean r_shadow_usingdeferredprepass;
6979 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6981 qboolean shadowmapping = false;
6983 if (r_timereport_active)
6984 R_TimeReport("beginscene");
6986 r_refdef.stats.renders++;
6990 // don't let sound skip if going slow
6991 if (r_refdef.scene.extraupdate)
6994 R_MeshQueue_BeginScene();
6998 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);
7000 if (r_timereport_active)
7001 R_TimeReport("skystartframe");
7003 if (cl.csqc_vidvars.drawworld)
7005 // don't let sound skip if going slow
7006 if (r_refdef.scene.extraupdate)
7009 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7011 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7012 if (r_timereport_active)
7013 R_TimeReport("worldsky");
7016 if (R_DrawBrushModelsSky() && r_timereport_active)
7017 R_TimeReport("bmodelsky");
7019 if (skyrendermasked && skyrenderlater)
7021 // we have to force off the water clipping plane while rendering sky
7022 R_SetupView(false, fbo, depthtexture, colortexture);
7024 R_SetupView(true, fbo, depthtexture, colortexture);
7025 if (r_timereport_active)
7026 R_TimeReport("sky");
7030 R_Shadow_PrepareLights(fbo, depthtexture, colortexture);
7031 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
7032 R_Shadow_PrepareModelShadows();
7033 if (r_timereport_active)
7034 R_TimeReport("preparelights");
7036 if (R_Shadow_ShadowMappingEnabled())
7037 shadowmapping = true;
7039 if (r_shadow_usingdeferredprepass)
7040 R_Shadow_DrawPrepass();
7042 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7044 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7045 if (r_timereport_active)
7046 R_TimeReport("worlddepth");
7048 if (r_depthfirst.integer >= 2)
7050 R_DrawModelsDepth();
7051 if (r_timereport_active)
7052 R_TimeReport("modeldepth");
7055 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
7057 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7058 R_DrawModelShadowMaps(fbo, depthtexture, colortexture);
7059 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7060 // don't let sound skip if going slow
7061 if (r_refdef.scene.extraupdate)
7065 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7067 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7068 if (r_timereport_active)
7069 R_TimeReport("world");
7072 // don't let sound skip if going slow
7073 if (r_refdef.scene.extraupdate)
7077 if (r_timereport_active)
7078 R_TimeReport("models");
7080 // don't let sound skip if going slow
7081 if (r_refdef.scene.extraupdate)
7084 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7086 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7087 R_DrawModelShadows(fbo, depthtexture, colortexture);
7088 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7089 // don't let sound skip if going slow
7090 if (r_refdef.scene.extraupdate)
7094 if (!r_shadow_usingdeferredprepass)
7096 R_Shadow_DrawLights();
7097 if (r_timereport_active)
7098 R_TimeReport("rtlights");
7101 // don't let sound skip if going slow
7102 if (r_refdef.scene.extraupdate)
7105 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7107 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7108 R_DrawModelShadows(fbo, depthtexture, colortexture);
7109 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7110 // don't let sound skip if going slow
7111 if (r_refdef.scene.extraupdate)
7115 if (cl.csqc_vidvars.drawworld)
7117 if (cl_decals_newsystem.integer)
7119 R_DrawModelDecals();
7120 if (r_timereport_active)
7121 R_TimeReport("modeldecals");
7126 if (r_timereport_active)
7127 R_TimeReport("decals");
7131 if (r_timereport_active)
7132 R_TimeReport("particles");
7135 if (r_timereport_active)
7136 R_TimeReport("explosions");
7138 R_DrawLightningBeams();
7139 if (r_timereport_active)
7140 R_TimeReport("lightning");
7144 VM_CL_AddPolygonsToMeshQueue(CLVM_prog);
7146 if (r_refdef.view.showdebug)
7148 if (cl_locs_show.integer)
7151 if (r_timereport_active)
7152 R_TimeReport("showlocs");
7155 if (r_drawportals.integer)
7158 if (r_timereport_active)
7159 R_TimeReport("portals");
7162 if (r_showbboxes.value > 0)
7164 R_DrawEntityBBoxes();
7165 if (r_timereport_active)
7166 R_TimeReport("bboxes");
7170 if (r_transparent.integer)
7172 R_MeshQueue_RenderTransparent();
7173 if (r_timereport_active)
7174 R_TimeReport("drawtrans");
7177 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))
7179 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7180 if (r_timereport_active)
7181 R_TimeReport("worlddebug");
7182 R_DrawModelsDebug();
7183 if (r_timereport_active)
7184 R_TimeReport("modeldebug");
7187 if (cl.csqc_vidvars.drawworld)
7189 R_Shadow_DrawCoronas();
7190 if (r_timereport_active)
7191 R_TimeReport("coronas");
7196 GL_DepthTest(false);
7197 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7198 GL_Color(1, 1, 1, 1);
7199 qglBegin(GL_POLYGON);
7200 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7201 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7202 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7203 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7205 qglBegin(GL_POLYGON);
7206 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]);
7207 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]);
7208 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]);
7209 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]);
7211 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7215 // don't let sound skip if going slow
7216 if (r_refdef.scene.extraupdate)
7220 static const unsigned short bboxelements[36] =
7230 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7233 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7235 RSurf_ActiveWorldEntity();
7237 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7238 GL_DepthMask(false);
7239 GL_DepthRange(0, 1);
7240 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7241 // R_Mesh_ResetTextureState();
7243 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7244 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7245 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7246 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7247 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7248 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7249 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7250 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7251 R_FillColors(color4f, 8, cr, cg, cb, ca);
7252 if (r_refdef.fogenabled)
7254 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7256 f1 = RSurf_FogVertex(v);
7258 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7259 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7260 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7263 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
7264 R_Mesh_ResetTextureState();
7265 R_SetupShader_Generic_NoTexture(false, false);
7266 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
7269 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7271 prvm_prog_t *prog = SVVM_prog;
7274 prvm_edict_t *edict;
7276 // this function draws bounding boxes of server entities
7280 GL_CullFace(GL_NONE);
7281 R_SetupShader_Generic_NoTexture(false, false);
7283 for (i = 0;i < numsurfaces;i++)
7285 edict = PRVM_EDICT_NUM(surfacelist[i]);
7286 switch ((int)PRVM_serveredictfloat(edict, solid))
7288 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
7289 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
7290 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
7291 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7292 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
7293 case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break;
7294 default: Vector4Set(color, 0, 0, 0, 0.50);break;
7296 color[3] *= r_showbboxes.value;
7297 color[3] = bound(0, color[3], 1);
7298 GL_DepthTest(!r_showdisabledepthtest.integer);
7299 GL_CullFace(r_refdef.view.cullface_front);
7300 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7304 static void R_DrawEntityBBoxes(void)
7307 prvm_edict_t *edict;
7309 prvm_prog_t *prog = SVVM_prog;
7311 // this function draws bounding boxes of server entities
7315 for (i = 0;i < prog->num_edicts;i++)
7317 edict = PRVM_EDICT_NUM(i);
7318 if (edict->priv.server->free)
7320 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7321 if(PRVM_serveredictedict(edict, tag_entity) != 0)
7323 if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7325 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7326 R_MeshQueue_AddTransparent(MESHQUEUE_SORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
7330 static const int nomodelelement3i[24] =
7342 static const unsigned short nomodelelement3s[24] =
7354 static const float nomodelvertex3f[6*3] =
7364 static const float nomodelcolor4f[6*4] =
7366 0.0f, 0.0f, 0.5f, 1.0f,
7367 0.0f, 0.0f, 0.5f, 1.0f,
7368 0.0f, 0.5f, 0.0f, 1.0f,
7369 0.0f, 0.5f, 0.0f, 1.0f,
7370 0.5f, 0.0f, 0.0f, 1.0f,
7371 0.5f, 0.0f, 0.0f, 1.0f
7374 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7380 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);
7382 // this is only called once per entity so numsurfaces is always 1, and
7383 // surfacelist is always {0}, so this code does not handle batches
7385 if (rsurface.ent_flags & RENDER_ADDITIVE)
7387 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7388 GL_DepthMask(false);
7390 else if (rsurface.colormod[3] < 1)
7392 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7393 GL_DepthMask(false);
7397 GL_BlendFunc(GL_ONE, GL_ZERO);
7400 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7401 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7402 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7403 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7404 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7405 for (i = 0, c = color4f;i < 6;i++, c += 4)
7407 c[0] *= rsurface.colormod[0];
7408 c[1] *= rsurface.colormod[1];
7409 c[2] *= rsurface.colormod[2];
7410 c[3] *= rsurface.colormod[3];
7412 if (r_refdef.fogenabled)
7414 for (i = 0, c = color4f;i < 6;i++, c += 4)
7416 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7418 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7419 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7420 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7423 // R_Mesh_ResetTextureState();
7424 R_SetupShader_Generic_NoTexture(false, false);
7425 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7426 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7429 void R_DrawNoModel(entity_render_t *ent)
7432 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7433 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7434 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? MESHQUEUE_SORT_HUD : MESHQUEUE_SORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7436 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7439 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
7441 vec3_t right1, right2, diff, normal;
7443 VectorSubtract (org2, org1, normal);
7445 // calculate 'right' vector for start
7446 VectorSubtract (r_refdef.view.origin, org1, diff);
7447 CrossProduct (normal, diff, right1);
7448 VectorNormalize (right1);
7450 // calculate 'right' vector for end
7451 VectorSubtract (r_refdef.view.origin, org2, diff);
7452 CrossProduct (normal, diff, right2);
7453 VectorNormalize (right2);
7455 vert[ 0] = org1[0] + width * right1[0];
7456 vert[ 1] = org1[1] + width * right1[1];
7457 vert[ 2] = org1[2] + width * right1[2];
7458 vert[ 3] = org1[0] - width * right1[0];
7459 vert[ 4] = org1[1] - width * right1[1];
7460 vert[ 5] = org1[2] - width * right1[2];
7461 vert[ 6] = org2[0] - width * right2[0];
7462 vert[ 7] = org2[1] - width * right2[1];
7463 vert[ 8] = org2[2] - width * right2[2];
7464 vert[ 9] = org2[0] + width * right2[0];
7465 vert[10] = org2[1] + width * right2[1];
7466 vert[11] = org2[2] + width * right2[2];
7469 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)
7471 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7472 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7473 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7474 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7475 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7476 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7477 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7478 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7479 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7480 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7481 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7482 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7485 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7490 VectorSet(v, x, y, z);
7491 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7492 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7494 if (i == mesh->numvertices)
7496 if (mesh->numvertices < mesh->maxvertices)
7498 VectorCopy(v, vertex3f);
7499 mesh->numvertices++;
7501 return mesh->numvertices;
7507 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7511 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7512 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7513 e = mesh->element3i + mesh->numtriangles * 3;
7514 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7516 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7517 if (mesh->numtriangles < mesh->maxtriangles)
7522 mesh->numtriangles++;
7524 element[1] = element[2];
7528 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7532 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7533 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7534 e = mesh->element3i + mesh->numtriangles * 3;
7535 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7537 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7538 if (mesh->numtriangles < mesh->maxtriangles)
7543 mesh->numtriangles++;
7545 element[1] = element[2];
7549 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7550 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7552 int planenum, planenum2;
7555 mplane_t *plane, *plane2;
7557 double temppoints[2][256*3];
7558 // figure out how large a bounding box we need to properly compute this brush
7560 for (w = 0;w < numplanes;w++)
7561 maxdist = max(maxdist, fabs(planes[w].dist));
7562 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7563 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7564 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7568 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7569 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7571 if (planenum2 == planenum)
7573 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);
7576 if (tempnumpoints < 3)
7578 // generate elements forming a triangle fan for this polygon
7579 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7583 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)
7585 texturelayer_t *layer;
7586 layer = t->currentlayers + t->currentnumlayers++;
7588 layer->depthmask = depthmask;
7589 layer->blendfunc1 = blendfunc1;
7590 layer->blendfunc2 = blendfunc2;
7591 layer->texture = texture;
7592 layer->texmatrix = *matrix;
7593 layer->color[0] = r;
7594 layer->color[1] = g;
7595 layer->color[2] = b;
7596 layer->color[3] = a;
7599 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7601 if(parms[0] == 0 && parms[1] == 0)
7603 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7604 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
7609 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7612 index = parms[2] + rsurface.shadertime * parms[3];
7613 index -= floor(index);
7614 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7617 case Q3WAVEFUNC_NONE:
7618 case Q3WAVEFUNC_NOISE:
7619 case Q3WAVEFUNC_COUNT:
7622 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7623 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7624 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7625 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7626 case Q3WAVEFUNC_TRIANGLE:
7628 f = index - floor(index);
7641 f = parms[0] + parms[1] * f;
7642 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7643 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
7647 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
7653 matrix4x4_t matrix, temp;
7654 switch(tcmod->tcmod)
7658 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7659 matrix = r_waterscrollmatrix;
7661 matrix = identitymatrix;
7663 case Q3TCMOD_ENTITYTRANSLATE:
7664 // this is used in Q3 to allow the gamecode to control texcoord
7665 // scrolling on the entity, which is not supported in darkplaces yet.
7666 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
7668 case Q3TCMOD_ROTATE:
7669 f = tcmod->parms[0] * rsurface.shadertime;
7670 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
7671 Matrix4x4_ConcatRotate(&matrix, (f / 360 - floor(f / 360)) * 360, 0, 0, 1);
7672 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
7675 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
7677 case Q3TCMOD_SCROLL:
7678 // extra care is needed because of precision breakdown with large values of time
7679 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
7680 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
7681 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
7683 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
7684 w = (int) tcmod->parms[0];
7685 h = (int) tcmod->parms[1];
7686 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
7688 idx = (int) floor(f * w * h);
7689 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
7691 case Q3TCMOD_STRETCH:
7692 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
7693 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
7695 case Q3TCMOD_TRANSFORM:
7696 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
7697 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
7698 VectorSet(tcmat + 6, 0 , 0 , 1);
7699 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
7700 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
7702 case Q3TCMOD_TURBULENT:
7703 // this is handled in the RSurf_PrepareVertices function
7704 matrix = identitymatrix;
7708 Matrix4x4_Concat(texmatrix, &matrix, &temp);
7711 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
7713 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
7714 char name[MAX_QPATH];
7715 skinframe_t *skinframe;
7716 unsigned char pixels[296*194];
7717 strlcpy(cache->name, skinname, sizeof(cache->name));
7718 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
7719 if (developer_loading.integer)
7720 Con_Printf("loading %s\n", name);
7721 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
7722 if (!skinframe || !skinframe->base)
7725 fs_offset_t filesize;
7727 f = FS_LoadFile(name, tempmempool, true, &filesize);
7730 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
7731 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
7735 cache->skinframe = skinframe;
7738 texture_t *R_GetCurrentTexture(texture_t *t)
7741 const entity_render_t *ent = rsurface.entity;
7742 dp_model_t *model = ent->model;
7743 q3shaderinfo_layer_tcmod_t *tcmod;
7745 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
7746 return t->currentframe;
7747 t->update_lastrenderframe = r_textureframe;
7748 t->update_lastrenderentity = (void *)ent;
7750 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
7751 t->camera_entity = ent->entitynumber;
7753 t->camera_entity = 0;
7755 // switch to an alternate material if this is a q1bsp animated material
7757 texture_t *texture = t;
7758 int s = rsurface.ent_skinnum;
7759 if ((unsigned int)s >= (unsigned int)model->numskins)
7761 if (model->skinscenes)
7763 if (model->skinscenes[s].framecount > 1)
7764 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
7766 s = model->skinscenes[s].firstframe;
7769 t = t + s * model->num_surfaces;
7772 // use an alternate animation if the entity's frame is not 0,
7773 // and only if the texture has an alternate animation
7774 if (rsurface.ent_alttextures && t->anim_total[1])
7775 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
7777 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
7779 texture->currentframe = t;
7782 // update currentskinframe to be a qw skin or animation frame
7783 if (rsurface.ent_qwskin >= 0)
7785 i = rsurface.ent_qwskin;
7786 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
7788 r_qwskincache_size = cl.maxclients;
7790 Mem_Free(r_qwskincache);
7791 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
7793 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
7794 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
7795 t->currentskinframe = r_qwskincache[i].skinframe;
7796 if (t->currentskinframe == NULL)
7797 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7799 else if (t->numskinframes >= 2)
7800 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7801 if (t->backgroundnumskinframes >= 2)
7802 t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
7804 t->currentmaterialflags = t->basematerialflags;
7805 t->currentalpha = rsurface.colormod[3];
7806 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
7807 t->currentalpha *= r_wateralpha.value;
7808 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
7809 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
7810 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
7811 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
7812 if (!(rsurface.ent_flags & RENDER_LIGHT))
7813 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
7814 else if (FAKELIGHT_ENABLED)
7816 // no modellight if using fakelight for the map
7818 else if ((rsurface.modeltexcoordlightmap2f == NULL || (rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT))) && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7820 // pick a model lighting mode
7821 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
7822 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
7824 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
7826 if (rsurface.ent_flags & RENDER_ADDITIVE)
7827 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7828 else if (t->currentalpha < 1)
7829 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7830 // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
7831 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7832 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
7833 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
7834 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
7835 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
7836 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
7837 if (t->backgroundnumskinframes)
7838 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
7839 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
7841 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
7842 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
7845 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
7846 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
7848 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
7849 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
7851 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
7852 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
7854 // there is no tcmod
7855 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7857 t->currenttexmatrix = r_waterscrollmatrix;
7858 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
7860 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
7862 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
7863 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
7866 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7867 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
7868 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7869 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
7871 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
7872 if (t->currentskinframe->qpixels)
7873 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
7874 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
7875 if (!t->basetexture)
7876 t->basetexture = r_texture_notexture;
7877 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
7878 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
7879 t->nmaptexture = t->currentskinframe->nmap;
7880 if (!t->nmaptexture)
7881 t->nmaptexture = r_texture_blanknormalmap;
7882 t->glosstexture = r_texture_black;
7883 t->glowtexture = t->currentskinframe->glow;
7884 t->fogtexture = t->currentskinframe->fog;
7885 t->reflectmasktexture = t->currentskinframe->reflect;
7886 if (t->backgroundnumskinframes)
7888 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
7889 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
7890 t->backgroundglosstexture = r_texture_black;
7891 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
7892 if (!t->backgroundnmaptexture)
7893 t->backgroundnmaptexture = r_texture_blanknormalmap;
7897 t->backgroundbasetexture = r_texture_white;
7898 t->backgroundnmaptexture = r_texture_blanknormalmap;
7899 t->backgroundglosstexture = r_texture_black;
7900 t->backgroundglowtexture = NULL;
7902 t->specularpower = r_shadow_glossexponent.value;
7903 // TODO: store reference values for these in the texture?
7904 t->specularscale = 0;
7905 if (r_shadow_gloss.integer > 0)
7907 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
7909 if (r_shadow_glossintensity.value > 0)
7911 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
7912 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
7913 t->specularscale = r_shadow_glossintensity.value;
7916 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
7918 t->glosstexture = r_texture_white;
7919 t->backgroundglosstexture = r_texture_white;
7920 t->specularscale = r_shadow_gloss2intensity.value;
7921 t->specularpower = r_shadow_gloss2exponent.value;
7924 t->specularscale *= t->specularscalemod;
7925 t->specularpower *= t->specularpowermod;
7926 t->rtlightambient = 0;
7928 // lightmaps mode looks bad with dlights using actual texturing, so turn
7929 // off the colormap and glossmap, but leave the normalmap on as it still
7930 // accurately represents the shading involved
7931 if (gl_lightmaps.integer)
7933 t->basetexture = r_texture_grey128;
7934 t->pantstexture = r_texture_black;
7935 t->shirttexture = r_texture_black;
7936 t->nmaptexture = r_texture_blanknormalmap;
7937 t->glosstexture = r_texture_black;
7938 t->glowtexture = NULL;
7939 t->fogtexture = NULL;
7940 t->reflectmasktexture = NULL;
7941 t->backgroundbasetexture = NULL;
7942 t->backgroundnmaptexture = r_texture_blanknormalmap;
7943 t->backgroundglosstexture = r_texture_black;
7944 t->backgroundglowtexture = NULL;
7945 t->specularscale = 0;
7946 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
7949 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
7950 VectorClear(t->dlightcolor);
7951 t->currentnumlayers = 0;
7952 if (t->currentmaterialflags & MATERIALFLAG_WALL)
7954 int blendfunc1, blendfunc2;
7956 if (t->currentmaterialflags & MATERIALFLAG_ADD)
7958 blendfunc1 = GL_SRC_ALPHA;
7959 blendfunc2 = GL_ONE;
7961 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
7963 blendfunc1 = GL_SRC_ALPHA;
7964 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
7966 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7968 blendfunc1 = t->customblendfunc[0];
7969 blendfunc2 = t->customblendfunc[1];
7973 blendfunc1 = GL_ONE;
7974 blendfunc2 = GL_ZERO;
7976 // don't colormod evilblend textures
7977 if(!R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD)
7978 VectorSet(t->lightmapcolor, 1, 1, 1);
7979 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
7980 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
7982 // fullbright is not affected by r_refdef.lightmapintensity
7983 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]);
7984 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
7985 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]);
7986 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
7987 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]);
7991 vec3_t ambientcolor;
7993 // set the color tint used for lights affecting this surface
7994 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
7996 // q3bsp has no lightmap updates, so the lightstylevalue that
7997 // would normally be baked into the lightmap must be
7998 // applied to the color
7999 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
8000 if (model->type == mod_brushq3)
8001 colorscale *= r_refdef.scene.rtlightstylevalue[0];
8002 colorscale *= r_refdef.lightmapintensity;
8003 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
8004 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
8005 // basic lit geometry
8006 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]);
8007 // add pants/shirt if needed
8008 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8009 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]);
8010 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8011 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]);
8012 // now add ambient passes if needed
8013 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
8015 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]);
8016 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8017 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]);
8018 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8019 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]);
8022 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8023 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]);
8024 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8026 // if this is opaque use alpha blend which will darken the earlier
8029 // if this is an alpha blended material, all the earlier passes
8030 // were darkened by fog already, so we only need to add the fog
8031 // color ontop through the fog mask texture
8033 // if this is an additive blended material, all the earlier passes
8034 // were darkened by fog already, and we should not add fog color
8035 // (because the background was not darkened, there is no fog color
8036 // that was lost behind it).
8037 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]);
8041 return t->currentframe;
8044 rsurfacestate_t rsurface;
8046 void RSurf_ActiveWorldEntity(void)
8048 dp_model_t *model = r_refdef.scene.worldmodel;
8049 //if (rsurface.entity == r_refdef.scene.worldentity)
8051 rsurface.entity = r_refdef.scene.worldentity;
8052 rsurface.skeleton = NULL;
8053 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
8054 rsurface.ent_skinnum = 0;
8055 rsurface.ent_qwskin = -1;
8056 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8057 rsurface.shadertime = r_refdef.scene.time;
8058 rsurface.matrix = identitymatrix;
8059 rsurface.inversematrix = identitymatrix;
8060 rsurface.matrixscale = 1;
8061 rsurface.inversematrixscale = 1;
8062 R_EntityMatrix(&identitymatrix);
8063 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8064 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8065 rsurface.fograngerecip = r_refdef.fograngerecip;
8066 rsurface.fogheightfade = r_refdef.fogheightfade;
8067 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8068 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8069 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8070 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8071 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8072 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8073 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8074 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8075 rsurface.colormod[3] = 1;
8076 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);
8077 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8078 rsurface.frameblend[0].lerp = 1;
8079 rsurface.ent_alttextures = false;
8080 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8081 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8082 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8083 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8084 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8085 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8086 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8087 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8088 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8089 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8090 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8091 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8092 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8093 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8094 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8095 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8096 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8097 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8098 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8099 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8100 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8101 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8102 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8103 rsurface.modelelement3i = model->surfmesh.data_element3i;
8104 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8105 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8106 rsurface.modelelement3s = model->surfmesh.data_element3s;
8107 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8108 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8109 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8110 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8111 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8112 rsurface.modelsurfaces = model->data_surfaces;
8113 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8114 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8115 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8116 rsurface.modelgeneratedvertex = false;
8117 rsurface.batchgeneratedvertex = false;
8118 rsurface.batchfirstvertex = 0;
8119 rsurface.batchnumvertices = 0;
8120 rsurface.batchfirsttriangle = 0;
8121 rsurface.batchnumtriangles = 0;
8122 rsurface.batchvertex3f = NULL;
8123 rsurface.batchvertex3f_vertexbuffer = NULL;
8124 rsurface.batchvertex3f_bufferoffset = 0;
8125 rsurface.batchsvector3f = NULL;
8126 rsurface.batchsvector3f_vertexbuffer = NULL;
8127 rsurface.batchsvector3f_bufferoffset = 0;
8128 rsurface.batchtvector3f = NULL;
8129 rsurface.batchtvector3f_vertexbuffer = NULL;
8130 rsurface.batchtvector3f_bufferoffset = 0;
8131 rsurface.batchnormal3f = NULL;
8132 rsurface.batchnormal3f_vertexbuffer = NULL;
8133 rsurface.batchnormal3f_bufferoffset = 0;
8134 rsurface.batchlightmapcolor4f = NULL;
8135 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8136 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8137 rsurface.batchtexcoordtexture2f = NULL;
8138 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8139 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8140 rsurface.batchtexcoordlightmap2f = NULL;
8141 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8142 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8143 rsurface.batchvertexmesh = NULL;
8144 rsurface.batchvertexmeshbuffer = NULL;
8145 rsurface.batchvertex3fbuffer = NULL;
8146 rsurface.batchelement3i = NULL;
8147 rsurface.batchelement3i_indexbuffer = NULL;
8148 rsurface.batchelement3i_bufferoffset = 0;
8149 rsurface.batchelement3s = NULL;
8150 rsurface.batchelement3s_indexbuffer = NULL;
8151 rsurface.batchelement3s_bufferoffset = 0;
8152 rsurface.passcolor4f = NULL;
8153 rsurface.passcolor4f_vertexbuffer = NULL;
8154 rsurface.passcolor4f_bufferoffset = 0;
8157 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8159 dp_model_t *model = ent->model;
8160 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8162 rsurface.entity = (entity_render_t *)ent;
8163 rsurface.skeleton = ent->skeleton;
8164 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8165 rsurface.ent_skinnum = ent->skinnum;
8166 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;
8167 rsurface.ent_flags = ent->flags;
8168 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8169 rsurface.matrix = ent->matrix;
8170 rsurface.inversematrix = ent->inversematrix;
8171 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8172 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8173 R_EntityMatrix(&rsurface.matrix);
8174 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8175 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8176 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8177 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8178 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8179 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8180 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8181 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8182 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8183 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8184 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8185 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8186 rsurface.colormod[3] = ent->alpha;
8187 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8188 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8189 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8190 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8191 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8192 if (ent->model->brush.submodel && !prepass)
8194 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8195 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8197 if (model->surfmesh.isanimated && model->AnimateVertices)
8199 if (ent->animcache_vertex3f)
8201 rsurface.modelvertex3f = ent->animcache_vertex3f;
8202 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8203 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8204 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8205 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8206 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
8207 rsurface.modelvertex3fbuffer = ent->animcache_vertex3fbuffer;
8209 else if (wanttangents)
8211 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8212 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8213 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8214 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8215 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8216 rsurface.modelvertexmesh = NULL;
8217 rsurface.modelvertexmeshbuffer = NULL;
8218 rsurface.modelvertex3fbuffer = NULL;
8220 else if (wantnormals)
8222 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8223 rsurface.modelsvector3f = NULL;
8224 rsurface.modeltvector3f = NULL;
8225 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8226 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8227 rsurface.modelvertexmesh = NULL;
8228 rsurface.modelvertexmeshbuffer = NULL;
8229 rsurface.modelvertex3fbuffer = NULL;
8233 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8234 rsurface.modelsvector3f = NULL;
8235 rsurface.modeltvector3f = NULL;
8236 rsurface.modelnormal3f = NULL;
8237 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8238 rsurface.modelvertexmesh = NULL;
8239 rsurface.modelvertexmeshbuffer = NULL;
8240 rsurface.modelvertex3fbuffer = NULL;
8242 rsurface.modelvertex3f_vertexbuffer = 0;
8243 rsurface.modelvertex3f_bufferoffset = 0;
8244 rsurface.modelsvector3f_vertexbuffer = 0;
8245 rsurface.modelsvector3f_bufferoffset = 0;
8246 rsurface.modeltvector3f_vertexbuffer = 0;
8247 rsurface.modeltvector3f_bufferoffset = 0;
8248 rsurface.modelnormal3f_vertexbuffer = 0;
8249 rsurface.modelnormal3f_bufferoffset = 0;
8250 rsurface.modelgeneratedvertex = true;
8254 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8255 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8256 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8257 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8258 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8259 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8260 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8261 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8262 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8263 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8264 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8265 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8266 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8267 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8268 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8269 rsurface.modelgeneratedvertex = false;
8271 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8272 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8273 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8274 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8275 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8276 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8277 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8278 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8279 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8280 rsurface.modelelement3i = model->surfmesh.data_element3i;
8281 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8282 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8283 rsurface.modelelement3s = model->surfmesh.data_element3s;
8284 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8285 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8286 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8287 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8288 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8289 rsurface.modelsurfaces = model->data_surfaces;
8290 rsurface.batchgeneratedvertex = false;
8291 rsurface.batchfirstvertex = 0;
8292 rsurface.batchnumvertices = 0;
8293 rsurface.batchfirsttriangle = 0;
8294 rsurface.batchnumtriangles = 0;
8295 rsurface.batchvertex3f = NULL;
8296 rsurface.batchvertex3f_vertexbuffer = NULL;
8297 rsurface.batchvertex3f_bufferoffset = 0;
8298 rsurface.batchsvector3f = NULL;
8299 rsurface.batchsvector3f_vertexbuffer = NULL;
8300 rsurface.batchsvector3f_bufferoffset = 0;
8301 rsurface.batchtvector3f = NULL;
8302 rsurface.batchtvector3f_vertexbuffer = NULL;
8303 rsurface.batchtvector3f_bufferoffset = 0;
8304 rsurface.batchnormal3f = NULL;
8305 rsurface.batchnormal3f_vertexbuffer = NULL;
8306 rsurface.batchnormal3f_bufferoffset = 0;
8307 rsurface.batchlightmapcolor4f = NULL;
8308 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8309 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8310 rsurface.batchtexcoordtexture2f = NULL;
8311 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8312 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8313 rsurface.batchtexcoordlightmap2f = NULL;
8314 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8315 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8316 rsurface.batchvertexmesh = NULL;
8317 rsurface.batchvertexmeshbuffer = NULL;
8318 rsurface.batchvertex3fbuffer = NULL;
8319 rsurface.batchelement3i = NULL;
8320 rsurface.batchelement3i_indexbuffer = NULL;
8321 rsurface.batchelement3i_bufferoffset = 0;
8322 rsurface.batchelement3s = NULL;
8323 rsurface.batchelement3s_indexbuffer = NULL;
8324 rsurface.batchelement3s_bufferoffset = 0;
8325 rsurface.passcolor4f = NULL;
8326 rsurface.passcolor4f_vertexbuffer = NULL;
8327 rsurface.passcolor4f_bufferoffset = 0;
8330 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)
8332 rsurface.entity = r_refdef.scene.worldentity;
8333 rsurface.skeleton = NULL;
8334 rsurface.ent_skinnum = 0;
8335 rsurface.ent_qwskin = -1;
8336 rsurface.ent_flags = entflags;
8337 rsurface.shadertime = r_refdef.scene.time - shadertime;
8338 rsurface.modelnumvertices = numvertices;
8339 rsurface.modelnumtriangles = numtriangles;
8340 rsurface.matrix = *matrix;
8341 rsurface.inversematrix = *inversematrix;
8342 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8343 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8344 R_EntityMatrix(&rsurface.matrix);
8345 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8346 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8347 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8348 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8349 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8350 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8351 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8352 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8353 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8354 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8355 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8356 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8357 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);
8358 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8359 rsurface.frameblend[0].lerp = 1;
8360 rsurface.ent_alttextures = false;
8361 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8362 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8365 rsurface.modelvertex3f = (float *)vertex3f;
8366 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8367 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8368 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8370 else if (wantnormals)
8372 rsurface.modelvertex3f = (float *)vertex3f;
8373 rsurface.modelsvector3f = NULL;
8374 rsurface.modeltvector3f = NULL;
8375 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8379 rsurface.modelvertex3f = (float *)vertex3f;
8380 rsurface.modelsvector3f = NULL;
8381 rsurface.modeltvector3f = NULL;
8382 rsurface.modelnormal3f = NULL;
8384 rsurface.modelvertexmesh = NULL;
8385 rsurface.modelvertexmeshbuffer = NULL;
8386 rsurface.modelvertex3fbuffer = NULL;
8387 rsurface.modelvertex3f_vertexbuffer = 0;
8388 rsurface.modelvertex3f_bufferoffset = 0;
8389 rsurface.modelsvector3f_vertexbuffer = 0;
8390 rsurface.modelsvector3f_bufferoffset = 0;
8391 rsurface.modeltvector3f_vertexbuffer = 0;
8392 rsurface.modeltvector3f_bufferoffset = 0;
8393 rsurface.modelnormal3f_vertexbuffer = 0;
8394 rsurface.modelnormal3f_bufferoffset = 0;
8395 rsurface.modelgeneratedvertex = true;
8396 rsurface.modellightmapcolor4f = (float *)color4f;
8397 rsurface.modellightmapcolor4f_vertexbuffer = 0;
8398 rsurface.modellightmapcolor4f_bufferoffset = 0;
8399 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
8400 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8401 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8402 rsurface.modeltexcoordlightmap2f = NULL;
8403 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8404 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8405 rsurface.modelelement3i = (int *)element3i;
8406 rsurface.modelelement3i_indexbuffer = NULL;
8407 rsurface.modelelement3i_bufferoffset = 0;
8408 rsurface.modelelement3s = (unsigned short *)element3s;
8409 rsurface.modelelement3s_indexbuffer = NULL;
8410 rsurface.modelelement3s_bufferoffset = 0;
8411 rsurface.modellightmapoffsets = NULL;
8412 rsurface.modelsurfaces = NULL;
8413 rsurface.batchgeneratedvertex = false;
8414 rsurface.batchfirstvertex = 0;
8415 rsurface.batchnumvertices = 0;
8416 rsurface.batchfirsttriangle = 0;
8417 rsurface.batchnumtriangles = 0;
8418 rsurface.batchvertex3f = NULL;
8419 rsurface.batchvertex3f_vertexbuffer = NULL;
8420 rsurface.batchvertex3f_bufferoffset = 0;
8421 rsurface.batchsvector3f = NULL;
8422 rsurface.batchsvector3f_vertexbuffer = NULL;
8423 rsurface.batchsvector3f_bufferoffset = 0;
8424 rsurface.batchtvector3f = NULL;
8425 rsurface.batchtvector3f_vertexbuffer = NULL;
8426 rsurface.batchtvector3f_bufferoffset = 0;
8427 rsurface.batchnormal3f = NULL;
8428 rsurface.batchnormal3f_vertexbuffer = NULL;
8429 rsurface.batchnormal3f_bufferoffset = 0;
8430 rsurface.batchlightmapcolor4f = NULL;
8431 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8432 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8433 rsurface.batchtexcoordtexture2f = NULL;
8434 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8435 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8436 rsurface.batchtexcoordlightmap2f = NULL;
8437 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8438 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8439 rsurface.batchvertexmesh = NULL;
8440 rsurface.batchvertexmeshbuffer = NULL;
8441 rsurface.batchvertex3fbuffer = NULL;
8442 rsurface.batchelement3i = NULL;
8443 rsurface.batchelement3i_indexbuffer = NULL;
8444 rsurface.batchelement3i_bufferoffset = 0;
8445 rsurface.batchelement3s = NULL;
8446 rsurface.batchelement3s_indexbuffer = NULL;
8447 rsurface.batchelement3s_bufferoffset = 0;
8448 rsurface.passcolor4f = NULL;
8449 rsurface.passcolor4f_vertexbuffer = NULL;
8450 rsurface.passcolor4f_bufferoffset = 0;
8452 if (rsurface.modelnumvertices && rsurface.modelelement3i)
8454 if ((wantnormals || wanttangents) && !normal3f)
8456 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8457 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8459 if (wanttangents && !svector3f)
8461 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8462 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8463 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8468 float RSurf_FogPoint(const float *v)
8470 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8471 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
8472 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
8473 float FogHeightFade = r_refdef.fogheightfade;
8475 unsigned int fogmasktableindex;
8476 if (r_refdef.fogplaneviewabove)
8477 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8479 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8480 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8481 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8484 float RSurf_FogVertex(const float *v)
8486 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8487 float FogPlaneViewDist = rsurface.fogplaneviewdist;
8488 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8489 float FogHeightFade = rsurface.fogheightfade;
8491 unsigned int fogmasktableindex;
8492 if (r_refdef.fogplaneviewabove)
8493 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8495 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8496 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
8497 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8500 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
8503 for (i = 0;i < numelements;i++)
8504 outelement3i[i] = inelement3i[i] + adjust;
8507 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
8508 extern cvar_t gl_vbo;
8509 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
8517 int surfacefirsttriangle;
8518 int surfacenumtriangles;
8519 int surfacefirstvertex;
8520 int surfaceendvertex;
8521 int surfacenumvertices;
8522 int batchnumvertices;
8523 int batchnumtriangles;
8527 qboolean dynamicvertex;
8531 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
8533 q3shaderinfo_deform_t *deform;
8534 const msurface_t *surface, *firstsurface;
8535 r_vertexmesh_t *vertexmesh;
8536 if (!texturenumsurfaces)
8538 // find vertex range of this surface batch
8540 firstsurface = texturesurfacelist[0];
8541 firsttriangle = firstsurface->num_firsttriangle;
8542 batchnumvertices = 0;
8543 batchnumtriangles = 0;
8544 firstvertex = endvertex = firstsurface->num_firstvertex;
8545 for (i = 0;i < texturenumsurfaces;i++)
8547 surface = texturesurfacelist[i];
8548 if (surface != firstsurface + i)
8550 surfacefirstvertex = surface->num_firstvertex;
8551 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
8552 surfacenumvertices = surface->num_vertices;
8553 surfacenumtriangles = surface->num_triangles;
8554 if (firstvertex > surfacefirstvertex)
8555 firstvertex = surfacefirstvertex;
8556 if (endvertex < surfaceendvertex)
8557 endvertex = surfaceendvertex;
8558 batchnumvertices += surfacenumvertices;
8559 batchnumtriangles += surfacenumtriangles;
8562 // we now know the vertex range used, and if there are any gaps in it
8563 rsurface.batchfirstvertex = firstvertex;
8564 rsurface.batchnumvertices = endvertex - firstvertex;
8565 rsurface.batchfirsttriangle = firsttriangle;
8566 rsurface.batchnumtriangles = batchnumtriangles;
8568 // this variable holds flags for which properties have been updated that
8569 // may require regenerating vertexmesh array...
8572 // check if any dynamic vertex processing must occur
8573 dynamicvertex = false;
8575 // if there is a chance of animated vertex colors, it's a dynamic batch
8576 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8578 dynamicvertex = true;
8579 batchneed |= BATCHNEED_NOGAPS;
8580 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
8583 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8585 switch (deform->deform)
8588 case Q3DEFORM_PROJECTIONSHADOW:
8589 case Q3DEFORM_TEXT0:
8590 case Q3DEFORM_TEXT1:
8591 case Q3DEFORM_TEXT2:
8592 case Q3DEFORM_TEXT3:
8593 case Q3DEFORM_TEXT4:
8594 case Q3DEFORM_TEXT5:
8595 case Q3DEFORM_TEXT6:
8596 case Q3DEFORM_TEXT7:
8599 case Q3DEFORM_AUTOSPRITE:
8600 dynamicvertex = true;
8601 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8602 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8604 case Q3DEFORM_AUTOSPRITE2:
8605 dynamicvertex = true;
8606 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8607 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8609 case Q3DEFORM_NORMAL:
8610 dynamicvertex = true;
8611 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8612 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8615 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8616 break; // if wavefunc is a nop, ignore this transform
8617 dynamicvertex = true;
8618 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8619 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8621 case Q3DEFORM_BULGE:
8622 dynamicvertex = true;
8623 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8624 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8627 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8628 break; // if wavefunc is a nop, ignore this transform
8629 dynamicvertex = true;
8630 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8631 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
8635 switch(rsurface.texture->tcgen.tcgen)
8638 case Q3TCGEN_TEXTURE:
8640 case Q3TCGEN_LIGHTMAP:
8641 dynamicvertex = true;
8642 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
8643 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
8645 case Q3TCGEN_VECTOR:
8646 dynamicvertex = true;
8647 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8648 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8650 case Q3TCGEN_ENVIRONMENT:
8651 dynamicvertex = true;
8652 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
8653 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8656 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8658 dynamicvertex = true;
8659 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8660 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8663 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8665 dynamicvertex = true;
8666 batchneed |= BATCHNEED_NOGAPS;
8667 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
8670 if (dynamicvertex || gaps || rsurface.batchfirstvertex)
8672 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
8673 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
8674 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
8675 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
8676 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
8677 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
8678 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
8681 // when the model data has no vertex buffer (dynamic mesh), we need to
8683 if (vid.useinterleavedarrays ? !rsurface.modelvertexmeshbuffer : !rsurface.modelvertex3f_vertexbuffer)
8684 batchneed |= BATCHNEED_NOGAPS;
8686 // if needsupdate, we have to do a dynamic vertex batch for sure
8687 if (needsupdate & batchneed)
8688 dynamicvertex = true;
8690 // see if we need to build vertexmesh from arrays
8691 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8692 dynamicvertex = true;
8694 // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
8695 // also some drivers strongly dislike firstvertex
8696 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
8697 dynamicvertex = true;
8699 rsurface.batchvertex3f = rsurface.modelvertex3f;
8700 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
8701 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
8702 rsurface.batchsvector3f = rsurface.modelsvector3f;
8703 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
8704 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
8705 rsurface.batchtvector3f = rsurface.modeltvector3f;
8706 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
8707 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
8708 rsurface.batchnormal3f = rsurface.modelnormal3f;
8709 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
8710 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
8711 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
8712 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
8713 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
8714 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
8715 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
8716 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
8717 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
8718 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
8719 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
8720 rsurface.batchvertex3fbuffer = rsurface.modelvertex3fbuffer;
8721 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
8722 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
8723 rsurface.batchelement3i = rsurface.modelelement3i;
8724 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
8725 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
8726 rsurface.batchelement3s = rsurface.modelelement3s;
8727 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
8728 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
8730 // if any dynamic vertex processing has to occur in software, we copy the
8731 // entire surface list together before processing to rebase the vertices
8732 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
8734 // if any gaps exist and we do not have a static vertex buffer, we have to
8735 // copy the surface list together to avoid wasting upload bandwidth on the
8736 // vertices in the gaps.
8738 // if gaps exist and we have a static vertex buffer, we still have to
8739 // combine the index buffer ranges into one dynamic index buffer.
8741 // in all cases we end up with data that can be drawn in one call.
8745 // static vertex data, just set pointers...
8746 rsurface.batchgeneratedvertex = false;
8747 // if there are gaps, we want to build a combined index buffer,
8748 // otherwise use the original static buffer with an appropriate offset
8751 // build a new triangle elements array for this batch
8752 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8753 rsurface.batchfirsttriangle = 0;
8755 for (i = 0;i < texturenumsurfaces;i++)
8757 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8758 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8759 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
8760 numtriangles += surfacenumtriangles;
8762 rsurface.batchelement3i_indexbuffer = NULL;
8763 rsurface.batchelement3i_bufferoffset = 0;
8764 rsurface.batchelement3s = NULL;
8765 rsurface.batchelement3s_indexbuffer = NULL;
8766 rsurface.batchelement3s_bufferoffset = 0;
8767 if (endvertex <= 65536)
8769 // make a 16bit (unsigned short) index array if possible
8770 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8771 for (i = 0;i < numtriangles*3;i++)
8772 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8778 // something needs software processing, do it for real...
8779 // we only directly handle separate array data in this case and then
8780 // generate interleaved data if needed...
8781 rsurface.batchgeneratedvertex = true;
8783 // now copy the vertex data into a combined array and make an index array
8784 // (this is what Quake3 does all the time)
8785 //if (gaps || rsurface.batchfirstvertex)
8787 rsurface.batchvertex3fbuffer = NULL;
8788 rsurface.batchvertexmesh = NULL;
8789 rsurface.batchvertexmeshbuffer = NULL;
8790 rsurface.batchvertex3f = NULL;
8791 rsurface.batchvertex3f_vertexbuffer = NULL;
8792 rsurface.batchvertex3f_bufferoffset = 0;
8793 rsurface.batchsvector3f = NULL;
8794 rsurface.batchsvector3f_vertexbuffer = NULL;
8795 rsurface.batchsvector3f_bufferoffset = 0;
8796 rsurface.batchtvector3f = NULL;
8797 rsurface.batchtvector3f_vertexbuffer = NULL;
8798 rsurface.batchtvector3f_bufferoffset = 0;
8799 rsurface.batchnormal3f = NULL;
8800 rsurface.batchnormal3f_vertexbuffer = NULL;
8801 rsurface.batchnormal3f_bufferoffset = 0;
8802 rsurface.batchlightmapcolor4f = NULL;
8803 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8804 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8805 rsurface.batchtexcoordtexture2f = NULL;
8806 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8807 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8808 rsurface.batchtexcoordlightmap2f = NULL;
8809 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8810 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8811 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8812 rsurface.batchelement3i_indexbuffer = NULL;
8813 rsurface.batchelement3i_bufferoffset = 0;
8814 rsurface.batchelement3s = NULL;
8815 rsurface.batchelement3s_indexbuffer = NULL;
8816 rsurface.batchelement3s_bufferoffset = 0;
8817 // we'll only be setting up certain arrays as needed
8818 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
8819 rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
8820 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8821 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8822 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8823 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8824 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8826 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8827 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8829 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8830 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8831 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8832 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8833 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8834 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8837 for (i = 0;i < texturenumsurfaces;i++)
8839 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
8840 surfacenumvertices = texturesurfacelist[i]->num_vertices;
8841 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8842 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8843 // copy only the data requested
8844 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
8845 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
8846 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
8848 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8850 if (rsurface.batchvertex3f)
8851 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8853 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8855 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8857 if (rsurface.modelnormal3f)
8858 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8860 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8862 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8864 if (rsurface.modelsvector3f)
8866 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8867 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8871 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8872 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8875 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8877 if (rsurface.modellightmapcolor4f)
8878 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
8880 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
8882 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8884 if (rsurface.modeltexcoordtexture2f)
8885 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8887 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8889 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8891 if (rsurface.modeltexcoordlightmap2f)
8892 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8894 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8897 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
8898 numvertices += surfacenumvertices;
8899 numtriangles += surfacenumtriangles;
8902 // generate a 16bit index array as well if possible
8903 // (in general, dynamic batches fit)
8904 if (numvertices <= 65536)
8906 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8907 for (i = 0;i < numtriangles*3;i++)
8908 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8911 // since we've copied everything, the batch now starts at 0
8912 rsurface.batchfirstvertex = 0;
8913 rsurface.batchnumvertices = batchnumvertices;
8914 rsurface.batchfirsttriangle = 0;
8915 rsurface.batchnumtriangles = batchnumtriangles;
8918 // q1bsp surfaces rendered in vertex color mode have to have colors
8919 // calculated based on lightstyles
8920 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8922 // generate color arrays for the surfaces in this list
8927 const unsigned char *lm;
8928 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8929 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8930 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8932 for (i = 0;i < texturenumsurfaces;i++)
8934 surface = texturesurfacelist[i];
8935 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8936 surfacenumvertices = surface->num_vertices;
8937 if (surface->lightmapinfo->samples)
8939 for (j = 0;j < surfacenumvertices;j++)
8941 lm = surface->lightmapinfo->samples + offsets[j];
8942 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8943 VectorScale(lm, scale, c);
8944 if (surface->lightmapinfo->styles[1] != 255)
8946 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8948 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8949 VectorMA(c, scale, lm, c);
8950 if (surface->lightmapinfo->styles[2] != 255)
8953 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8954 VectorMA(c, scale, lm, c);
8955 if (surface->lightmapinfo->styles[3] != 255)
8958 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8959 VectorMA(c, scale, lm, c);
8966 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);
8972 for (j = 0;j < surfacenumvertices;j++)
8974 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
8981 // if vertices are deformed (sprite flares and things in maps, possibly
8982 // water waves, bulges and other deformations), modify the copied vertices
8984 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8986 switch (deform->deform)
8989 case Q3DEFORM_PROJECTIONSHADOW:
8990 case Q3DEFORM_TEXT0:
8991 case Q3DEFORM_TEXT1:
8992 case Q3DEFORM_TEXT2:
8993 case Q3DEFORM_TEXT3:
8994 case Q3DEFORM_TEXT4:
8995 case Q3DEFORM_TEXT5:
8996 case Q3DEFORM_TEXT6:
8997 case Q3DEFORM_TEXT7:
9000 case Q3DEFORM_AUTOSPRITE:
9001 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9002 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9003 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9004 VectorNormalize(newforward);
9005 VectorNormalize(newright);
9006 VectorNormalize(newup);
9007 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9008 // rsurface.batchvertex3f_vertexbuffer = NULL;
9009 // rsurface.batchvertex3f_bufferoffset = 0;
9010 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
9011 // rsurface.batchsvector3f_vertexbuffer = NULL;
9012 // rsurface.batchsvector3f_bufferoffset = 0;
9013 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
9014 // rsurface.batchtvector3f_vertexbuffer = NULL;
9015 // rsurface.batchtvector3f_bufferoffset = 0;
9016 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9017 // rsurface.batchnormal3f_vertexbuffer = NULL;
9018 // rsurface.batchnormal3f_bufferoffset = 0;
9019 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
9020 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
9021 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9022 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
9023 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);
9024 // a single autosprite surface can contain multiple sprites...
9025 for (j = 0;j < batchnumvertices - 3;j += 4)
9027 VectorClear(center);
9028 for (i = 0;i < 4;i++)
9029 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9030 VectorScale(center, 0.25f, center);
9031 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
9032 VectorCopy(rsurface.batchsvector3f + 3*j, right);
9033 VectorCopy(rsurface.batchtvector3f + 3*j, up);
9034 for (i = 0;i < 4;i++)
9036 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
9037 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
9040 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
9041 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9042 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);
9044 case Q3DEFORM_AUTOSPRITE2:
9045 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9046 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9047 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9048 VectorNormalize(newforward);
9049 VectorNormalize(newright);
9050 VectorNormalize(newup);
9051 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9052 // rsurface.batchvertex3f_vertexbuffer = NULL;
9053 // rsurface.batchvertex3f_bufferoffset = 0;
9055 const float *v1, *v2;
9065 memset(shortest, 0, sizeof(shortest));
9066 // a single autosprite surface can contain multiple sprites...
9067 for (j = 0;j < batchnumvertices - 3;j += 4)
9069 VectorClear(center);
9070 for (i = 0;i < 4;i++)
9071 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9072 VectorScale(center, 0.25f, center);
9073 // find the two shortest edges, then use them to define the
9074 // axis vectors for rotating around the central axis
9075 for (i = 0;i < 6;i++)
9077 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
9078 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
9079 l = VectorDistance2(v1, v2);
9080 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9082 l += (1.0f / 1024.0f);
9083 if (shortest[0].length2 > l || i == 0)
9085 shortest[1] = shortest[0];
9086 shortest[0].length2 = l;
9087 shortest[0].v1 = v1;
9088 shortest[0].v2 = v2;
9090 else if (shortest[1].length2 > l || i == 1)
9092 shortest[1].length2 = l;
9093 shortest[1].v1 = v1;
9094 shortest[1].v2 = v2;
9097 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9098 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9099 // this calculates the right vector from the shortest edge
9100 // and the up vector from the edge midpoints
9101 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9102 VectorNormalize(right);
9103 VectorSubtract(end, start, up);
9104 VectorNormalize(up);
9105 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9106 VectorSubtract(rsurface.localvieworigin, center, forward);
9107 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9108 VectorNegate(forward, forward);
9109 VectorReflect(forward, 0, up, forward);
9110 VectorNormalize(forward);
9111 CrossProduct(up, forward, newright);
9112 VectorNormalize(newright);
9113 // rotate the quad around the up axis vector, this is made
9114 // especially easy by the fact we know the quad is flat,
9115 // so we only have to subtract the center position and
9116 // measure distance along the right vector, and then
9117 // multiply that by the newright vector and add back the
9119 // we also need to subtract the old position to undo the
9120 // displacement from the center, which we do with a
9121 // DotProduct, the subtraction/addition of center is also
9122 // optimized into DotProducts here
9123 l = DotProduct(right, center);
9124 for (i = 0;i < 4;i++)
9126 v1 = rsurface.batchvertex3f + 3*(j+i);
9127 f = DotProduct(right, v1) - l;
9128 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
9132 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
9134 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9135 // rsurface.batchnormal3f_vertexbuffer = NULL;
9136 // rsurface.batchnormal3f_bufferoffset = 0;
9137 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9139 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9141 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9142 // rsurface.batchsvector3f_vertexbuffer = NULL;
9143 // rsurface.batchsvector3f_bufferoffset = 0;
9144 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9145 // rsurface.batchtvector3f_vertexbuffer = NULL;
9146 // rsurface.batchtvector3f_bufferoffset = 0;
9147 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);
9150 case Q3DEFORM_NORMAL:
9151 // deform the normals to make reflections wavey
9152 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9153 rsurface.batchnormal3f_vertexbuffer = NULL;
9154 rsurface.batchnormal3f_bufferoffset = 0;
9155 for (j = 0;j < batchnumvertices;j++)
9158 float *normal = rsurface.batchnormal3f + 3*j;
9159 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
9160 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9161 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9162 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9163 VectorNormalize(normal);
9165 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9167 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9168 // rsurface.batchsvector3f_vertexbuffer = NULL;
9169 // rsurface.batchsvector3f_bufferoffset = 0;
9170 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9171 // rsurface.batchtvector3f_vertexbuffer = NULL;
9172 // rsurface.batchtvector3f_bufferoffset = 0;
9173 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);
9177 // deform vertex array to make wavey water and flags and such
9178 waveparms[0] = deform->waveparms[0];
9179 waveparms[1] = deform->waveparms[1];
9180 waveparms[2] = deform->waveparms[2];
9181 waveparms[3] = deform->waveparms[3];
9182 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
9183 break; // if wavefunc is a nop, don't make a dynamic vertex array
9184 // this is how a divisor of vertex influence on deformation
9185 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9186 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9187 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9188 // rsurface.batchvertex3f_vertexbuffer = NULL;
9189 // rsurface.batchvertex3f_bufferoffset = 0;
9190 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9191 // rsurface.batchnormal3f_vertexbuffer = NULL;
9192 // rsurface.batchnormal3f_bufferoffset = 0;
9193 for (j = 0;j < batchnumvertices;j++)
9195 // if the wavefunc depends on time, evaluate it per-vertex
9198 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
9199 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9201 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9203 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9204 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9205 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9207 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9208 // rsurface.batchsvector3f_vertexbuffer = NULL;
9209 // rsurface.batchsvector3f_bufferoffset = 0;
9210 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9211 // rsurface.batchtvector3f_vertexbuffer = NULL;
9212 // rsurface.batchtvector3f_bufferoffset = 0;
9213 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);
9216 case Q3DEFORM_BULGE:
9217 // deform vertex array to make the surface have moving bulges
9218 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9219 // rsurface.batchvertex3f_vertexbuffer = NULL;
9220 // rsurface.batchvertex3f_bufferoffset = 0;
9221 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9222 // rsurface.batchnormal3f_vertexbuffer = NULL;
9223 // rsurface.batchnormal3f_bufferoffset = 0;
9224 for (j = 0;j < batchnumvertices;j++)
9226 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
9227 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9229 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9230 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9231 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9233 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9234 // rsurface.batchsvector3f_vertexbuffer = NULL;
9235 // rsurface.batchsvector3f_bufferoffset = 0;
9236 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9237 // rsurface.batchtvector3f_vertexbuffer = NULL;
9238 // rsurface.batchtvector3f_bufferoffset = 0;
9239 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);
9243 // deform vertex array
9244 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9245 break; // if wavefunc is a nop, don't make a dynamic vertex array
9246 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9247 VectorScale(deform->parms, scale, waveparms);
9248 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9249 // rsurface.batchvertex3f_vertexbuffer = NULL;
9250 // rsurface.batchvertex3f_bufferoffset = 0;
9251 for (j = 0;j < batchnumvertices;j++)
9252 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
9257 // generate texcoords based on the chosen texcoord source
9258 switch(rsurface.texture->tcgen.tcgen)
9261 case Q3TCGEN_TEXTURE:
9263 case Q3TCGEN_LIGHTMAP:
9264 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9265 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9266 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9267 if (rsurface.batchtexcoordlightmap2f)
9268 memcpy(rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, batchnumvertices * sizeof(float[2]));
9270 case Q3TCGEN_VECTOR:
9271 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9272 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9273 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9274 for (j = 0;j < batchnumvertices;j++)
9276 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
9277 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
9280 case Q3TCGEN_ENVIRONMENT:
9281 // make environment reflections using a spheremap
9282 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9283 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9284 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9285 for (j = 0;j < batchnumvertices;j++)
9287 // identical to Q3A's method, but executed in worldspace so
9288 // carried models can be shiny too
9290 float viewer[3], d, reflected[3], worldreflected[3];
9292 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
9293 // VectorNormalize(viewer);
9295 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
9297 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
9298 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
9299 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
9300 // note: this is proportinal to viewer, so we can normalize later
9302 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9303 VectorNormalize(worldreflected);
9305 // note: this sphere map only uses world x and z!
9306 // so positive and negative y will LOOK THE SAME.
9307 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
9308 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
9312 // the only tcmod that needs software vertex processing is turbulent, so
9313 // check for it here and apply the changes if needed
9314 // and we only support that as the first one
9315 // (handling a mixture of turbulent and other tcmods would be problematic
9316 // without punting it entirely to a software path)
9317 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9319 amplitude = rsurface.texture->tcmods[0].parms[1];
9320 animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
9321 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9322 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9323 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9324 for (j = 0;j < batchnumvertices;j++)
9326 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);
9327 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9331 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9333 // convert the modified arrays to vertex structs
9334 // rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9335 // rsurface.batchvertexmeshbuffer = NULL;
9336 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
9337 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9338 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
9339 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
9340 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9341 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
9342 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
9344 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9346 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
9347 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
9350 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
9351 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9352 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
9353 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
9354 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9355 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
9356 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
9357 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9358 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
9362 void RSurf_DrawBatch(void)
9364 // sometimes a zero triangle surface (usually a degenerate patch) makes it
9365 // through the pipeline, killing it earlier in the pipeline would have
9366 // per-surface overhead rather than per-batch overhead, so it's best to
9367 // reject it here, before it hits glDraw.
9368 if (rsurface.batchnumtriangles == 0)
9371 // batch debugging code
9372 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
9378 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
9379 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
9382 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
9384 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
9386 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
9387 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);
9394 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);
9397 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
9399 // pick the closest matching water plane
9400 int planeindex, vertexindex, bestplaneindex = -1;
9404 r_waterstate_waterplane_t *p;
9405 qboolean prepared = false;
9407 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
9409 if(p->camera_entity != rsurface.texture->camera_entity)
9414 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9416 if(rsurface.batchnumvertices == 0)
9419 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
9421 Matrix4x4_Transform(&rsurface.matrix, v, vert);
9422 d += fabs(PlaneDiff(vert, &p->plane));
9424 if (bestd > d || bestplaneindex < 0)
9427 bestplaneindex = planeindex;
9430 return bestplaneindex;
9431 // NOTE: this MAY return a totally unrelated water plane; we can ignore
9432 // this situation though, as it might be better to render single larger
9433 // batches with useless stuff (backface culled for example) than to
9434 // render multiple smaller batches
9437 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
9440 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9441 rsurface.passcolor4f_vertexbuffer = 0;
9442 rsurface.passcolor4f_bufferoffset = 0;
9443 for (i = 0;i < rsurface.batchnumvertices;i++)
9444 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
9447 static void RSurf_DrawBatch_GL11_ApplyFog(void)
9454 if (rsurface.passcolor4f)
9456 // generate color arrays
9457 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9458 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9459 rsurface.passcolor4f_vertexbuffer = 0;
9460 rsurface.passcolor4f_bufferoffset = 0;
9461 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)
9463 f = RSurf_FogVertex(v);
9472 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9473 rsurface.passcolor4f_vertexbuffer = 0;
9474 rsurface.passcolor4f_bufferoffset = 0;
9475 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
9477 f = RSurf_FogVertex(v);
9486 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
9493 if (!rsurface.passcolor4f)
9495 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9496 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9497 rsurface.passcolor4f_vertexbuffer = 0;
9498 rsurface.passcolor4f_bufferoffset = 0;
9499 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)
9501 f = RSurf_FogVertex(v);
9502 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
9503 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
9504 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
9509 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
9514 if (!rsurface.passcolor4f)
9516 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9517 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9518 rsurface.passcolor4f_vertexbuffer = 0;
9519 rsurface.passcolor4f_bufferoffset = 0;
9520 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9529 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
9534 if (!rsurface.passcolor4f)
9536 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9537 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9538 rsurface.passcolor4f_vertexbuffer = 0;
9539 rsurface.passcolor4f_bufferoffset = 0;
9540 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9542 c2[0] = c[0] + r_refdef.scene.ambient;
9543 c2[1] = c[1] + r_refdef.scene.ambient;
9544 c2[2] = c[2] + r_refdef.scene.ambient;
9549 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9552 rsurface.passcolor4f = NULL;
9553 rsurface.passcolor4f_vertexbuffer = 0;
9554 rsurface.passcolor4f_bufferoffset = 0;
9555 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9556 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9557 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9558 GL_Color(r, g, b, a);
9559 R_Mesh_TexBind(0, rsurface.lightmaptexture);
9563 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9565 // TODO: optimize applyfog && applycolor case
9566 // just apply fog if necessary, and tint the fog color array if necessary
9567 rsurface.passcolor4f = NULL;
9568 rsurface.passcolor4f_vertexbuffer = 0;
9569 rsurface.passcolor4f_bufferoffset = 0;
9570 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9571 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9572 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9573 GL_Color(r, g, b, a);
9577 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9580 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
9581 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
9582 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
9583 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9584 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9585 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9586 GL_Color(r, g, b, a);
9590 static void RSurf_DrawBatch_GL11_ClampColor(void)
9595 if (!rsurface.passcolor4f)
9597 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
9599 c2[0] = bound(0.0f, c1[0], 1.0f);
9600 c2[1] = bound(0.0f, c1[1], 1.0f);
9601 c2[2] = bound(0.0f, c1[2], 1.0f);
9602 c2[3] = bound(0.0f, c1[3], 1.0f);
9606 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
9616 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9617 rsurface.passcolor4f_vertexbuffer = 0;
9618 rsurface.passcolor4f_bufferoffset = 0;
9619 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)
9621 f = -DotProduct(r_refdef.view.forward, n);
9623 f = f * 0.85 + 0.15; // work around so stuff won't get black
9624 f *= r_refdef.lightmapintensity;
9625 Vector4Set(c, f, f, f, 1);
9629 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9631 RSurf_DrawBatch_GL11_ApplyFakeLight();
9632 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9633 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9634 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9635 GL_Color(r, g, b, a);
9639 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
9647 vec3_t ambientcolor;
9648 vec3_t diffusecolor;
9652 VectorCopy(rsurface.modellight_lightdir, lightdir);
9653 f = 0.5f * r_refdef.lightmapintensity;
9654 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
9655 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
9656 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
9657 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
9658 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
9659 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
9661 if (VectorLength2(diffusecolor) > 0)
9663 // q3-style directional shading
9664 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9665 rsurface.passcolor4f_vertexbuffer = 0;
9666 rsurface.passcolor4f_bufferoffset = 0;
9667 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)
9669 if ((f = DotProduct(n, lightdir)) > 0)
9670 VectorMA(ambientcolor, f, diffusecolor, c);
9672 VectorCopy(ambientcolor, c);
9679 *applycolor = false;
9683 *r = ambientcolor[0];
9684 *g = ambientcolor[1];
9685 *b = ambientcolor[2];
9686 rsurface.passcolor4f = NULL;
9687 rsurface.passcolor4f_vertexbuffer = 0;
9688 rsurface.passcolor4f_bufferoffset = 0;
9692 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9694 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
9695 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9696 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9697 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9698 GL_Color(r, g, b, a);
9702 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
9710 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9711 rsurface.passcolor4f_vertexbuffer = 0;
9712 rsurface.passcolor4f_bufferoffset = 0;
9714 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
9716 f = 1 - RSurf_FogVertex(v);
9724 void RSurf_SetupDepthAndCulling(void)
9726 // submodels are biased to avoid z-fighting with world surfaces that they
9727 // may be exactly overlapping (avoids z-fighting artifacts on certain
9728 // doors and things in Quake maps)
9729 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
9730 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
9731 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
9732 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9735 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9737 // transparent sky would be ridiculous
9738 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9740 R_SetupShader_Generic_NoTexture(false, false);
9741 skyrenderlater = true;
9742 RSurf_SetupDepthAndCulling();
9744 // LordHavoc: HalfLife maps have freaky skypolys so don't use
9745 // skymasking on them, and Quake3 never did sky masking (unlike
9746 // software Quake and software Quake2), so disable the sky masking
9747 // in Quake3 maps as it causes problems with q3map2 sky tricks,
9748 // and skymasking also looks very bad when noclipping outside the
9749 // level, so don't use it then either.
9750 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
9752 R_Mesh_ResetTextureState();
9753 if (skyrendermasked)
9755 R_SetupShader_DepthOrShadow(false, false);
9756 // depth-only (masking)
9757 GL_ColorMask(0,0,0,0);
9758 // just to make sure that braindead drivers don't draw
9759 // anything despite that colormask...
9760 GL_BlendFunc(GL_ZERO, GL_ONE);
9761 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9762 if (rsurface.batchvertex3fbuffer)
9763 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
9765 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
9769 R_SetupShader_Generic_NoTexture(false, false);
9771 GL_BlendFunc(GL_ONE, GL_ZERO);
9772 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9773 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
9774 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9777 if (skyrendermasked)
9778 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
9780 R_Mesh_ResetTextureState();
9781 GL_Color(1, 1, 1, 1);
9784 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
9785 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
9786 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
9788 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
9792 // render screenspace normalmap to texture
9794 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
9799 // bind lightmap texture
9801 // water/refraction/reflection/camera surfaces have to be handled specially
9802 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
9804 int start, end, startplaneindex;
9805 for (start = 0;start < texturenumsurfaces;start = end)
9807 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
9808 if(startplaneindex < 0)
9810 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
9811 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
9815 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
9817 // now that we have a batch using the same planeindex, render it
9818 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
9820 // render water or distortion background
9822 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);
9824 // blend surface on top
9825 GL_DepthMask(false);
9826 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
9829 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
9831 // render surface with reflection texture as input
9832 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9833 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);
9840 // render surface batch normally
9841 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9842 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);
9846 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9848 // OpenGL 1.3 path - anything not completely ancient
9849 qboolean applycolor;
9852 const texturelayer_t *layer;
9853 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);
9854 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9856 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9859 int layertexrgbscale;
9860 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9862 if (layerindex == 0)
9866 GL_AlphaTest(false);
9867 GL_DepthFunc(GL_EQUAL);
9870 GL_DepthMask(layer->depthmask && writedepth);
9871 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9872 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
9874 layertexrgbscale = 4;
9875 VectorScale(layer->color, 0.25f, layercolor);
9877 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
9879 layertexrgbscale = 2;
9880 VectorScale(layer->color, 0.5f, layercolor);
9884 layertexrgbscale = 1;
9885 VectorScale(layer->color, 1.0f, layercolor);
9887 layercolor[3] = layer->color[3];
9888 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
9889 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9890 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9891 switch (layer->type)
9893 case TEXTURELAYERTYPE_LITTEXTURE:
9894 // single-pass lightmapped texture with 2x rgbscale
9895 R_Mesh_TexBind(0, r_texture_white);
9896 R_Mesh_TexMatrix(0, NULL);
9897 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9898 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9899 R_Mesh_TexBind(1, layer->texture);
9900 R_Mesh_TexMatrix(1, &layer->texmatrix);
9901 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9902 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9903 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9904 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9905 else if (FAKELIGHT_ENABLED)
9906 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9907 else if (rsurface.uselightmaptexture)
9908 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9910 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9912 case TEXTURELAYERTYPE_TEXTURE:
9913 // singletexture unlit texture with transparency support
9914 R_Mesh_TexBind(0, layer->texture);
9915 R_Mesh_TexMatrix(0, &layer->texmatrix);
9916 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9917 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9918 R_Mesh_TexBind(1, 0);
9919 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9920 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9922 case TEXTURELAYERTYPE_FOG:
9923 // singletexture fogging
9926 R_Mesh_TexBind(0, layer->texture);
9927 R_Mesh_TexMatrix(0, &layer->texmatrix);
9928 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9929 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9933 R_Mesh_TexBind(0, 0);
9934 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9936 R_Mesh_TexBind(1, 0);
9937 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9938 // generate a color array for the fog pass
9939 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
9940 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
9944 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
9947 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9949 GL_DepthFunc(GL_LEQUAL);
9950 GL_AlphaTest(false);
9954 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9956 // OpenGL 1.1 - crusty old voodoo path
9959 const texturelayer_t *layer;
9960 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);
9961 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9963 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9965 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9967 if (layerindex == 0)
9971 GL_AlphaTest(false);
9972 GL_DepthFunc(GL_EQUAL);
9975 GL_DepthMask(layer->depthmask && writedepth);
9976 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9977 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9978 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9979 switch (layer->type)
9981 case TEXTURELAYERTYPE_LITTEXTURE:
9982 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
9984 // two-pass lit texture with 2x rgbscale
9985 // first the lightmap pass
9986 R_Mesh_TexBind(0, r_texture_white);
9987 R_Mesh_TexMatrix(0, NULL);
9988 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9989 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9990 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9991 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
9992 else if (FAKELIGHT_ENABLED)
9993 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
9994 else if (rsurface.uselightmaptexture)
9995 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
9997 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
9998 // then apply the texture to it
9999 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10000 R_Mesh_TexBind(0, layer->texture);
10001 R_Mesh_TexMatrix(0, &layer->texmatrix);
10002 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10003 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10004 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);
10008 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10009 R_Mesh_TexBind(0, layer->texture);
10010 R_Mesh_TexMatrix(0, &layer->texmatrix);
10011 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10012 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10013 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10014 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);
10016 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);
10019 case TEXTURELAYERTYPE_TEXTURE:
10020 // singletexture unlit texture with transparency support
10021 R_Mesh_TexBind(0, layer->texture);
10022 R_Mesh_TexMatrix(0, &layer->texmatrix);
10023 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10024 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10025 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);
10027 case TEXTURELAYERTYPE_FOG:
10028 // singletexture fogging
10029 if (layer->texture)
10031 R_Mesh_TexBind(0, layer->texture);
10032 R_Mesh_TexMatrix(0, &layer->texmatrix);
10033 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10034 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10038 R_Mesh_TexBind(0, 0);
10039 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10041 // generate a color array for the fog pass
10042 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10043 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
10047 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10050 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10052 GL_DepthFunc(GL_LEQUAL);
10053 GL_AlphaTest(false);
10057 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10061 r_vertexgeneric_t *batchvertex;
10064 // R_Mesh_ResetTextureState();
10065 R_SetupShader_Generic_NoTexture(false, false);
10067 if(rsurface.texture && rsurface.texture->currentskinframe)
10069 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10070 c[3] *= rsurface.texture->currentalpha;
10080 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10082 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10083 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10084 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10087 // brighten it up (as texture value 127 means "unlit")
10088 c[0] *= 2 * r_refdef.view.colorscale;
10089 c[1] *= 2 * r_refdef.view.colorscale;
10090 c[2] *= 2 * r_refdef.view.colorscale;
10092 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10093 c[3] *= r_wateralpha.value;
10095 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10097 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10098 GL_DepthMask(false);
10100 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10102 GL_BlendFunc(GL_ONE, GL_ONE);
10103 GL_DepthMask(false);
10105 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10107 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10108 GL_DepthMask(false);
10110 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10112 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10113 GL_DepthMask(false);
10117 GL_BlendFunc(GL_ONE, GL_ZERO);
10118 GL_DepthMask(writedepth);
10121 if (r_showsurfaces.integer == 3)
10123 rsurface.passcolor4f = NULL;
10125 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10127 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10129 rsurface.passcolor4f = NULL;
10130 rsurface.passcolor4f_vertexbuffer = 0;
10131 rsurface.passcolor4f_bufferoffset = 0;
10133 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10135 qboolean applycolor = true;
10138 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10140 r_refdef.lightmapintensity = 1;
10141 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
10142 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10144 else if (FAKELIGHT_ENABLED)
10146 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10148 r_refdef.lightmapintensity = r_fakelight_intensity.value;
10149 RSurf_DrawBatch_GL11_ApplyFakeLight();
10150 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10154 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10156 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10157 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10158 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10161 if(!rsurface.passcolor4f)
10162 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
10164 RSurf_DrawBatch_GL11_ApplyAmbient();
10165 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
10166 if(r_refdef.fogenabled)
10167 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
10168 RSurf_DrawBatch_GL11_ClampColor();
10170 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
10171 R_SetupShader_Generic_NoTexture(false, false);
10174 else if (!r_refdef.view.showdebug)
10176 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10177 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10178 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10180 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10181 Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
10183 R_Mesh_PrepareVertices_Generic_Unlock();
10186 else if (r_showsurfaces.integer == 4)
10188 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10189 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10190 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10192 unsigned char c = (vi << 3) * (1.0f / 256.0f);
10193 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10194 Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
10196 R_Mesh_PrepareVertices_Generic_Unlock();
10199 else if (r_showsurfaces.integer == 2)
10202 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10203 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
10204 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
10206 unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
10207 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
10208 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
10209 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
10210 Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
10211 Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
10212 Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
10214 R_Mesh_PrepareVertices_Generic_Unlock();
10215 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
10219 int texturesurfaceindex;
10221 const msurface_t *surface;
10222 float surfacecolor4f[4];
10223 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10224 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
10226 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10228 surface = texturesurfacelist[texturesurfaceindex];
10229 k = (int)(((size_t)surface) / sizeof(msurface_t));
10230 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
10231 for (j = 0;j < surface->num_vertices;j++)
10233 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10234 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
10238 R_Mesh_PrepareVertices_Generic_Unlock();
10243 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10246 RSurf_SetupDepthAndCulling();
10247 if (r_showsurfaces.integer)
10249 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10252 switch (vid.renderpath)
10254 case RENDERPATH_GL20:
10255 case RENDERPATH_D3D9:
10256 case RENDERPATH_D3D10:
10257 case RENDERPATH_D3D11:
10258 case RENDERPATH_SOFT:
10259 case RENDERPATH_GLES2:
10260 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10262 case RENDERPATH_GL13:
10263 case RENDERPATH_GLES1:
10264 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10266 case RENDERPATH_GL11:
10267 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10273 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10276 RSurf_SetupDepthAndCulling();
10277 if (r_showsurfaces.integer)
10279 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10282 switch (vid.renderpath)
10284 case RENDERPATH_GL20:
10285 case RENDERPATH_D3D9:
10286 case RENDERPATH_D3D10:
10287 case RENDERPATH_D3D11:
10288 case RENDERPATH_SOFT:
10289 case RENDERPATH_GLES2:
10290 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10292 case RENDERPATH_GL13:
10293 case RENDERPATH_GLES1:
10294 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10296 case RENDERPATH_GL11:
10297 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10303 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10306 int texturenumsurfaces, endsurface;
10307 texture_t *texture;
10308 const msurface_t *surface;
10309 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
10311 // if the model is static it doesn't matter what value we give for
10312 // wantnormals and wanttangents, so this logic uses only rules applicable
10313 // to a model, knowing that they are meaningless otherwise
10314 if (ent == r_refdef.scene.worldentity)
10315 RSurf_ActiveWorldEntity();
10316 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10317 RSurf_ActiveModelEntity(ent, false, false, false);
10320 switch (vid.renderpath)
10322 case RENDERPATH_GL20:
10323 case RENDERPATH_D3D9:
10324 case RENDERPATH_D3D10:
10325 case RENDERPATH_D3D11:
10326 case RENDERPATH_SOFT:
10327 case RENDERPATH_GLES2:
10328 RSurf_ActiveModelEntity(ent, true, true, false);
10330 case RENDERPATH_GL11:
10331 case RENDERPATH_GL13:
10332 case RENDERPATH_GLES1:
10333 RSurf_ActiveModelEntity(ent, true, false, false);
10338 if (r_transparentdepthmasking.integer)
10340 qboolean setup = false;
10341 for (i = 0;i < numsurfaces;i = j)
10344 surface = rsurface.modelsurfaces + surfacelist[i];
10345 texture = surface->texture;
10346 rsurface.texture = R_GetCurrentTexture(texture);
10347 rsurface.lightmaptexture = NULL;
10348 rsurface.deluxemaptexture = NULL;
10349 rsurface.uselightmaptexture = false;
10350 // scan ahead until we find a different texture
10351 endsurface = min(i + 1024, numsurfaces);
10352 texturenumsurfaces = 0;
10353 texturesurfacelist[texturenumsurfaces++] = surface;
10354 for (;j < endsurface;j++)
10356 surface = rsurface.modelsurfaces + surfacelist[j];
10357 if (texture != surface->texture)
10359 texturesurfacelist[texturenumsurfaces++] = surface;
10361 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
10363 // render the range of surfaces as depth
10367 GL_ColorMask(0,0,0,0);
10369 GL_DepthTest(true);
10370 GL_BlendFunc(GL_ONE, GL_ZERO);
10371 GL_DepthMask(true);
10372 // R_Mesh_ResetTextureState();
10373 R_SetupShader_DepthOrShadow(false, false);
10375 RSurf_SetupDepthAndCulling();
10376 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10377 if (rsurface.batchvertex3fbuffer)
10378 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10380 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10384 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10387 for (i = 0;i < numsurfaces;i = j)
10390 surface = rsurface.modelsurfaces + surfacelist[i];
10391 texture = surface->texture;
10392 rsurface.texture = R_GetCurrentTexture(texture);
10393 // scan ahead until we find a different texture
10394 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
10395 texturenumsurfaces = 0;
10396 texturesurfacelist[texturenumsurfaces++] = surface;
10397 if(FAKELIGHT_ENABLED)
10399 rsurface.lightmaptexture = NULL;
10400 rsurface.deluxemaptexture = NULL;
10401 rsurface.uselightmaptexture = false;
10402 for (;j < endsurface;j++)
10404 surface = rsurface.modelsurfaces + surfacelist[j];
10405 if (texture != surface->texture)
10407 texturesurfacelist[texturenumsurfaces++] = surface;
10412 rsurface.lightmaptexture = surface->lightmaptexture;
10413 rsurface.deluxemaptexture = surface->deluxemaptexture;
10414 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
10415 for (;j < endsurface;j++)
10417 surface = rsurface.modelsurfaces + surfacelist[j];
10418 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
10420 texturesurfacelist[texturenumsurfaces++] = surface;
10423 // render the range of surfaces
10424 if (ent == r_refdef.scene.worldentity)
10425 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10427 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10429 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
10432 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10434 // transparent surfaces get pushed off into the transparent queue
10435 int surfacelistindex;
10436 const msurface_t *surface;
10437 vec3_t tempcenter, center;
10438 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
10440 surface = texturesurfacelist[surfacelistindex];
10441 if (r_transparent_sortsurfacesbynearest.integer)
10443 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
10444 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
10445 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
10449 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
10450 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
10451 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
10453 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
10454 if (rsurface.entity->transparent_offset) // transparent offset
10456 center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
10457 center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
10458 center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
10460 R_MeshQueue_AddTransparent((rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) ? MESHQUEUE_SORT_HUD : ((rsurface.entity->flags & RENDER_WORLDOBJECT) ? MESHQUEUE_SORT_SKY : MESHQUEUE_SORT_DISTANCE), center, R_DrawSurface_TransparentCallback, rsurface.entity, surface - rsurface.modelsurfaces, rsurface.rtlight);
10464 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10466 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
10468 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
10470 RSurf_SetupDepthAndCulling();
10471 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10472 if (rsurface.batchvertex3fbuffer)
10473 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10475 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10479 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10483 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10486 if (!rsurface.texture->currentnumlayers)
10488 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10489 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
10491 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10493 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10494 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10495 else if (!rsurface.texture->currentnumlayers)
10497 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
10499 // in the deferred case, transparent surfaces were queued during prepass
10500 if (!r_shadow_usingdeferredprepass)
10501 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
10505 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10506 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10511 static void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10514 texture_t *texture;
10515 R_FrameData_SetMark();
10516 // break the surface list down into batches by texture and use of lightmapping
10517 for (i = 0;i < numsurfaces;i = j)
10520 // texture is the base texture pointer, rsurface.texture is the
10521 // current frame/skin the texture is directing us to use (for example
10522 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10523 // use skin 1 instead)
10524 texture = surfacelist[i]->texture;
10525 rsurface.texture = R_GetCurrentTexture(texture);
10526 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10528 // if this texture is not the kind we want, skip ahead to the next one
10529 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10533 if(FAKELIGHT_ENABLED || depthonly || prepass)
10535 rsurface.lightmaptexture = NULL;
10536 rsurface.deluxemaptexture = NULL;
10537 rsurface.uselightmaptexture = false;
10538 // simply scan ahead until we find a different texture or lightmap state
10539 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10544 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10545 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10546 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10547 // simply scan ahead until we find a different texture or lightmap state
10548 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10551 // render the range of surfaces
10552 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10554 R_FrameData_ReturnToMark();
10557 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10561 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10564 if (!rsurface.texture->currentnumlayers)
10566 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10567 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
10569 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10571 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10572 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10573 else if (!rsurface.texture->currentnumlayers)
10575 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
10577 // in the deferred case, transparent surfaces were queued during prepass
10578 if (!r_shadow_usingdeferredprepass)
10579 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
10583 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10584 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10589 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10592 texture_t *texture;
10593 R_FrameData_SetMark();
10594 // break the surface list down into batches by texture and use of lightmapping
10595 for (i = 0;i < numsurfaces;i = j)
10598 // texture is the base texture pointer, rsurface.texture is the
10599 // current frame/skin the texture is directing us to use (for example
10600 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10601 // use skin 1 instead)
10602 texture = surfacelist[i]->texture;
10603 rsurface.texture = R_GetCurrentTexture(texture);
10604 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10606 // if this texture is not the kind we want, skip ahead to the next one
10607 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10611 if(FAKELIGHT_ENABLED || depthonly || prepass)
10613 rsurface.lightmaptexture = NULL;
10614 rsurface.deluxemaptexture = NULL;
10615 rsurface.uselightmaptexture = false;
10616 // simply scan ahead until we find a different texture or lightmap state
10617 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10622 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10623 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10624 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10625 // simply scan ahead until we find a different texture or lightmap state
10626 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10629 // render the range of surfaces
10630 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10632 R_FrameData_ReturnToMark();
10635 float locboxvertex3f[6*4*3] =
10637 1,0,1, 1,0,0, 1,1,0, 1,1,1,
10638 0,1,1, 0,1,0, 0,0,0, 0,0,1,
10639 1,1,1, 1,1,0, 0,1,0, 0,1,1,
10640 0,0,1, 0,0,0, 1,0,0, 1,0,1,
10641 0,0,1, 1,0,1, 1,1,1, 0,1,1,
10642 1,0,0, 0,0,0, 0,1,0, 1,1,0
10645 unsigned short locboxelements[6*2*3] =
10650 12,13,14, 12,14,15,
10651 16,17,18, 16,18,19,
10655 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10658 cl_locnode_t *loc = (cl_locnode_t *)ent;
10660 float vertex3f[6*4*3];
10662 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10663 GL_DepthMask(false);
10664 GL_DepthRange(0, 1);
10665 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
10666 GL_DepthTest(true);
10667 GL_CullFace(GL_NONE);
10668 R_EntityMatrix(&identitymatrix);
10670 // R_Mesh_ResetTextureState();
10672 i = surfacelist[0];
10673 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10674 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10675 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10676 surfacelist[0] < 0 ? 0.5f : 0.125f);
10678 if (VectorCompare(loc->mins, loc->maxs))
10680 VectorSet(size, 2, 2, 2);
10681 VectorMA(loc->mins, -0.5f, size, mins);
10685 VectorCopy(loc->mins, mins);
10686 VectorSubtract(loc->maxs, loc->mins, size);
10689 for (i = 0;i < 6*4*3;)
10690 for (j = 0;j < 3;j++, i++)
10691 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
10693 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
10694 R_SetupShader_Generic_NoTexture(false, false);
10695 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
10698 void R_DrawLocs(void)
10701 cl_locnode_t *loc, *nearestloc;
10703 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
10704 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
10706 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
10707 R_MeshQueue_AddTransparent(MESHQUEUE_SORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
10711 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
10713 if (decalsystem->decals)
10714 Mem_Free(decalsystem->decals);
10715 memset(decalsystem, 0, sizeof(*decalsystem));
10718 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)
10721 tridecal_t *decals;
10724 // expand or initialize the system
10725 if (decalsystem->maxdecals <= decalsystem->numdecals)
10727 decalsystem_t old = *decalsystem;
10728 qboolean useshortelements;
10729 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
10730 useshortelements = decalsystem->maxdecals * 3 <= 65536;
10731 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)));
10732 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
10733 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
10734 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
10735 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
10736 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
10737 if (decalsystem->numdecals)
10738 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
10740 Mem_Free(old.decals);
10741 for (i = 0;i < decalsystem->maxdecals*3;i++)
10742 decalsystem->element3i[i] = i;
10743 if (useshortelements)
10744 for (i = 0;i < decalsystem->maxdecals*3;i++)
10745 decalsystem->element3s[i] = i;
10748 // grab a decal and search for another free slot for the next one
10749 decals = decalsystem->decals;
10750 decal = decalsystem->decals + (i = decalsystem->freedecal++);
10751 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
10753 decalsystem->freedecal = i;
10754 if (decalsystem->numdecals <= i)
10755 decalsystem->numdecals = i + 1;
10757 // initialize the decal
10759 decal->triangleindex = triangleindex;
10760 decal->surfaceindex = surfaceindex;
10761 decal->decalsequence = decalsequence;
10762 decal->color4f[0][0] = c0[0];
10763 decal->color4f[0][1] = c0[1];
10764 decal->color4f[0][2] = c0[2];
10765 decal->color4f[0][3] = 1;
10766 decal->color4f[1][0] = c1[0];
10767 decal->color4f[1][1] = c1[1];
10768 decal->color4f[1][2] = c1[2];
10769 decal->color4f[1][3] = 1;
10770 decal->color4f[2][0] = c2[0];
10771 decal->color4f[2][1] = c2[1];
10772 decal->color4f[2][2] = c2[2];
10773 decal->color4f[2][3] = 1;
10774 decal->vertex3f[0][0] = v0[0];
10775 decal->vertex3f[0][1] = v0[1];
10776 decal->vertex3f[0][2] = v0[2];
10777 decal->vertex3f[1][0] = v1[0];
10778 decal->vertex3f[1][1] = v1[1];
10779 decal->vertex3f[1][2] = v1[2];
10780 decal->vertex3f[2][0] = v2[0];
10781 decal->vertex3f[2][1] = v2[1];
10782 decal->vertex3f[2][2] = v2[2];
10783 decal->texcoord2f[0][0] = t0[0];
10784 decal->texcoord2f[0][1] = t0[1];
10785 decal->texcoord2f[1][0] = t1[0];
10786 decal->texcoord2f[1][1] = t1[1];
10787 decal->texcoord2f[2][0] = t2[0];
10788 decal->texcoord2f[2][1] = t2[1];
10789 TriangleNormal(v0, v1, v2, decal->plane);
10790 VectorNormalize(decal->plane);
10791 decal->plane[3] = DotProduct(v0, decal->plane);
10794 extern cvar_t cl_decals_bias;
10795 extern cvar_t cl_decals_models;
10796 extern cvar_t cl_decals_newsystem_intensitymultiplier;
10797 // baseparms, parms, temps
10798 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)
10803 const float *vertex3f;
10804 const float *normal3f;
10806 float points[2][9][3];
10813 e = rsurface.modelelement3i + 3*triangleindex;
10815 vertex3f = rsurface.modelvertex3f;
10816 normal3f = rsurface.modelnormal3f;
10820 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10822 index = 3*e[cornerindex];
10823 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
10828 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10830 index = 3*e[cornerindex];
10831 VectorCopy(vertex3f + index, v[cornerindex]);
10836 //TriangleNormal(v[0], v[1], v[2], normal);
10837 //if (DotProduct(normal, localnormal) < 0.0f)
10839 // clip by each of the box planes formed from the projection matrix
10840 // if anything survives, we emit the decal
10841 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]);
10844 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]);
10847 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]);
10850 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]);
10853 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]);
10856 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]);
10859 // some part of the triangle survived, so we have to accept it...
10862 // dynamic always uses the original triangle
10864 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10866 index = 3*e[cornerindex];
10867 VectorCopy(vertex3f + index, v[cornerindex]);
10870 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
10872 // convert vertex positions to texcoords
10873 Matrix4x4_Transform(projection, v[cornerindex], temp);
10874 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
10875 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
10876 // calculate distance fade from the projection origin
10877 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
10878 f = bound(0.0f, f, 1.0f);
10879 c[cornerindex][0] = r * f;
10880 c[cornerindex][1] = g * f;
10881 c[cornerindex][2] = b * f;
10882 c[cornerindex][3] = 1.0f;
10883 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
10886 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);
10888 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
10889 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);
10891 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)
10893 matrix4x4_t projection;
10894 decalsystem_t *decalsystem;
10897 const msurface_t *surface;
10898 const msurface_t *surfaces;
10899 const int *surfacelist;
10900 const texture_t *texture;
10902 int numsurfacelist;
10903 int surfacelistindex;
10906 float localorigin[3];
10907 float localnormal[3];
10908 float localmins[3];
10909 float localmaxs[3];
10912 float planes[6][4];
10915 int bih_triangles_count;
10916 int bih_triangles[256];
10917 int bih_surfaces[256];
10919 decalsystem = &ent->decalsystem;
10920 model = ent->model;
10921 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
10923 R_DecalSystem_Reset(&ent->decalsystem);
10927 if (!model->brush.data_leafs && !cl_decals_models.integer)
10929 if (decalsystem->model)
10930 R_DecalSystem_Reset(decalsystem);
10934 if (decalsystem->model != model)
10935 R_DecalSystem_Reset(decalsystem);
10936 decalsystem->model = model;
10938 RSurf_ActiveModelEntity(ent, true, false, false);
10940 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
10941 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
10942 VectorNormalize(localnormal);
10943 localsize = worldsize*rsurface.inversematrixscale;
10944 localmins[0] = localorigin[0] - localsize;
10945 localmins[1] = localorigin[1] - localsize;
10946 localmins[2] = localorigin[2] - localsize;
10947 localmaxs[0] = localorigin[0] + localsize;
10948 localmaxs[1] = localorigin[1] + localsize;
10949 localmaxs[2] = localorigin[2] + localsize;
10951 //VectorCopy(localnormal, planes[4]);
10952 //VectorVectors(planes[4], planes[2], planes[0]);
10953 AnglesFromVectors(angles, localnormal, NULL, false);
10954 AngleVectors(angles, planes[0], planes[2], planes[4]);
10955 VectorNegate(planes[0], planes[1]);
10956 VectorNegate(planes[2], planes[3]);
10957 VectorNegate(planes[4], planes[5]);
10958 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
10959 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
10960 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
10961 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
10962 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
10963 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
10968 matrix4x4_t forwardprojection;
10969 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
10970 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
10975 float projectionvector[4][3];
10976 VectorScale(planes[0], ilocalsize, projectionvector[0]);
10977 VectorScale(planes[2], ilocalsize, projectionvector[1]);
10978 VectorScale(planes[4], ilocalsize, projectionvector[2]);
10979 projectionvector[0][0] = planes[0][0] * ilocalsize;
10980 projectionvector[0][1] = planes[1][0] * ilocalsize;
10981 projectionvector[0][2] = planes[2][0] * ilocalsize;
10982 projectionvector[1][0] = planes[0][1] * ilocalsize;
10983 projectionvector[1][1] = planes[1][1] * ilocalsize;
10984 projectionvector[1][2] = planes[2][1] * ilocalsize;
10985 projectionvector[2][0] = planes[0][2] * ilocalsize;
10986 projectionvector[2][1] = planes[1][2] * ilocalsize;
10987 projectionvector[2][2] = planes[2][2] * ilocalsize;
10988 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
10989 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
10990 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
10991 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
10995 dynamic = model->surfmesh.isanimated;
10996 numsurfacelist = model->nummodelsurfaces;
10997 surfacelist = model->sortedmodelsurfaces;
10998 surfaces = model->data_surfaces;
11001 bih_triangles_count = -1;
11004 if(model->render_bih.numleafs)
11005 bih = &model->render_bih;
11006 else if(model->collision_bih.numleafs)
11007 bih = &model->collision_bih;
11010 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
11011 if(bih_triangles_count == 0)
11013 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
11015 if(bih_triangles_count > 0)
11017 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
11019 surfaceindex = bih_surfaces[triangleindex];
11020 surface = surfaces + surfaceindex;
11021 texture = surface->texture;
11022 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11024 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11026 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
11031 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11033 surfaceindex = surfacelist[surfacelistindex];
11034 surface = surfaces + surfaceindex;
11035 // check cull box first because it rejects more than any other check
11036 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11038 // skip transparent surfaces
11039 texture = surface->texture;
11040 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11042 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11044 numtriangles = surface->num_triangles;
11045 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
11046 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
11051 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11052 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)
11054 int renderentityindex;
11055 float worldmins[3];
11056 float worldmaxs[3];
11057 entity_render_t *ent;
11059 if (!cl_decals_newsystem.integer)
11062 worldmins[0] = worldorigin[0] - worldsize;
11063 worldmins[1] = worldorigin[1] - worldsize;
11064 worldmins[2] = worldorigin[2] - worldsize;
11065 worldmaxs[0] = worldorigin[0] + worldsize;
11066 worldmaxs[1] = worldorigin[1] + worldsize;
11067 worldmaxs[2] = worldorigin[2] + worldsize;
11069 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11071 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11073 ent = r_refdef.scene.entities[renderentityindex];
11074 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11077 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11081 typedef struct r_decalsystem_splatqueue_s
11083 vec3_t worldorigin;
11084 vec3_t worldnormal;
11090 r_decalsystem_splatqueue_t;
11092 int r_decalsystem_numqueued = 0;
11093 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11095 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)
11097 r_decalsystem_splatqueue_t *queue;
11099 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11102 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11103 VectorCopy(worldorigin, queue->worldorigin);
11104 VectorCopy(worldnormal, queue->worldnormal);
11105 Vector4Set(queue->color, r, g, b, a);
11106 Vector4Set(queue->tcrange, s1, t1, s2, t2);
11107 queue->worldsize = worldsize;
11108 queue->decalsequence = cl.decalsequence++;
11111 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11114 r_decalsystem_splatqueue_t *queue;
11116 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11117 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);
11118 r_decalsystem_numqueued = 0;
11121 extern cvar_t cl_decals_max;
11122 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11125 decalsystem_t *decalsystem = &ent->decalsystem;
11132 if (!decalsystem->numdecals)
11135 if (r_showsurfaces.integer)
11138 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11140 R_DecalSystem_Reset(decalsystem);
11144 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11145 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11147 if (decalsystem->lastupdatetime)
11148 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
11151 decalsystem->lastupdatetime = r_refdef.scene.time;
11152 decal = decalsystem->decals;
11153 numdecals = decalsystem->numdecals;
11155 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11157 if (decal->color4f[0][3])
11159 decal->lived += frametime;
11160 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11162 memset(decal, 0, sizeof(*decal));
11163 if (decalsystem->freedecal > i)
11164 decalsystem->freedecal = i;
11168 decal = decalsystem->decals;
11169 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
11172 // collapse the array by shuffling the tail decals into the gaps
11175 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
11176 decalsystem->freedecal++;
11177 if (decalsystem->freedecal == numdecals)
11179 decal[decalsystem->freedecal] = decal[--numdecals];
11182 decalsystem->numdecals = numdecals;
11184 if (numdecals <= 0)
11186 // if there are no decals left, reset decalsystem
11187 R_DecalSystem_Reset(decalsystem);
11191 extern skinframe_t *decalskinframe;
11192 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11195 decalsystem_t *decalsystem = &ent->decalsystem;
11204 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11207 numdecals = decalsystem->numdecals;
11211 if (r_showsurfaces.integer)
11214 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11216 R_DecalSystem_Reset(decalsystem);
11220 // if the model is static it doesn't matter what value we give for
11221 // wantnormals and wanttangents, so this logic uses only rules applicable
11222 // to a model, knowing that they are meaningless otherwise
11223 if (ent == r_refdef.scene.worldentity)
11224 RSurf_ActiveWorldEntity();
11226 RSurf_ActiveModelEntity(ent, false, false, false);
11228 decalsystem->lastupdatetime = r_refdef.scene.time;
11229 decal = decalsystem->decals;
11231 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11233 // update vertex positions for animated models
11234 v3f = decalsystem->vertex3f;
11235 c4f = decalsystem->color4f;
11236 t2f = decalsystem->texcoord2f;
11237 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11239 if (!decal->color4f[0][3])
11242 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11246 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
11249 // update color values for fading decals
11250 if (decal->lived >= cl_decals_time.value)
11251 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11255 c4f[ 0] = decal->color4f[0][0] * alpha;
11256 c4f[ 1] = decal->color4f[0][1] * alpha;
11257 c4f[ 2] = decal->color4f[0][2] * alpha;
11259 c4f[ 4] = decal->color4f[1][0] * alpha;
11260 c4f[ 5] = decal->color4f[1][1] * alpha;
11261 c4f[ 6] = decal->color4f[1][2] * alpha;
11263 c4f[ 8] = decal->color4f[2][0] * alpha;
11264 c4f[ 9] = decal->color4f[2][1] * alpha;
11265 c4f[10] = decal->color4f[2][2] * alpha;
11268 t2f[0] = decal->texcoord2f[0][0];
11269 t2f[1] = decal->texcoord2f[0][1];
11270 t2f[2] = decal->texcoord2f[1][0];
11271 t2f[3] = decal->texcoord2f[1][1];
11272 t2f[4] = decal->texcoord2f[2][0];
11273 t2f[5] = decal->texcoord2f[2][1];
11275 // update vertex positions for animated models
11276 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
11278 e = rsurface.modelelement3i + 3*decal->triangleindex;
11279 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
11280 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
11281 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
11285 VectorCopy(decal->vertex3f[0], v3f);
11286 VectorCopy(decal->vertex3f[1], v3f + 3);
11287 VectorCopy(decal->vertex3f[2], v3f + 6);
11290 if (r_refdef.fogenabled)
11292 alpha = RSurf_FogVertex(v3f);
11293 VectorScale(c4f, alpha, c4f);
11294 alpha = RSurf_FogVertex(v3f + 3);
11295 VectorScale(c4f + 4, alpha, c4f + 4);
11296 alpha = RSurf_FogVertex(v3f + 6);
11297 VectorScale(c4f + 8, alpha, c4f + 8);
11308 r_refdef.stats.drawndecals += numtris;
11310 // now render the decals all at once
11311 // (this assumes they all use one particle font texture!)
11312 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);
11313 // R_Mesh_ResetTextureState();
11314 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
11315 GL_DepthMask(false);
11316 GL_DepthRange(0, 1);
11317 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11318 GL_DepthTest(true);
11319 GL_CullFace(GL_NONE);
11320 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11321 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false, false);
11322 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
11326 static void R_DrawModelDecals(void)
11330 // fade faster when there are too many decals
11331 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11332 for (i = 0;i < r_refdef.scene.numentities;i++)
11333 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11335 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11336 for (i = 0;i < r_refdef.scene.numentities;i++)
11337 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11338 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11340 R_DecalSystem_ApplySplatEntitiesQueue();
11342 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11343 for (i = 0;i < r_refdef.scene.numentities;i++)
11344 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11346 r_refdef.stats.totaldecals += numdecals;
11348 if (r_showsurfaces.integer)
11351 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
11353 for (i = 0;i < r_refdef.scene.numentities;i++)
11355 if (!r_refdef.viewcache.entityvisible[i])
11357 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11358 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
11362 extern cvar_t mod_collision_bih;
11363 static void R_DrawDebugModel(void)
11365 entity_render_t *ent = rsurface.entity;
11366 int i, j, k, l, flagsmask;
11367 const msurface_t *surface;
11368 dp_model_t *model = ent->model;
11371 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
11374 if (r_showoverdraw.value > 0)
11376 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
11377 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11378 R_SetupShader_Generic_NoTexture(false, false);
11379 GL_DepthTest(false);
11380 GL_DepthMask(false);
11381 GL_DepthRange(0, 1);
11382 GL_BlendFunc(GL_ONE, GL_ONE);
11383 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11385 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11387 rsurface.texture = R_GetCurrentTexture(surface->texture);
11388 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11390 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
11391 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11392 if (!rsurface.texture->currentlayers->depthmask)
11393 GL_Color(c, 0, 0, 1.0f);
11394 else if (ent == r_refdef.scene.worldentity)
11395 GL_Color(c, c, c, 1.0f);
11397 GL_Color(0, c, 0, 1.0f);
11398 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11402 rsurface.texture = NULL;
11405 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11407 // R_Mesh_ResetTextureState();
11408 R_SetupShader_Generic_NoTexture(false, false);
11409 GL_DepthRange(0, 1);
11410 GL_DepthTest(!r_showdisabledepthtest.integer);
11411 GL_DepthMask(false);
11412 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11414 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
11418 qboolean cullbox = ent == r_refdef.scene.worldentity;
11419 const q3mbrush_t *brush;
11420 const bih_t *bih = &model->collision_bih;
11421 const bih_leaf_t *bihleaf;
11422 float vertex3f[3][3];
11423 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
11425 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
11427 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
11429 switch (bihleaf->type)
11432 brush = model->brush.data_brushes + bihleaf->itemindex;
11433 if (brush->colbrushf && brush->colbrushf->numtriangles)
11435 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);
11436 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
11437 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
11440 case BIH_COLLISIONTRIANGLE:
11441 triangleindex = bihleaf->itemindex;
11442 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
11443 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
11444 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
11445 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);
11446 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11447 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11449 case BIH_RENDERTRIANGLE:
11450 triangleindex = bihleaf->itemindex;
11451 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
11452 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
11453 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
11454 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);
11455 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11456 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11462 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11465 if (r_showtris.integer && qglPolygonMode)
11467 if (r_showdisabledepthtest.integer)
11469 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11470 GL_DepthMask(false);
11474 GL_BlendFunc(GL_ONE, GL_ZERO);
11475 GL_DepthMask(true);
11477 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
11478 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11480 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11482 rsurface.texture = R_GetCurrentTexture(surface->texture);
11483 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11485 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11486 if (!rsurface.texture->currentlayers->depthmask)
11487 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
11488 else if (ent == r_refdef.scene.worldentity)
11489 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
11491 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
11492 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11496 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
11497 rsurface.texture = NULL;
11500 if (r_shownormals.value != 0 && qglBegin)
11502 if (r_showdisabledepthtest.integer)
11504 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11505 GL_DepthMask(false);
11509 GL_BlendFunc(GL_ONE, GL_ZERO);
11510 GL_DepthMask(true);
11512 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11514 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11516 rsurface.texture = R_GetCurrentTexture(surface->texture);
11517 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11519 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11520 qglBegin(GL_LINES);
11521 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
11523 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11525 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11526 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11527 qglVertex3f(v[0], v[1], v[2]);
11528 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11529 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11530 qglVertex3f(v[0], v[1], v[2]);
11533 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
11535 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11537 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11538 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
11539 qglVertex3f(v[0], v[1], v[2]);
11540 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
11541 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11542 qglVertex3f(v[0], v[1], v[2]);
11545 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
11547 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11549 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11550 GL_Color(0, r_refdef.view.colorscale, 0, 1);
11551 qglVertex3f(v[0], v[1], v[2]);
11552 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
11553 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11554 qglVertex3f(v[0], v[1], v[2]);
11557 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
11559 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11561 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11562 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11563 qglVertex3f(v[0], v[1], v[2]);
11564 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11565 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11566 qglVertex3f(v[0], v[1], v[2]);
11573 rsurface.texture = NULL;
11578 int r_maxsurfacelist = 0;
11579 const msurface_t **r_surfacelist = NULL;
11580 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11582 int i, j, endj, flagsmask;
11583 dp_model_t *model = r_refdef.scene.worldmodel;
11584 msurface_t *surfaces;
11585 unsigned char *update;
11586 int numsurfacelist = 0;
11590 if (r_maxsurfacelist < model->num_surfaces)
11592 r_maxsurfacelist = model->num_surfaces;
11594 Mem_Free((msurface_t**)r_surfacelist);
11595 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11598 RSurf_ActiveWorldEntity();
11600 surfaces = model->data_surfaces;
11601 update = model->brushq1.lightmapupdateflags;
11603 // update light styles on this submodel
11604 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11606 model_brush_lightstyleinfo_t *style;
11607 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11609 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11611 int *list = style->surfacelist;
11612 style->value = r_refdef.scene.lightstylevalue[style->style];
11613 for (j = 0;j < style->numsurfaces;j++)
11614 update[list[j]] = true;
11619 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11623 R_DrawDebugModel();
11624 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11628 rsurface.lightmaptexture = NULL;
11629 rsurface.deluxemaptexture = NULL;
11630 rsurface.uselightmaptexture = false;
11631 rsurface.texture = NULL;
11632 rsurface.rtlight = NULL;
11633 numsurfacelist = 0;
11634 // add visible surfaces to draw list
11635 for (i = 0;i < model->nummodelsurfaces;i++)
11637 j = model->sortedmodelsurfaces[i];
11638 if (r_refdef.viewcache.world_surfacevisible[j])
11639 r_surfacelist[numsurfacelist++] = surfaces + j;
11641 // update lightmaps if needed
11642 if (model->brushq1.firstrender)
11644 model->brushq1.firstrender = false;
11645 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11647 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11651 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11652 if (r_refdef.viewcache.world_surfacevisible[j])
11654 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11656 // don't do anything if there were no surfaces
11657 if (!numsurfacelist)
11659 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11662 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11664 // add to stats if desired
11665 if (r_speeds.integer && !skysurfaces && !depthonly)
11667 r_refdef.stats.world_surfaces += numsurfacelist;
11668 for (j = 0;j < numsurfacelist;j++)
11669 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
11672 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11675 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11677 int i, j, endj, flagsmask;
11678 dp_model_t *model = ent->model;
11679 msurface_t *surfaces;
11680 unsigned char *update;
11681 int numsurfacelist = 0;
11685 if (r_maxsurfacelist < model->num_surfaces)
11687 r_maxsurfacelist = model->num_surfaces;
11689 Mem_Free((msurface_t **)r_surfacelist);
11690 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11693 // if the model is static it doesn't matter what value we give for
11694 // wantnormals and wanttangents, so this logic uses only rules applicable
11695 // to a model, knowing that they are meaningless otherwise
11696 if (ent == r_refdef.scene.worldentity)
11697 RSurf_ActiveWorldEntity();
11698 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11699 RSurf_ActiveModelEntity(ent, false, false, false);
11701 RSurf_ActiveModelEntity(ent, true, true, true);
11702 else if (depthonly)
11704 switch (vid.renderpath)
11706 case RENDERPATH_GL20:
11707 case RENDERPATH_D3D9:
11708 case RENDERPATH_D3D10:
11709 case RENDERPATH_D3D11:
11710 case RENDERPATH_SOFT:
11711 case RENDERPATH_GLES2:
11712 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
11714 case RENDERPATH_GL11:
11715 case RENDERPATH_GL13:
11716 case RENDERPATH_GLES1:
11717 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
11723 switch (vid.renderpath)
11725 case RENDERPATH_GL20:
11726 case RENDERPATH_D3D9:
11727 case RENDERPATH_D3D10:
11728 case RENDERPATH_D3D11:
11729 case RENDERPATH_SOFT:
11730 case RENDERPATH_GLES2:
11731 RSurf_ActiveModelEntity(ent, true, true, false);
11733 case RENDERPATH_GL11:
11734 case RENDERPATH_GL13:
11735 case RENDERPATH_GLES1:
11736 RSurf_ActiveModelEntity(ent, true, false, false);
11741 surfaces = model->data_surfaces;
11742 update = model->brushq1.lightmapupdateflags;
11744 // update light styles
11745 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11747 model_brush_lightstyleinfo_t *style;
11748 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11750 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11752 int *list = style->surfacelist;
11753 style->value = r_refdef.scene.lightstylevalue[style->style];
11754 for (j = 0;j < style->numsurfaces;j++)
11755 update[list[j]] = true;
11760 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11764 R_DrawDebugModel();
11765 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11769 rsurface.lightmaptexture = NULL;
11770 rsurface.deluxemaptexture = NULL;
11771 rsurface.uselightmaptexture = false;
11772 rsurface.texture = NULL;
11773 rsurface.rtlight = NULL;
11774 numsurfacelist = 0;
11775 // add visible surfaces to draw list
11776 for (i = 0;i < model->nummodelsurfaces;i++)
11777 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
11778 // don't do anything if there were no surfaces
11779 if (!numsurfacelist)
11781 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11784 // update lightmaps if needed
11788 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11793 R_BuildLightMap(ent, surfaces + j);
11798 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11800 R_BuildLightMap(ent, surfaces + j);
11801 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11803 // add to stats if desired
11804 if (r_speeds.integer && !skysurfaces && !depthonly)
11806 r_refdef.stats.entities_surfaces += numsurfacelist;
11807 for (j = 0;j < numsurfacelist;j++)
11808 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
11811 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11814 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
11816 static texture_t texture;
11817 static msurface_t surface;
11818 const msurface_t *surfacelist = &surface;
11820 // fake enough texture and surface state to render this geometry
11822 texture.update_lastrenderframe = -1; // regenerate this texture
11823 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
11824 texture.currentskinframe = skinframe;
11825 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
11826 texture.offsetmapping = OFFSETMAPPING_OFF;
11827 texture.offsetscale = 1;
11828 texture.specularscalemod = 1;
11829 texture.specularpowermod = 1;
11831 surface.texture = &texture;
11832 surface.num_triangles = numtriangles;
11833 surface.num_firsttriangle = firsttriangle;
11834 surface.num_vertices = numvertices;
11835 surface.num_firstvertex = firstvertex;
11838 rsurface.texture = R_GetCurrentTexture(surface.texture);
11839 rsurface.lightmaptexture = NULL;
11840 rsurface.deluxemaptexture = NULL;
11841 rsurface.uselightmaptexture = false;
11842 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
11845 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)
11847 static msurface_t surface;
11848 const msurface_t *surfacelist = &surface;
11850 // fake enough texture and surface state to render this geometry
11851 surface.texture = texture;
11852 surface.num_triangles = numtriangles;
11853 surface.num_firsttriangle = firsttriangle;
11854 surface.num_vertices = numvertices;
11855 surface.num_firstvertex = firstvertex;
11858 rsurface.texture = R_GetCurrentTexture(surface.texture);
11859 rsurface.lightmaptexture = NULL;
11860 rsurface.deluxemaptexture = NULL;
11861 rsurface.uselightmaptexture = false;
11862 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);