#include "quakedef.h"
#include "r_shadow.h"
#include "polygon.h"
+#include "image.h"
mempool_t *r_main_mempool;
rtexturepool_t *r_main_texturepool;
r_viewcache_t r_viewcache;
cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
-cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "shows surfaces as different colors"};
+cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
+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)"};
cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
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"};
cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
+cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
+cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
+cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
+cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
-cvar_t r_fullbright = {0, "r_fullbright","0", "make everything bright cheat (not allowed in multiplayer)"};
+cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
-cvar_t r_glsl = {0, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
-cvar_t r_glsl_offsetmapping = {0, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
-cvar_t r_glsl_offsetmapping_reliefmapping = {0, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
-cvar_t r_glsl_offsetmapping_scale = {0, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
-cvar_t r_glsl_deluxemapping = {0, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
+cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
+cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
+cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
+cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
+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)"};
cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
-cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"}; // used for testing renderer code changes, otherwise does nothing
+cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
typedef struct r_glsl_bloomshader_s
//rtexture_t *r_texture_fogintensity;
// information about each possible shader permutation
-r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_COUNT];
+r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_MAX];
// currently selected permutation
r_glsl_permutation_t *r_glsl_permutation;
-// temporary variable used by a macro
-int fogtableindex;
-
// vertex coordinates for a quad that covers the screen exactly
const static float r_screenvertex3f[12] =
{
r_refdef.fog_density = r_refdef.fog_red = r_refdef.fog_green = r_refdef.fog_blue = 0.0f;
}
-// FIXME: move this to client?
-void FOG_registercvars(void)
+float FogPoint_World(const vec3_t p)
{
- int x;
- double r, alpha;
-
- if (gamemode == GAME_NEHAHRA)
- {
- Cvar_RegisterVariable (&gl_fogenable);
- Cvar_RegisterVariable (&gl_fogdensity);
- Cvar_RegisterVariable (&gl_fogred);
- Cvar_RegisterVariable (&gl_foggreen);
- Cvar_RegisterVariable (&gl_fogblue);
- Cvar_RegisterVariable (&gl_fogstart);
- Cvar_RegisterVariable (&gl_fogend);
- }
+ int fogmasktableindex = (int)(VectorDistance((p), r_view.origin) * r_refdef.fogmasktabledistmultiplier);
+ return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
+}
- r = (-1.0/256.0) * (FOGTABLEWIDTH * FOGTABLEWIDTH);
- for (x = 0;x < FOGTABLEWIDTH;x++)
- {
- alpha = exp(r / ((double)x*(double)x));
- if (x == FOGTABLEWIDTH - 1)
- alpha = 1;
- r_refdef.fogtable[x] = bound(0, alpha, 1);
- }
+float FogPoint_Model(const vec3_t p)
+{
+ int fogmasktableindex = (int)(VectorDistance((p), rsurface_modelorg) * r_refdef.fogmasktabledistmultiplier);
+ return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
}
static void R_BuildBlankTextures(void)
static void R_BuildFogTexture(void)
{
int x, b;
- double r, alpha;
#define FOGWIDTH 64
unsigned char data1[FOGWIDTH][4];
//unsigned char data2[FOGWIDTH][4];
- r = (-1.0/256.0) * (FOGWIDTH * FOGWIDTH);
for (x = 0;x < FOGWIDTH;x++)
{
- alpha = exp(r / ((double)x*(double)x));
- if (x == FOGWIDTH - 1)
- alpha = 1;
- b = (int)(256.0 * alpha);
- b = bound(0, b, 255);
- data1[x][0] = 255 - b;
- data1[x][1] = 255 - b;
- data1[x][2] = 255 - b;
+ b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
+ data1[x][0] = b;
+ data1[x][1] = b;
+ data1[x][2] = b;
data1[x][3] = 255;
- //data2[x][0] = b;
- //data2[x][1] = b;
- //data2[x][2] = b;
+ //data2[x][0] = 255 - b;
+ //data2[x][1] = 255 - b;
+ //data2[x][2] = 255 - b;
//data2[x][3] = 255;
}
r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
"// fragment shader specific:\n"
"#ifdef FRAGMENT_SHADER\n"
"\n"
+"// 11 textures, we can only use up to 16 on DX9-class hardware\n"
"uniform sampler2D Texture_Normal;\n"
"uniform sampler2D Texture_Color;\n"
"uniform sampler2D Texture_Gloss;\n"
"uniform samplerCube Texture_Cube;\n"
+"uniform sampler2D Texture_Attenuation;\n"
"uniform sampler2D Texture_FogMask;\n"
"uniform sampler2D Texture_Pants;\n"
"uniform sampler2D Texture_Shirt;\n"
"uniform myhalf SpecularScale;\n"
"uniform myhalf SpecularPower;\n"
"\n"
-"void main(void)\n"
-"{\n"
-" // apply offsetmapping\n"
"#ifdef USEOFFSETMAPPING\n"
-" vec2 TexCoordOffset = TexCoord;\n"
-"#define TexCoord TexCoordOffset\n"
-"\n"
-" vec3 eyedir = vec3(normalize(EyeVector));\n"
-" float depthbias = 1.0 - eyedir.z; // should this be a -?\n"
-" depthbias = 1.0 - depthbias * depthbias;\n"
-"\n"
+"vec2 OffsetMapping(vec2 TexCoord)\n"
+"{\n"
"#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
" // 14 sample relief mapping: linear search and then binary search\n"
-" //vec3 OffsetVector = vec3(EyeVector.xy * (1.0 / EyeVector.z) * depthbias * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n"
-" //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n"
-" vec3 OffsetVector = vec3(eyedir.xy * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n"
-" vec3 RT = vec3(TexCoord - OffsetVector.xy * 10.0, 1.0) + OffsetVector;\n"
-" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
-" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
-" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
-" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
-" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
-" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
-" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
-" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
-" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
-" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
-" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
-" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
-" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
-" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
-" TexCoord = RT.xy;\n"
-"#elif 1\n"
+" // this basically steps forward a small amount repeatedly until it finds\n"
+" // itself inside solid, then jitters forward and back using decreasing\n"
+" // amounts to find the impact\n"
+" //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
+" //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
+" vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
+" vec3 RT = vec3(TexCoord, 1);\n"
+" OffsetVector *= 0.1;\n"
+" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
+" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
+" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
+" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
+" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
+" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
+" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
+" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
+" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
+" RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
+" RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
+" RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
+" RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
+" RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
+" return RT.xy;\n"
+"#else\n"
" // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
-" //vec2 OffsetVector = vec2(EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
-" //vec2 OffsetVector = vec2(normalize(EyeVector.xy)) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
-" vec2 OffsetVector = vec2(eyedir.xy) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
-" //TexCoord += OffsetVector * 3.0;\n"
-" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
-" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
-" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
-"#elif 0\n"
-" // 10 sample offset mapping\n"
-" //vec2 OffsetVector = vec2(EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
-" //vec2 OffsetVector = vec2(normalize(EyeVector.xy)) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
-" vec2 OffsetVector = vec2(eyedir.xy) * OffsetMapping_Scale * vec2(-0.1, 0.1);\n"
-" //TexCoord += OffsetVector * 3.0;\n"
-" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
+" // this basically moves forward the full distance, and then backs up based\n"
+" // on height of samples\n"
+" //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
+" //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
+" vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
+" TexCoord += OffsetVector;\n"
+" OffsetVector *= 0.333;\n"
" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
-" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
-" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
-" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
-" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
-" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
-" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
-"#elif 1\n"
-" // parallax mapping as described in the paper\n"
-" // 'Parallax Mapping with Offset Limiting: A Per-Pixel Approximation of Uneven Surfaces' by Terry Welsh\n"
-" // The paper provides code in the ARB fragment program assembly language\n"
-" // I translated it to GLSL but may have done something wrong - SavageX\n"
-" // LordHavoc: removed bias and simplified to one line\n"
-" // LordHavoc: this is just a single sample offsetmapping...\n"
-" TexCoordOffset += vec2(eyedir.x, -1.0 * eyedir.y) * OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).a;\n"
-"#else\n"
-" // parallax mapping as described in the paper\n"
-" // 'Parallax Mapping with Offset Limiting: A Per-Pixel Approximation of Uneven Surfaces' by Terry Welsh\n"
-" // The paper provides code in the ARB fragment program assembly language\n"
-" // I translated it to GLSL but may have done something wrong - SavageX\n"
-" float height = texture2D(Texture_Normal, TexCoord).a;\n"
-" height = (height - 0.5) * OffsetMapping_Scale; // bias and scale\n"
-" TexCoordOffset += height * vec2(eyedir.x, -1.0 * eyedir.y);\n"
+" return TexCoord;\n"
+"#endif\n"
+"}\n"
"#endif\n"
+"\n"
+"void main(void)\n"
+"{\n"
+"#ifdef USEOFFSETMAPPING\n"
+" // apply offsetmapping\n"
+" vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
+"#define TexCoord TexCoordOffset\n"
"#endif\n"
"\n"
" // combine the diffuse textures (base, pants, shirt)\n"
"#ifdef MODE_LIGHTSOURCE\n"
" // light source\n"
"\n"
-" // get the surface normal and light normal\n"
+" // calculate surface normal, light normal, and specular normal\n"
+" // compute color intensity for the two textures (colormap and glossmap)\n"
+" // scale by light color and attenuation as efficiently as possible\n"
+" // (do as much scalar math as possible rather than vector math)\n"
+"#ifdef USESPECULAR\n"
" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
" myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
+" myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
"\n"
" // calculate directional shading\n"
-" color.rgb *= AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
-"#ifdef USESPECULAR\n"
-" myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
-" color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
+" color.rgb = LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * myhvec3(texture2D(Texture_Gloss, TexCoord)));\n"
+"#else\n"
+"#ifdef USEDIFFUSE\n"
+" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
+" myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
+"\n"
+" // calculate directional shading\n"
+" color.rgb = color.rgb * LightColor * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
+"#else\n"
+" // calculate directionless shading\n"
+" color.rgb = color.rgb * LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
+"#endif\n"
"#endif\n"
"\n"
"#ifdef USECUBEFILTER\n"
" color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
"#endif\n"
"\n"
-" // apply light color\n"
-" color.rgb *= LightColor;\n"
-"\n"
-" // apply attenuation\n"
-" //\n"
-" // the attenuation is (1-(x*x+y*y+z*z)) which gives a large bright\n"
-" // center and sharp falloff at the edge, this is about the most efficient\n"
-" // we can get away with as far as providing illumination.\n"
-" //\n"
-" // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n"
-" // provide significant illumination, large = slow = pain.\n"
-" color.rgb *= myhalf(max(1.0 - dot(CubeVector, CubeVector), 0.0));\n"
-"\n"
"\n"
"\n"
"\n"
"\n"
"#ifdef USEFOG\n"
" // apply fog\n"
-" myhalf fog = myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0)).x);\n"
-" color.rgb = color.rgb * fog + FogColor * (1.0 - fog);\n"
+" color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
"#endif\n"
"\n"
" color.rgb *= SceneBrightness;\n"
{"#define USEGLOW\n", " glow"},
{"#define USEFOG\n", " fog"},
{"#define USECOLORMAPPING\n", " colormapping"},
+ {"#define USEDIFFUSE\n", " diffuse"},
{"#define USESPECULAR\n", " specular"},
{"#define USECUBEFILTER\n", " cubefilter"},
{"#define USEOFFSETMAPPING\n", " offsetmapping"},
{
int i;
qboolean shaderfound;
- r_glsl_permutation_t *p = r_glsl_permutations + (permutation & SHADERPERMUTATION_COUNTMASK);
+ r_glsl_permutation_t *p = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
int vertstrings_count;
int geomstrings_count;
int fragstrings_count;
char *shaderstring;
- const char *vertstrings_list[SHADERPERMUTATION_COUNT+1];
- const char *geomstrings_list[SHADERPERMUTATION_COUNT+1];
- const char *fragstrings_list[SHADERPERMUTATION_COUNT+1];
+ const char *vertstrings_list[32+1];
+ const char *geomstrings_list[32+1];
+ const char *fragstrings_list[32+1];
char permutationname[256];
if (p->compiled)
return;
p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
+ p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap, 7);
if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8);
if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow, 9);
+ if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation, 10);
CHECKGLERROR
qglUseProgramObjectARB(0);CHECKGLERROR
}
void R_GLSL_Restart_f(void)
{
int i;
- for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
+ for (i = 0;i < SHADERPERMUTATION_MAX;i++)
if (r_glsl_permutations[i].program)
GL_Backend_FreeProgram(r_glsl_permutations[i].program);
memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
}
-int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting)
+extern rtexture_t *r_shadow_attenuationgradienttexture;
+extern rtexture_t *r_shadow_attenuation2dtexture;
+extern rtexture_t *r_shadow_attenuation3dtexture;
+int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale)
{
// select a permutation of the lighting shader appropriate to this
// combination of texture, entity, light source, and fogging, only use the
// minimum features necessary to avoid wasting rendering time in the
// fragment shader on features that are not being used
const char *shaderfilename = NULL;
- int permutation = 0;
- float specularscale = rsurface_texture->specularscale;
+ unsigned int permutation = 0;
r_glsl_permutation = NULL;
// TODO: implement geometry-shader based shadow volumes someday
if (r_shadow_rtlight)
// light source
shaderfilename = "glsl/default.glsl";
permutation = SHADERPERMUTATION_MODE_LIGHTSOURCE | SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
- specularscale *= r_shadow_rtlight->specularscale;
if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
permutation |= SHADERPERMUTATION_CUBEFILTER;
+ if (diffusescale > 0)
+ permutation |= SHADERPERMUTATION_DIFFUSE;
if (specularscale > 0)
- permutation |= SHADERPERMUTATION_SPECULAR;
+ permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
if (r_refdef.fogenabled)
permutation |= SHADERPERMUTATION_FOG;
if (rsurface_texture->colormapping)
permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
}
}
- if (!r_glsl_permutations[permutation & SHADERPERMUTATION_COUNTMASK].program)
+ if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
{
- if (!r_glsl_permutations[permutation & SHADERPERMUTATION_COUNTMASK].compiled)
+ if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
R_GLSL_CompilePermutation(shaderfilename, permutation);
- if (!r_glsl_permutations[permutation & SHADERPERMUTATION_COUNTMASK].program)
+ if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
{
// remove features until we find a valid permutation
- int i;
- for (i = SHADERPERMUTATION_COUNT-1;;i>>=1)
+ unsigned int i;
+ for (i = SHADERPERMUTATION_MASK;;i>>=1)
{
+ if (!i)
+ return 0; // utterly failed
// reduce i more quickly whenever it would not remove any bits
if (permutation < i)
continue;
permutation &= i;
- if (!r_glsl_permutations[permutation & SHADERPERMUTATION_COUNTMASK].compiled)
+ if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
R_GLSL_CompilePermutation(shaderfilename, permutation);
- if (r_glsl_permutations[permutation & SHADERPERMUTATION_COUNTMASK].program)
+ if (r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
break;
- if (!i)
- return 0; // utterly failed
}
}
}
- r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_COUNTMASK);
+ r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
CHECKGLERROR
qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
R_Mesh_TexMatrix(0, &rsurface_texture->currenttexmatrix);
{
if (r_glsl_permutation->loc_Texture_Cube >= 0 && r_shadow_rtlight) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);
- if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
- if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_shadow_rtlight->ambientscale);
- if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_shadow_rtlight->diffusescale);
- if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
+ if (permutation & SHADERPERMUTATION_DIFFUSE)
+ {
+ if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
+ if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
+ if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
+ if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
+ }
+ else
+ {
+ // ambient only is simpler
+ if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale);
+ if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
+ if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
+ if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
+ }
}
else if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION)
{
if (r_glsl_permutation->loc_AmbientColor >= 0)
- qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface_entity->modellight_ambient[0], rsurface_entity->modellight_ambient[1], rsurface_entity->modellight_ambient[2]);
+ qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface_entity->modellight_ambient[0] * ambientscale, rsurface_entity->modellight_ambient[1] * ambientscale, rsurface_entity->modellight_ambient[2] * ambientscale);
if (r_glsl_permutation->loc_DiffuseColor >= 0)
- qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface_entity->modellight_diffuse[0], rsurface_entity->modellight_diffuse[1], rsurface_entity->modellight_diffuse[2]);
+ qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface_entity->modellight_diffuse[0] * diffusescale, rsurface_entity->modellight_diffuse[1] * diffusescale, rsurface_entity->modellight_diffuse[2] * diffusescale);
if (r_glsl_permutation->loc_SpecularColor >= 0)
- qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface_entity->modellight_diffuse[0] * rsurface_texture->specularscale, rsurface_entity->modellight_diffuse[1] * rsurface_texture->specularscale, rsurface_entity->modellight_diffuse[2] * rsurface_texture->specularscale);
+ qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface_entity->modellight_diffuse[0] * specularscale, rsurface_entity->modellight_diffuse[1] * specularscale, rsurface_entity->modellight_diffuse[2] * specularscale);
if (r_glsl_permutation->loc_LightDir >= 0)
qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface_entity->modellight_lightdir[0], rsurface_entity->modellight_lightdir[1], rsurface_entity->modellight_lightdir[2]);
}
if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(rsurface_texture->basetexture));
if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(rsurface_texture->glosstexture));
//if (r_glsl_permutation->loc_Texture_Cube >= 0 && permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
+ if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(10, R_GetTexture(r_shadow_attenuationgradienttexture));
if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(rsurface_texture->currentskinframe->pants));
if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(rsurface_texture->currentskinframe->shirt));
void R_SwitchSurfaceShader(int permutation)
{
- if (r_glsl_permutation != r_glsl_permutations + (permutation & SHADERPERMUTATION_COUNTMASK))
+ if (r_glsl_permutation != r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK))
{
- r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_COUNTMASK);
+ r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
CHECKGLERROR
qglUseProgramObjectARB(r_glsl_permutation->program);
CHECKGLERROR
}
}
+#define SKINFRAME_HASH 1024
+
+struct
+{
+ int loadsequence; // incremented each level change
+ memexpandablearray_t array;
+ skinframe_t *hash[SKINFRAME_HASH];
+}
+r_skinframe;
+
+void R_SkinFrame_PrepareForPurge(void)
+{
+ r_skinframe.loadsequence++;
+ // wrap it without hitting zero
+ if (r_skinframe.loadsequence >= 200)
+ r_skinframe.loadsequence = 1;
+}
+
+void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
+{
+ if (!skinframe)
+ return;
+ // mark the skinframe as used for the purging code
+ skinframe->loadsequence = r_skinframe.loadsequence;
+}
+
+void R_SkinFrame_Purge(void)
+{
+ int i;
+ skinframe_t *s;
+ for (i = 0;i < SKINFRAME_HASH;i++)
+ {
+ for (s = r_skinframe.hash[i];s;s = s->next)
+ {
+ if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
+ {
+ if (s->base == r_texture_notexture) s->base = NULL;
+ if (s->nmap == r_texture_blanknormalmap)s->nmap = NULL;
+ if (s->merged == s->base) s->merged = NULL;
+ if (s->stain ) R_FreeTexture(s->stain );s->stain = NULL;
+ if (s->merged) R_FreeTexture(s->merged);s->merged = NULL;
+ if (s->base ) R_FreeTexture(s->base );s->base = NULL;
+ if (s->pants ) R_FreeTexture(s->pants );s->pants = NULL;
+ if (s->shirt ) R_FreeTexture(s->shirt );s->shirt = NULL;
+ if (s->nmap ) R_FreeTexture(s->nmap );s->nmap = NULL;
+ if (s->gloss ) R_FreeTexture(s->gloss );s->gloss = NULL;
+ if (s->glow ) R_FreeTexture(s->glow );s->glow = NULL;
+ if (s->fog ) R_FreeTexture(s->fog );s->fog = NULL;
+ s->loadsequence = 0;
+ }
+ }
+ }
+}
+
+skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
+{
+ skinframe_t *item;
+ int hashindex;
+ char basename[MAX_QPATH];
+
+ Image_StripImageExtension(name, basename, sizeof(basename));
+
+ hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
+ for (item = r_skinframe.hash[hashindex];item;item = item->next)
+ if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
+ break;
+ if (!item)
+ {
+ if (!add)
+ return NULL;
+ item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
+ memset(item, 0, sizeof(*item));
+ strlcpy(item->basename, basename, sizeof(item->basename));
+ item->textureflags = textureflags;
+ item->comparewidth = comparewidth;
+ item->compareheight = compareheight;
+ item->comparecrc = comparecrc;
+ item->next = r_skinframe.hash[hashindex];
+ r_skinframe.hash[hashindex] = item;
+ }
+ R_SkinFrame_MarkUsed(item);
+ return item;
+}
+
+skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags)
+{
+ // FIXME: it should be possible to disable loading various layers using
+ // cvars, to prevent wasted loading time and memory usage if the user does
+ // not want them
+ qboolean loadnormalmap = true;
+ qboolean loadgloss = true;
+ qboolean loadpantsandshirt = true;
+ qboolean loadglow = true;
+ int j;
+ unsigned char *pixels;
+ unsigned char *bumppixels;
+ unsigned char *basepixels = NULL;
+ int basepixels_width;
+ int basepixels_height;
+ skinframe_t *skinframe;
+
+ if (cls.state == ca_dedicated)
+ return NULL;
+
+ // return an existing skinframe if already loaded
+ // if loading of the first image fails, don't make a new skinframe as it
+ // would cause all future lookups of this to be missing
+ skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
+ if (skinframe && skinframe->base)
+ return skinframe;
+
+ basepixels = loadimagepixels(name, false, 0, 0);
+ if (basepixels == NULL)
+ return NULL;
+
+ // we've got some pixels to store, so really allocate this new texture now
+ if (!skinframe)
+ skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
+ skinframe->stain = NULL;
+ skinframe->merged = NULL;
+ skinframe->base = r_texture_notexture;
+ skinframe->pants = NULL;
+ skinframe->shirt = NULL;
+ skinframe->nmap = r_texture_blanknormalmap;
+ skinframe->gloss = NULL;
+ skinframe->glow = NULL;
+ skinframe->fog = NULL;
+
+ basepixels_width = image_width;
+ basepixels_height = image_height;
+ skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
+
+ if (textureflags & TEXF_ALPHA)
+ {
+ for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
+ if (basepixels[j] < 255)
+ break;
+ if (j < basepixels_width * basepixels_height * 4)
+ {
+ // has transparent pixels
+ pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
+ for (j = 0;j < image_width * image_height * 4;j += 4)
+ {
+ pixels[j+0] = 255;
+ pixels[j+1] = 255;
+ pixels[j+2] = 255;
+ pixels[j+3] = basepixels[j+3];
+ }
+ skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
+ Mem_Free(pixels);
+ }
+ }
+
+ // _norm is the name used by tenebrae and has been adopted as standard
+ if (loadnormalmap)
+ {
+ if ((pixels = loadimagepixels(va("%s_norm", skinframe->basename), false, 0, 0)) != NULL)
+ {
+ skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
+ Mem_Free(pixels);
+ pixels = NULL;
+ }
+ else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixels(va("%s_bump", skinframe->basename), false, 0, 0)) != NULL)
+ {
+ pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
+ Image_HeightmapToNormalmap(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
+ skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
+ Mem_Free(pixels);
+ Mem_Free(bumppixels);
+ }
+ else if (r_shadow_bumpscale_basetexture.value > 0)
+ {
+ pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
+ Image_HeightmapToNormalmap(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
+ skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
+ Mem_Free(pixels);
+ }
+ }
+ // _luma is supported for tenebrae compatibility
+ // (I think it's a very stupid name, but oh well)
+ // _glow is the preferred name
+ if (loadglow && ((pixels = loadimagepixels(va("%s_glow", skinframe->basename), false, 0, 0)) != NULL || (pixels = loadimagepixels(va("%s_luma", skinframe->basename), false, 0, 0)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
+ if (loadgloss && (pixels = loadimagepixels(va("%s_gloss", skinframe->basename), false, 0, 0)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
+ if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_pants", skinframe->basename), false, 0, 0)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
+ if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_shirt", skinframe->basename), false, 0, 0)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
+
+ if (basepixels)
+ Mem_Free(basepixels);
+
+ return skinframe;
+}
+
+static rtexture_t *R_SkinFrame_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags, qboolean force)
+{
+ int i;
+ if (!force)
+ {
+ for (i = 0;i < width*height;i++)
+ if (((unsigned char *)&palette[in[i]])[3] > 0)
+ break;
+ if (i == width*height)
+ return NULL;
+ }
+ return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
+}
+
+skinframe_t *R_SkinFrame_LoadInternal(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height, int bitsperpixel, const unsigned int *palette, const unsigned int *alphapalette)
+{
+ int i;
+ unsigned char *temp1, *temp2;
+ skinframe_t *skinframe;
+
+ if (cls.state == ca_dedicated)
+ return NULL;
+
+ // if already loaded just return it, otherwise make a new skinframe
+ skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*bitsperpixel/8) : 0, true);
+ if (skinframe && skinframe->base)
+ return skinframe;
+
+ skinframe->stain = NULL;
+ skinframe->merged = NULL;
+ skinframe->base = r_texture_notexture;
+ skinframe->pants = NULL;
+ skinframe->shirt = NULL;
+ skinframe->nmap = r_texture_blanknormalmap;
+ skinframe->gloss = NULL;
+ skinframe->glow = NULL;
+ skinframe->fog = NULL;
+
+ // if no data was provided, then clearly the caller wanted to get a blank skinframe
+ if (!skindata)
+ return NULL;
+
+ if (bitsperpixel == 32)
+ {
+ if (r_shadow_bumpscale_basetexture.value > 0)
+ {
+ temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
+ temp2 = temp1 + width * height * 4;
+ Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
+ skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
+ Mem_Free(temp1);
+ }
+ skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_RGBA, textureflags, NULL);
+ if (textureflags & TEXF_ALPHA)
+ {
+ for (i = 3;i < width * height * 4;i += 4)
+ if (skindata[i] < 255)
+ break;
+ if (i < width * height * 4)
+ {
+ unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
+ memcpy(fogpixels, skindata, width * height * 4);
+ for (i = 0;i < width * height * 4;i += 4)
+ fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
+ skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_RGBA, textureflags, NULL);
+ Mem_Free(fogpixels);
+ }
+ }
+ }
+ else if (bitsperpixel == 8)
+ {
+ if (r_shadow_bumpscale_basetexture.value > 0)
+ {
+ temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
+ temp2 = temp1 + width * height * 4;
+ if (bitsperpixel == 32)
+ Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
+ else
+ {
+ // use either a custom palette or the quake palette
+ Image_Copy8bitRGBA(skindata, temp1, width * height, palette ? palette : palette_complete);
+ Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
+ }
+ skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
+ Mem_Free(temp1);
+ }
+ // use either a custom palette, or the quake palette
+ skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette ? palette : (loadglowtexture ? palette_nofullbrights : ((textureflags & TEXF_ALPHA) ? palette_transparent : palette_complete)), textureflags, true); // all
+ if (!palette && loadglowtexture)
+ skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_onlyfullbrights, textureflags, false); // glow
+ if (!palette && loadpantsandshirt)
+ {
+ skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_pantsaswhite, textureflags, false); // pants
+ skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_shirtaswhite, textureflags, false); // shirt
+ }
+ if (skinframe->pants || skinframe->shirt)
+ skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename),loadglowtexture ? palette_nocolormapnofullbrights : palette_nocolormap, textureflags, false); // no special colors
+ if (textureflags & TEXF_ALPHA)
+ {
+ // if not using a custom alphapalette, use the quake one
+ if (!alphapalette)
+ alphapalette = palette_alpha;
+ for (i = 0;i < width * height;i++)
+ if (((unsigned char *)alphapalette)[skindata[i]*4+3] < 255)
+ break;
+ if (i < width * height)
+ skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), alphapalette, textureflags, true); // fog mask
+ }
+ }
+
+ return skinframe;
+}
+
+skinframe_t *R_SkinFrame_LoadMissing(void)
+{
+ skinframe_t *skinframe;
+
+ if (cls.state == ca_dedicated)
+ return NULL;
+
+ skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
+ skinframe->stain = NULL;
+ skinframe->merged = NULL;
+ skinframe->base = r_texture_notexture;
+ skinframe->pants = NULL;
+ skinframe->shirt = NULL;
+ skinframe->nmap = r_texture_blanknormalmap;
+ skinframe->gloss = NULL;
+ skinframe->glow = NULL;
+ skinframe->fog = NULL;
+
+ return skinframe;
+}
+
void gl_main_start(void)
{
+ int x;
+ double r, alpha;
+
+ r = (-1.0/256.0) * (FOGMASKTABLEWIDTH * FOGMASKTABLEWIDTH);
+ for (x = 0;x < FOGMASKTABLEWIDTH;x++)
+ {
+ alpha = 1 - exp(r / ((double)x*(double)x));
+ if (x == FOGMASKTABLEWIDTH - 1)
+ alpha = 0;
+ r_refdef.fogmasktable[x] = bound(0, alpha, 1);
+ }
+
+ // set up r_skinframe loading system for textures
+ memset(&r_skinframe, 0, sizeof(r_skinframe));
+ r_skinframe.loadsequence = 1;
+ Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
+
r_main_texturepool = R_AllocTexturePool();
R_BuildBlankTextures();
R_BuildNoTexture();
void gl_main_shutdown(void)
{
+ // clear out the r_skinframe state
+ Mem_ExpandableArray_FreeArray(&r_skinframe.array);
+ memset(&r_skinframe, 0, sizeof(r_skinframe));
+
if (r_svbsp.nodes)
Mem_Free(r_svbsp.nodes);
memset(&r_svbsp, 0, sizeof (r_svbsp));
{
r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
- Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed\n");
- FOG_registercvars(); // FIXME: move this fog stuff to client?
+ Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
+ // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
+ if (gamemode == GAME_NEHAHRA)
+ {
+ Cvar_RegisterVariable (&gl_fogenable);
+ Cvar_RegisterVariable (&gl_fogdensity);
+ Cvar_RegisterVariable (&gl_fogred);
+ Cvar_RegisterVariable (&gl_foggreen);
+ Cvar_RegisterVariable (&gl_fogblue);
+ Cvar_RegisterVariable (&gl_fogstart);
+ Cvar_RegisterVariable (&gl_fogend);
+ }
Cvar_RegisterVariable(&r_nearclip);
+ Cvar_RegisterVariable(&r_showbboxes);
Cvar_RegisterVariable(&r_showsurfaces);
Cvar_RegisterVariable(&r_showtris);
Cvar_RegisterVariable(&r_shownormals);
Cvar_RegisterVariable(&r_showdisabledepthtest);
Cvar_RegisterVariable(&r_drawportals);
Cvar_RegisterVariable(&r_drawentities);
+ Cvar_RegisterVariable(&r_cullentities_trace);
+ Cvar_RegisterVariable(&r_cullentities_trace_samples);
+ Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
+ Cvar_RegisterVariable(&r_cullentities_trace_delay);
Cvar_RegisterVariable(&r_drawviewmodel);
Cvar_RegisterVariable(&r_speeds);
Cvar_RegisterVariable(&r_fullbrights);
VID_CheckExtensions();
// LordHavoc: report supported extensions
- Con_DPrintf("\nengine extensions: %s\n", vm_sv_extensions );
+ Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
// clear to black (loading plaque will be seen over this)
CHECKGLERROR
return false;
}
+int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
+{
+ int i;
+ const mplane_t *p;
+ for (i = 0;i < numplanes;i++)
+ {
+ p = planes + i;
+ switch(p->signbits)
+ {
+ default:
+ case 0:
+ if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
+ return true;
+ break;
+ case 1:
+ if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
+ return true;
+ break;
+ case 2:
+ if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
+ return true;
+ break;
+ case 3:
+ if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
+ return true;
+ break;
+ case 4:
+ if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
+ return true;
+ break;
+ case 5:
+ if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
+ return true;
+ break;
+ case 6:
+ if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
+ return true;
+ break;
+ case 7:
+ if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
+ return true;
+ break;
+ }
+ }
+ return false;
+}
+
//==================================================================================
static void R_UpdateEntityLighting(entity_render_t *ent)
for (i = 0;i < r_refdef.numentities;i++)
{
ent = r_refdef.entities[i];
- r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs));
+ r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs));
+ }
+ if(r_cullentities_trace.integer)
+ {
+ for (i = 0;i < r_refdef.numentities;i++)
+ {
+ ent = r_refdef.entities[i];
+ if(r_viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
+ {
+ if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.worldmodel, r_view.origin, ent->mins, ent->maxs))
+ ent->last_trace_visibility = realtime;
+ if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
+ r_viewcache.entityvisible[i] = 0;
+ }
+ }
}
}
else
static void R_View_SetFrustum(void)
{
+ double slopex, slopey;
+
// break apart the view matrix into vectors for various purposes
Matrix4x4_ToVectors(&r_view.matrix, r_view.forward, r_view.left, r_view.up, r_view.origin);
VectorNegate(r_view.left, r_view.right);
- VectorMAM(1, r_view.forward, 1.0 / -r_view.frustum_x, r_view.left, r_view.frustum[0].normal);
- VectorMAM(1, r_view.forward, 1.0 / r_view.frustum_x, r_view.left, r_view.frustum[1].normal);
- VectorMAM(1, r_view.forward, 1.0 / -r_view.frustum_y, r_view.up, r_view.frustum[2].normal);
- VectorMAM(1, r_view.forward, 1.0 / r_view.frustum_y, r_view.up, r_view.frustum[3].normal);
+ slopex = 1.0 / r_view.frustum_x;
+ slopey = 1.0 / r_view.frustum_y;
+ VectorMA(r_view.forward, -slopex, r_view.left, r_view.frustum[0].normal);
+ VectorMA(r_view.forward, slopex, r_view.left, r_view.frustum[1].normal);
+ VectorMA(r_view.forward, -slopey, r_view.up , r_view.frustum[2].normal);
+ VectorMA(r_view.forward, slopey, r_view.up , r_view.frustum[3].normal);
VectorCopy(r_view.forward, r_view.frustum[4].normal);
VectorNormalize(r_view.frustum[0].normal);
VectorNormalize(r_view.frustum[1].normal);
PlaneClassify(&r_view.frustum[3]);
PlaneClassify(&r_view.frustum[4]);
+ // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
+ VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]);
+ VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, 1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[1]);
+ VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, 1024 * slopey, r_view.up, r_view.frustumcorner[2]);
+ VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, 1024 * slopex, r_view.left, 1024 * slopey, r_view.up, r_view.frustumcorner[3]);
+
// LordHavoc: note to all quake engine coders, Quake had a special case
// for 90 degrees which assumed a square view (wrong), so I removed it,
// Quake2 has it disabled as well.
GL_AlphaTest(false);
GL_ScissorTest(false);
GL_DepthMask(false);
+ GL_DepthRange(0, 1);
GL_DepthTest(false);
R_Mesh_Matrix(&identitymatrix);
R_Mesh_ResetTextureState();
GL_AlphaTest(false);
GL_ScissorTest(true);
GL_DepthMask(true);
+ GL_DepthRange(0, 1);
GL_DepthTest(true);
R_Mesh_Matrix(&identitymatrix);
R_Mesh_ResetTextureState();
r_refdef.stats.bloom++;
R_ResetViewRendering2D();
- R_Mesh_VertexPointer(r_screenvertex3f);
- R_Mesh_ColorPointer(NULL);
- R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f);
+ R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
+ R_Mesh_ColorPointer(NULL, 0, 0);
+ R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
// copy view into the screen texture
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_Color(colorscale, colorscale, colorscale, 1);
// TODO: optimize with multitexture or GLSL
- R_Mesh_Draw(0, 4, 2, polygonelements);
+ R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
// we now have a bloom image in the framebuffer
r_refdef.stats.bloom++;
R_ResetViewRendering2D();
- R_Mesh_VertexPointer(r_screenvertex3f);
- R_Mesh_ColorPointer(NULL);
+ R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
+ R_Mesh_ColorPointer(NULL, 0, 0);
// we have a bloom image in the framebuffer
CHECKGLERROR
GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
GL_Color(r, r, r, 1);
R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
- R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f);
- R_Mesh_Draw(0, 4, 2, polygonelements);
+ R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
+ R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
// copy the vertically blurred bloom view to a texture
if (r_hdr.integer)
brighten *= r_hdr_range.value;
R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
- R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f);
+ R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
for (dir = 0;dir < 2;dir++)
{
//r = (dir ? 1.0f : brighten)/(range*2+1);
r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
GL_Color(r, r, r, 1);
- R_Mesh_Draw(0, 4, 2, polygonelements);
+ R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
GL_BlendFunc(GL_ONE, GL_ONE);
}
{
GL_BlendFunc(GL_ONE, GL_ZERO);
R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
- R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f);
+ R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
GL_Color(1, 1, 1, 1);
- R_Mesh_Draw(0, 4, 2, polygonelements);
+ R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
GL_BlendFunc(GL_ONE, GL_ONE);
qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
- R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f);
+ R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
- R_Mesh_Draw(0, 4, 2, polygonelements);
+ R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
qglBlendEquationEXT(GL_FUNC_ADD_EXT);
// the bloom texture was made earlier this render, so we just need to
// blend it onto the screen...
R_ResetViewRendering2D();
- R_Mesh_VertexPointer(r_screenvertex3f);
- R_Mesh_ColorPointer(NULL);
+ R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
+ R_Mesh_ColorPointer(NULL, 0, 0);
GL_Color(1, 1, 1, 1);
GL_BlendFunc(GL_ONE, GL_ONE);
R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
- R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f);
- R_Mesh_Draw(0, 4, 2, polygonelements);
+ R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
+ R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
}
else if (r_bloomstate.enabled)
// put the original screen image back in place and blend the bloom
// texture on it
R_ResetViewRendering2D();
- R_Mesh_VertexPointer(r_screenvertex3f);
- R_Mesh_ColorPointer(NULL);
+ R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
+ R_Mesh_ColorPointer(NULL, 0, 0);
GL_Color(1, 1, 1, 1);
GL_BlendFunc(GL_ONE, GL_ZERO);
// do both in one pass if possible
R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
- R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f);
+ R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
if (r_textureunits.integer >= 2 && gl_combine.integer)
{
R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
- R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f);
+ R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
}
else
{
- R_Mesh_Draw(0, 4, 2, polygonelements);
+ R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
// now blend on the bloom texture
GL_BlendFunc(GL_ONE, GL_ONE);
R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
- R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f);
+ R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
}
- R_Mesh_Draw(0, 4, 2, polygonelements);
+ R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
}
if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
{
// apply a color tint to the whole view
R_ResetViewRendering2D();
- R_Mesh_VertexPointer(r_screenvertex3f);
- R_Mesh_ColorPointer(NULL);
+ R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
+ R_Mesh_ColorPointer(NULL, 0, 0);
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
- R_Mesh_Draw(0, 4, 2, polygonelements);
+ R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
}
}
r_refdef.rtworld = r_shadow_realtime_world.integer;
r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
- r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer;
+ r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
r_refdef.rtdlightshadows = r_refdef.rtdlight && (r_refdef.rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer) && gl_stencil;
r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
if (r_showsurfaces.integer)
// (0.9986 * 256 == 255.6)
r_refdef.fogrange = 400 / r_refdef.fog_density;
r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
- r_refdef.fogtabledistmultiplier = FOGTABLEWIDTH * r_refdef.fograngerecip;
+ r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
// fog color was already set
}
else
}
extern void R_DrawLightningBeams (void);
-extern void VM_AddPolygonsToMeshQueue (void);
+extern void VM_CL_AddPolygonsToMeshQueue (void);
extern void R_DrawPortals (void);
+extern cvar_t cl_locs_show;
+static void R_DrawLocs(void);
+static void R_DrawEntityBBoxes(void);
void R_RenderScene(void)
{
// don't let sound skip if going slow
{
qglUseProgramObjectARB(0);CHECKGLERROR
}
- VM_AddPolygonsToMeshQueue();
+ VM_CL_AddPolygonsToMeshQueue();
+
+ if (cl_locs_show.integer)
+ {
+ R_DrawLocs();
+ if (r_timereport_active)
+ R_TimeReport("showlocs");
+ }
if (r_drawportals.integer)
{
R_TimeReport("portals");
}
+ if (r_showbboxes.value > 0)
+ {
+ R_DrawEntityBBoxes();
+ if (r_timereport_active)
+ R_TimeReport("bboxes");
+ }
+
if (gl_support_fragment_shader)
{
qglUseProgramObjectARB(0);CHECKGLERROR
R_ResetViewRendering2D();
}
-/*
+static const int bboxelements[36] =
+{
+ 5, 1, 3, 5, 3, 7,
+ 6, 2, 0, 6, 0, 4,
+ 7, 3, 2, 7, 2, 6,
+ 4, 0, 1, 4, 1, 5,
+ 4, 5, 7, 4, 7, 6,
+ 1, 0, 2, 1, 2, 3,
+};
+
void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
{
int i;
- float *v, *c, f1, f2, diff[3], vertex3f[8*3], color4f[8*4];
+ float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_DepthMask(false);
- GL_DepthTest(true);
+ GL_DepthRange(0, 1);
R_Mesh_Matrix(&identitymatrix);
+ R_Mesh_ResetTextureState();
- vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2];
+ vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
- R_FillColors(color, 8, cr, cg, cb, ca);
+ R_FillColors(color4f, 8, cr, cg, cb, ca);
if (r_refdef.fogenabled)
{
- for (i = 0, v = vertex, c = color;i < 8;i++, v += 4, c += 4)
+ for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
{
- f2 = VERTEXFOGTABLE(VectorDistance(v, r_view.origin));
- f1 = 1 - f2;
+ f1 = FogPoint_World(v);
+ f2 = 1 - f1;
c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
}
}
- R_Mesh_VertexPointer(vertex3f);
- R_Mesh_ColorPointer(color);
+ R_Mesh_VertexPointer(vertex3f, 0, 0);
+ R_Mesh_ColorPointer(color4f, 0, 0);
R_Mesh_ResetTextureState();
- R_Mesh_Draw(8, 12);
+ R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
+}
+
+static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
+{
+ int i;
+ float color[4];
+ prvm_edict_t *edict;
+ // this function draws bounding boxes of server entities
+ if (!sv.active)
+ return;
+ SV_VM_Begin();
+ for (i = 0;i < numsurfaces;i++)
+ {
+ edict = PRVM_EDICT_NUM(surfacelist[i]);
+ switch ((int)edict->fields.server->solid)
+ {
+ case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
+ case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
+ case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
+ case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
+ case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
+ default: Vector4Set(color, 0, 0, 0, 0.50);break;
+ }
+ color[3] *= r_showbboxes.value;
+ color[3] = bound(0, color[3], 1);
+ GL_DepthTest(!r_showdisabledepthtest.integer);
+ GL_CullFace(GL_BACK);
+ R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
+ }
+ SV_VM_End();
+}
+
+static void R_DrawEntityBBoxes(void)
+{
+ int i;
+ prvm_edict_t *edict;
+ vec3_t center;
+ // this function draws bounding boxes of server entities
+ if (!sv.active)
+ return;
+ SV_VM_Begin();
+ for (i = 0;i < prog->num_edicts;i++)
+ {
+ edict = PRVM_EDICT_NUM(i);
+ if (edict->priv.server->free)
+ continue;
+ VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
+ R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
+ }
+ SV_VM_End();
}
-*/
int nomodelelements[24] =
{
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthMask(true);
}
+ GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
- GL_CullFace((ent->flags & RENDER_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
- R_Mesh_VertexPointer(nomodelvertex3f);
+ GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+ R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
if (r_refdef.fogenabled)
{
vec3_t org;
memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
- R_Mesh_ColorPointer(color4f);
+ R_Mesh_ColorPointer(color4f, 0, 0);
Matrix4x4_OriginFromMatrix(&ent->matrix, org);
- f2 = VERTEXFOGTABLE(VectorDistance(org, r_view.origin));
- f1 = 1 - f2;
+ f1 = FogPoint_World(org);
+ f2 = 1 - f1;
for (i = 0, c = color4f;i < 6;i++, c += 4)
{
c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
else if (ent->alpha != 1)
{
memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
- R_Mesh_ColorPointer(color4f);
+ R_Mesh_ColorPointer(color4f, 0, 0);
for (i = 0, c = color4f;i < 6;i++, c += 4)
c[3] *= ent->alpha;
}
else
- R_Mesh_ColorPointer(nomodelcolor4f);
+ R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
R_Mesh_ResetTextureState();
- R_Mesh_Draw(0, 6, 8, nomodelelements);
+ R_Mesh_Draw(0, 6, 8, nomodelelements, 0, 0);
}
void R_DrawNoModel(entity_render_t *ent)
float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
-void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, int depthdisable, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
+void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, qboolean depthdisable, qboolean depthshort, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
{
- float fog = 0.0f, ifog;
+ float fog = 1.0f;
float vertex3f[12];
if (r_refdef.fogenabled)
- fog = VERTEXFOGTABLE(VectorDistance(origin, r_view.origin));
- ifog = 1 - fog;
+ fog = FogPoint_World(origin);
R_Mesh_Matrix(&identitymatrix);
GL_BlendFunc(blendfunc1, blendfunc2);
GL_DepthMask(false);
+ GL_DepthRange(0, depthshort ? 0.0625 : 1);
GL_DepthTest(!depthdisable);
vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
- R_Mesh_VertexPointer(vertex3f);
- R_Mesh_ColorPointer(NULL);
+ R_Mesh_VertexPointer(vertex3f, 0, 0);
+ R_Mesh_ColorPointer(NULL, 0, 0);
R_Mesh_ResetTextureState();
R_Mesh_TexBind(0, R_GetTexture(texture));
- R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f);
+ R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
// FIXME: fixed function path can't properly handle r_view.colorscale > 1
- GL_Color(cr * ifog * r_view.colorscale, cg * ifog * r_view.colorscale, cb * ifog * r_view.colorscale, ca);
- R_Mesh_Draw(0, 4, 2, polygonelements);
+ GL_Color(cr * fog * r_view.colorscale, cg * fog * r_view.colorscale, cb * fog * r_view.colorscale, ca);
+ R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
{
R_Mesh_TexBind(0, R_GetTexture(fogtexture));
GL_BlendFunc(blendfunc1, GL_ONE);
+ fog = 1 - fog;
GL_Color(r_refdef.fogcolor[0] * fog * r_view.colorscale, r_refdef.fogcolor[1] * fog * r_view.colorscale, r_refdef.fogcolor[2] * fog * r_view.colorscale, ca);
- R_Mesh_Draw(0, 4, 2, polygonelements);
+ R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
}
}
static void R_DrawCollisionBrush(const colbrushf_t *brush)
{
int i;
- R_Mesh_VertexPointer(brush->points->v);
+ R_Mesh_VertexPointer(brush->points->v, 0, 0);
i = (int)(((size_t)brush) / sizeof(colbrushf_t));
GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f);
GL_LockArrays(0, brush->numpoints);
- R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements);
+ R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements, 0, 0);
GL_LockArrays(0, 0);
}
int i;
if (!surface->num_collisiontriangles)
return;
- R_Mesh_VertexPointer(surface->data_collisionvertex3f);
+ R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
i = (int)(((size_t)surface) / sizeof(msurface_t));
GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f);
GL_LockArrays(0, surface->num_collisionvertices);
- R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i);
+ R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
GL_LockArrays(0, 0);
}
{
model_t *model = ent->model;
- // FIXME: identify models using a better check than ent->model->brush.shadowmesh
- //int lightmode = ((ent->effects & EF_FULLBRIGHT) || ent->model->brush.shadowmesh) ? 0 : 2;
-
// switch to an alternate material if this is a q1bsp animated material
{
texture_t *texture = t;
// pick a new currentskinframe if the material is animated
if (t->numskinframes >= 2)
- t->currentskinframe = t->skinframes + ((int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes);
+ t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
+ if (t->backgroundnumskinframes >= 2)
+ t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
t->currentmaterialflags = t->basematerialflags;
t->currentalpha = ent->alpha;
if (!(ent->flags & RENDER_LIGHT))
t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
if (ent->effects & EF_ADDITIVE)
- t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW;
+ t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
else if (t->currentalpha < 1)
- t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW;
- if (ent->flags & RENDER_NOCULLFACE)
- t->currentmaterialflags |= MATERIALFLAG_NOSHADOW;
+ t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
+ if (ent->effects & EF_DOUBLESIDED)
+ t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
if (ent->effects & EF_NODEPTHTEST)
- t->currentmaterialflags |= MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_NOSHADOW;
+ t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
+ if (ent->flags & RENDER_VIEWMODEL)
+ t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
t->currenttexmatrix = r_waterscrollmatrix;
else
t->currenttexmatrix = identitymatrix;
+ if (t->backgroundnumskinframes && !(t->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
+ t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
t->glosstexture = r_texture_white;
+ t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
+ t->backgroundglosstexture = r_texture_white;
t->specularpower = r_shadow_glossexponent.value;
+ // TODO: store reference values for these in the texture?
t->specularscale = 0;
if (r_shadow_gloss.integer > 0)
{
- if (t->currentskinframe->gloss)
+ if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
{
if (r_shadow_glossintensity.value > 0)
{
- t->glosstexture = t->currentskinframe->gloss;
+ t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_black;
+ t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_black;
t->specularscale = r_shadow_glossintensity.value;
}
}
}
float *rsurface_modelvertex3f;
+int rsurface_modelvertex3f_bufferobject;
+size_t rsurface_modelvertex3f_bufferoffset;
float *rsurface_modelsvector3f;
+int rsurface_modelsvector3f_bufferobject;
+size_t rsurface_modelsvector3f_bufferoffset;
float *rsurface_modeltvector3f;
+int rsurface_modeltvector3f_bufferobject;
+size_t rsurface_modeltvector3f_bufferoffset;
float *rsurface_modelnormal3f;
+int rsurface_modelnormal3f_bufferobject;
+size_t rsurface_modelnormal3f_bufferoffset;
float *rsurface_vertex3f;
+int rsurface_vertex3f_bufferobject;
+size_t rsurface_vertex3f_bufferoffset;
float *rsurface_svector3f;
+int rsurface_svector3f_bufferobject;
+size_t rsurface_svector3f_bufferoffset;
float *rsurface_tvector3f;
+int rsurface_tvector3f_bufferobject;
+size_t rsurface_tvector3f_bufferoffset;
float *rsurface_normal3f;
+int rsurface_normal3f_bufferobject;
+size_t rsurface_normal3f_bufferoffset;
float *rsurface_lightmapcolor4f;
+int rsurface_lightmapcolor4f_bufferobject;
+size_t rsurface_lightmapcolor4f_bufferoffset;
vec3_t rsurface_modelorg;
qboolean rsurface_generatedvertex;
const entity_render_t *rsurface_entity;
const model_t *rsurface_model;
texture_t *rsurface_texture;
rtexture_t *rsurface_lightmaptexture;
+rtexture_t *rsurface_deluxemaptexture;
rsurfmode_t rsurface_mode;
-texture_t *rsurface_glsl_texture;
-qboolean rsurface_glsl_uselightmap;
+int rsurface_lightmode; // 0 = lightmap or fullbright, 1 = color array from q3bsp, 2 = vertex shaded model
void RSurf_CleanUp(void)
{
GL_AlphaTest(false);
rsurface_mode = RSURFMODE_NONE;
rsurface_lightmaptexture = NULL;
+ rsurface_deluxemaptexture = NULL;
rsurface_texture = NULL;
- rsurface_glsl_texture = NULL;
- rsurface_glsl_uselightmap = false;
}
-void RSurf_ActiveEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
+void RSurf_ActiveWorldEntity(void)
+{
+ RSurf_CleanUp();
+ rsurface_entity = r_refdef.worldentity;
+ rsurface_model = r_refdef.worldmodel;
+ if (rsurface_array_size < rsurface_model->surfmesh.num_vertices)
+ R_Mesh_ResizeArrays(rsurface_model->surfmesh.num_vertices);
+ R_Mesh_Matrix(&identitymatrix);
+ VectorCopy(r_view.origin, rsurface_modelorg);
+ rsurface_modelvertex3f = rsurface_model->surfmesh.data_vertex3f;
+ rsurface_modelvertex3f_bufferobject = rsurface_model->surfmesh.vbo;
+ rsurface_modelvertex3f_bufferoffset = rsurface_model->surfmesh.vbooffset_vertex3f;
+ rsurface_modelsvector3f = rsurface_model->surfmesh.data_svector3f;
+ rsurface_modelsvector3f_bufferobject = rsurface_model->surfmesh.vbo;
+ rsurface_modelsvector3f_bufferoffset = rsurface_model->surfmesh.vbooffset_svector3f;
+ rsurface_modeltvector3f = rsurface_model->surfmesh.data_tvector3f;
+ rsurface_modeltvector3f_bufferobject = rsurface_model->surfmesh.vbo;
+ rsurface_modeltvector3f_bufferoffset = rsurface_model->surfmesh.vbooffset_tvector3f;
+ rsurface_modelnormal3f = rsurface_model->surfmesh.data_normal3f;
+ rsurface_modelnormal3f_bufferobject = rsurface_model->surfmesh.vbo;
+ rsurface_modelnormal3f_bufferoffset = rsurface_model->surfmesh.vbooffset_normal3f;
+ rsurface_generatedvertex = false;
+ rsurface_vertex3f = rsurface_modelvertex3f;
+ rsurface_vertex3f_bufferobject = rsurface_modelvertex3f_bufferobject;
+ rsurface_vertex3f_bufferoffset = rsurface_modelvertex3f_bufferoffset;
+ rsurface_svector3f = rsurface_modelsvector3f;
+ rsurface_svector3f_bufferobject = rsurface_modelsvector3f_bufferobject;
+ rsurface_svector3f_bufferoffset = rsurface_modelsvector3f_bufferoffset;
+ rsurface_tvector3f = rsurface_modeltvector3f;
+ rsurface_tvector3f_bufferobject = rsurface_modeltvector3f_bufferobject;
+ rsurface_tvector3f_bufferoffset = rsurface_modeltvector3f_bufferoffset;
+ rsurface_normal3f = rsurface_modelnormal3f;
+ rsurface_normal3f_bufferobject = rsurface_modelnormal3f_bufferobject;
+ rsurface_normal3f_bufferoffset = rsurface_modelnormal3f_bufferoffset;
+}
+
+void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
{
RSurf_CleanUp();
- Matrix4x4_Transform(&ent->inversematrix, r_view.origin, rsurface_modelorg);
rsurface_entity = ent;
rsurface_model = ent->model;
if (rsurface_array_size < rsurface_model->surfmesh.num_vertices)
R_Mesh_ResizeArrays(rsurface_model->surfmesh.num_vertices);
R_Mesh_Matrix(&ent->matrix);
Matrix4x4_Transform(&ent->inversematrix, r_view.origin, rsurface_modelorg);
- if ((rsurface_entity->frameblend[0].lerp != 1 || rsurface_entity->frameblend[0].frame != 0) && rsurface_model->surfmesh.isanimated)
+ if (rsurface_model->surfmesh.isanimated && (rsurface_entity->frameblend[0].lerp != 1 || rsurface_entity->frameblend[0].frame != 0))
{
if (wanttangents)
{
rsurface_modelnormal3f = NULL;
Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, NULL, NULL, NULL);
}
+ rsurface_modelvertex3f_bufferobject = 0;
+ rsurface_modelvertex3f_bufferoffset = 0;
+ rsurface_modelsvector3f_bufferobject = 0;
+ rsurface_modelsvector3f_bufferoffset = 0;
+ rsurface_modeltvector3f_bufferobject = 0;
+ rsurface_modeltvector3f_bufferoffset = 0;
+ rsurface_modelnormal3f_bufferobject = 0;
+ rsurface_modelnormal3f_bufferoffset = 0;
rsurface_generatedvertex = true;
}
else
{
rsurface_modelvertex3f = rsurface_model->surfmesh.data_vertex3f;
+ rsurface_modelvertex3f_bufferobject = rsurface_model->surfmesh.vbo;
+ rsurface_modelvertex3f_bufferoffset = rsurface_model->surfmesh.vbooffset_vertex3f;
rsurface_modelsvector3f = rsurface_model->surfmesh.data_svector3f;
+ rsurface_modelsvector3f_bufferobject = rsurface_model->surfmesh.vbo;
+ rsurface_modelsvector3f_bufferoffset = rsurface_model->surfmesh.vbooffset_svector3f;
rsurface_modeltvector3f = rsurface_model->surfmesh.data_tvector3f;
+ rsurface_modeltvector3f_bufferobject = rsurface_model->surfmesh.vbo;
+ rsurface_modeltvector3f_bufferoffset = rsurface_model->surfmesh.vbooffset_tvector3f;
rsurface_modelnormal3f = rsurface_model->surfmesh.data_normal3f;
+ rsurface_modelnormal3f_bufferobject = rsurface_model->surfmesh.vbo;
+ rsurface_modelnormal3f_bufferoffset = rsurface_model->surfmesh.vbooffset_normal3f;
rsurface_generatedvertex = false;
}
rsurface_vertex3f = rsurface_modelvertex3f;
+ rsurface_vertex3f_bufferobject = rsurface_modelvertex3f_bufferobject;
+ rsurface_vertex3f_bufferoffset = rsurface_modelvertex3f_bufferoffset;
rsurface_svector3f = rsurface_modelsvector3f;
+ rsurface_svector3f_bufferobject = rsurface_modelsvector3f_bufferobject;
+ rsurface_svector3f_bufferoffset = rsurface_modelsvector3f_bufferoffset;
rsurface_tvector3f = rsurface_modeltvector3f;
+ rsurface_tvector3f_bufferobject = rsurface_modeltvector3f_bufferobject;
+ rsurface_tvector3f_bufferoffset = rsurface_modeltvector3f_bufferoffset;
rsurface_normal3f = rsurface_modelnormal3f;
+ rsurface_normal3f_bufferobject = rsurface_modelnormal3f_bufferobject;
+ rsurface_normal3f_bufferoffset = rsurface_modelnormal3f_bufferoffset;
}
void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
if (generatenormals && !rsurface_modelnormal3f)
{
rsurface_normal3f = rsurface_modelnormal3f = rsurface_array_modelnormal3f;
+ rsurface_normal3f_bufferobject = rsurface_modelnormal3f_bufferobject = 0;
+ rsurface_normal3f_bufferoffset = rsurface_modelnormal3f_bufferoffset = 0;
Mod_BuildNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_element3i, rsurface_array_modelnormal3f, r_smoothnormals_areaweighting.integer);
}
if (generatetangents && !rsurface_modelsvector3f)
{
rsurface_svector3f = rsurface_modelsvector3f = rsurface_array_modelsvector3f;
+ rsurface_svector3f_bufferobject = rsurface_modelsvector3f_bufferobject = 0;
+ rsurface_svector3f_bufferoffset = rsurface_modelsvector3f_bufferoffset = 0;
rsurface_tvector3f = rsurface_modeltvector3f = rsurface_array_modeltvector3f;
+ rsurface_tvector3f_bufferobject = rsurface_modeltvector3f_bufferobject = 0;
+ rsurface_tvector3f_bufferoffset = rsurface_modeltvector3f_bufferoffset = 0;
Mod_BuildTextureVectorsFromNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_modelnormal3f, rsurface_model->surfmesh.data_element3i, rsurface_array_modelsvector3f, rsurface_array_modeltvector3f, r_smoothnormals_areaweighting.integer);
}
}
Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_array_deformednormal3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_deformedsvector3f, rsurface_array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
}
rsurface_vertex3f = rsurface_array_deformedvertex3f;
+ rsurface_vertex3f_bufferobject = 0;
+ rsurface_vertex3f_bufferoffset = 0;
rsurface_svector3f = rsurface_array_deformedsvector3f;
+ rsurface_svector3f_bufferobject = 0;
+ rsurface_svector3f_bufferoffset = 0;
rsurface_tvector3f = rsurface_array_deformedtvector3f;
+ rsurface_tvector3f_bufferobject = 0;
+ rsurface_tvector3f_bufferoffset = 0;
rsurface_normal3f = rsurface_array_deformednormal3f;
+ rsurface_normal3f_bufferobject = 0;
+ rsurface_normal3f_bufferoffset = 0;
}
else
{
- rsurface_vertex3f = rsurface_modelvertex3f;
+ rsurface_vertex3f = rsurface_modelvertex3f;
+ rsurface_vertex3f_bufferobject = rsurface_modelvertex3f_bufferobject;
+ rsurface_vertex3f_bufferoffset = rsurface_modelvertex3f_bufferoffset;
rsurface_svector3f = rsurface_modelsvector3f;
+ rsurface_svector3f_bufferobject = rsurface_modelsvector3f_bufferobject;
+ rsurface_svector3f_bufferoffset = rsurface_modelsvector3f_bufferoffset;
rsurface_tvector3f = rsurface_modeltvector3f;
- rsurface_normal3f = rsurface_modelnormal3f;
+ rsurface_tvector3f_bufferobject = rsurface_modeltvector3f_bufferobject;
+ rsurface_tvector3f_bufferoffset = rsurface_modeltvector3f_bufferoffset;
+ rsurface_normal3f = rsurface_modelnormal3f;
+ rsurface_normal3f_bufferobject = rsurface_modelnormal3f_bufferobject;
+ rsurface_normal3f_bufferoffset = rsurface_modelnormal3f_bufferoffset;
}
- R_Mesh_VertexPointer(rsurface_vertex3f);
+ R_Mesh_VertexPointer(rsurface_vertex3f, rsurface_vertex3f_bufferobject, rsurface_vertex3f_bufferoffset);
}
void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
{
- int texturesurfaceindex;
+ int i, j;
const msurface_t *surface = texturesurfacelist[0];
- int firstvertex = surface->num_firstvertex;
- int endvertex = surface->num_firstvertex + surface->num_vertices;
+ const msurface_t *surface2;
+ int firstvertex;
+ int endvertex;
+ int numvertices;
+ int numtriangles;
+ // TODO: lock all array ranges before render, rather than on each surface
if (texturenumsurfaces == 1)
{
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
}
else if (r_batchmode.integer == 2)
{
#define MAXBATCHTRIANGLES 4096
int batchtriangles = 0;
int batchelements[MAXBATCHTRIANGLES*3];
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ for (i = 0;i < texturenumsurfaces;i = j)
{
- surface = texturesurfacelist[texturesurfaceindex];
- if (surface->num_triangles >= 256 || (batchtriangles == 0 && texturesurfaceindex + 1 >= texturenumsurfaces))
+ surface = texturesurfacelist[i];
+ j = i + 1;
+ if (surface->num_triangles > MAXBATCHTRIANGLES)
{
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
continue;
}
- if (batchtriangles + surface->num_triangles > MAXBATCHTRIANGLES)
- {
- R_Mesh_Draw(firstvertex, endvertex - firstvertex, batchtriangles, batchelements);
- batchtriangles = 0;
- firstvertex = surface->num_firstvertex;
- endvertex = surface->num_firstvertex + surface->num_vertices;
- }
- else
+ memcpy(batchelements, rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
+ batchtriangles = surface->num_triangles;
+ firstvertex = surface->num_firstvertex;
+ endvertex = surface->num_firstvertex + surface->num_vertices;
+ for (;j < texturenumsurfaces;j++)
{
- firstvertex = min(firstvertex, surface->num_firstvertex);
- endvertex = max(endvertex, surface->num_firstvertex + surface->num_vertices);
+ surface2 = texturesurfacelist[j];
+ if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
+ break;
+ memcpy(batchelements + batchtriangles * 3, rsurface_model->surfmesh.data_element3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
+ batchtriangles += surface2->num_triangles;
+ firstvertex = min(firstvertex, surface2->num_firstvertex);
+ endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
}
- memcpy(batchelements + batchtriangles * 3, rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
- batchtriangles += surface->num_triangles;
+ surface2 = texturesurfacelist[j-1];
+ numvertices = endvertex - firstvertex;
+ R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
}
- if (batchtriangles)
- R_Mesh_Draw(firstvertex, endvertex - firstvertex, batchtriangles, batchelements);
}
else if (r_batchmode.integer == 1)
{
- int firsttriangle = 0;
- int endtriangle = -1;
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ for (i = 0;i < texturenumsurfaces;i = j)
{
- surface = texturesurfacelist[texturesurfaceindex];
- if (surface->num_firsttriangle != endtriangle)
- {
- if (endtriangle > firsttriangle)
- {
- GL_LockArrays(firstvertex, endvertex - firstvertex);
- R_Mesh_Draw(firstvertex, endvertex - firstvertex, endtriangle - firsttriangle, (rsurface_model->surfmesh.data_element3i + 3 * firsttriangle));
- }
- firstvertex = surface->num_firstvertex;
- endvertex = surface->num_firstvertex + surface->num_vertices;
- firsttriangle = surface->num_firsttriangle;
- }
- else
- {
- firstvertex = min(firstvertex, surface->num_firstvertex);
- endvertex = max(endvertex, surface->num_firstvertex + surface->num_vertices);
- }
- endtriangle = surface->num_firsttriangle + surface->num_triangles;
- }
- if (endtriangle > firsttriangle)
- {
- GL_LockArrays(firstvertex, endvertex - firstvertex);
- R_Mesh_Draw(firstvertex, endvertex - firstvertex, endtriangle - firsttriangle, (rsurface_model->surfmesh.data_element3i + 3 * firsttriangle));
+ surface = texturesurfacelist[i];
+ for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
+ if (texturesurfacelist[j] != surface2)
+ break;
+ surface2 = texturesurfacelist[j-1];
+ numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
+ numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
+ GL_LockArrays(surface->num_firstvertex, numvertices);
+ R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
}
}
else
{
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ for (i = 0;i < texturenumsurfaces;i++)
{
- surface = texturesurfacelist[texturesurfaceindex];
+ surface = texturesurfacelist[i];
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
}
}
}
static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
{
+ int j;
int texturesurfaceindex;
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ if (r_showsurfaces.integer == 2)
{
- const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
- int k = (int)(((size_t)surface) / sizeof(msurface_t));
- GL_Color((k & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_view.colorscale, 0.2f);
- GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ for (j = 0;j < surface->num_triangles;j++)
+ {
+ float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_view.colorscale;
+ GL_Color(f, f, f, 1);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface_model->surfmesh.data_element3i + 3 * (j + surface->num_firsttriangle)), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * (j + surface->num_firsttriangle)));
+ }
+ }
+ }
+ else
+ {
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ int k = (int)(((size_t)surface) / sizeof(msurface_t));
+ GL_Color((k & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_view.colorscale, 1);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
+ }
}
}
-static void RSurf_DrawBatch_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, int lightmode, qboolean applycolor, qboolean applyfog)
+static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
{
int texturesurfaceindex;
int i;
float f;
float *v, *c, *c2;
- // TODO: optimize
- if (lightmode >= 2)
- {
- // model lighting
- vec3_t ambientcolor;
- vec3_t diffusecolor;
- vec3_t lightdir;
- VectorCopy(rsurface_entity->modellight_lightdir, lightdir);
- ambientcolor[0] = rsurface_entity->modellight_ambient[0] * r * 0.5f;
- ambientcolor[1] = rsurface_entity->modellight_ambient[1] * g * 0.5f;
- ambientcolor[2] = rsurface_entity->modellight_ambient[2] * b * 0.5f;
- diffusecolor[0] = rsurface_entity->modellight_diffuse[0] * r * 0.5f;
- diffusecolor[1] = rsurface_entity->modellight_diffuse[1] * g * 0.5f;
- diffusecolor[2] = rsurface_entity->modellight_diffuse[2] * b * 0.5f;
- if (VectorLength2(diffusecolor) > 0)
- {
- // generate color arrays for the surfaces in this list
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ if (rsurface_lightmapcolor4f)
+ {
+ // generate color arrays for the surfaces in this list
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
{
- const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
- int numverts = surface->num_vertices;
- v = rsurface_vertex3f + 3 * surface->num_firstvertex;
- c2 = rsurface_normal3f + 3 * surface->num_firstvertex;
- c = rsurface_array_color4f + 4 * surface->num_firstvertex;
- // q3-style directional shading
- for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
- {
- if ((f = DotProduct(c2, lightdir)) > 0)
- VectorMA(ambientcolor, f, diffusecolor, c);
- else
- VectorCopy(ambientcolor, c);
- c[3] = a;
- }
+ f = FogPoint_Model(v);
+ c2[0] = c[0] * f;
+ c2[1] = c[1] * f;
+ c2[2] = c[2] * f;
+ c2[3] = c[3];
}
- r = 1;
- g = 1;
- b = 1;
- a = 1;
- applycolor = false;
- rsurface_lightmapcolor4f = rsurface_array_color4f;
}
- else
+ }
+ else
+ {
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- r = ambientcolor[0];
- g = ambientcolor[1];
- b = ambientcolor[2];
- rsurface_lightmapcolor4f = NULL;
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
+ {
+ f = FogPoint_Model(v);
+ c2[0] = f;
+ c2[1] = f;
+ c2[2] = f;
+ c2[3] = 1;
+ }
}
}
- else if (lightmode >= 1 || !rsurface_lightmaptexture)
+ rsurface_lightmapcolor4f = rsurface_array_color4f;
+ rsurface_lightmapcolor4f_bufferobject = 0;
+ rsurface_lightmapcolor4f_bufferoffset = 0;
+}
+
+static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
+{
+ int texturesurfaceindex;
+ int i;
+ float *c, *c2;
+ if (!rsurface_lightmapcolor4f)
+ return;
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ for (i = 0, c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
{
- // generate color arrays for the surfaces in this list
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ c2[0] = c[0] * r;
+ c2[1] = c[1] * g;
+ c2[2] = c[2] * b;
+ c2[3] = c[3] * a;
+ }
+ }
+ rsurface_lightmapcolor4f = rsurface_array_color4f;
+ rsurface_lightmapcolor4f_bufferobject = 0;
+ rsurface_lightmapcolor4f_bufferoffset = 0;
+}
+
+static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
+{
+ // TODO: optimize
+ rsurface_lightmapcolor4f = NULL;
+ rsurface_lightmapcolor4f_bufferobject = 0;
+ rsurface_lightmapcolor4f_bufferoffset = 0;
+ if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
+ if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
+ R_Mesh_ColorPointer(rsurface_lightmapcolor4f, rsurface_lightmapcolor4f_bufferobject, rsurface_lightmapcolor4f_bufferoffset);
+ GL_Color(r, g, b, a);
+ R_Mesh_TexBind(0, R_GetTexture(rsurface_lightmaptexture));
+ RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+}
+
+static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
+{
+ // TODO: optimize applyfog && applycolor case
+ // just apply fog if necessary, and tint the fog color array if necessary
+ rsurface_lightmapcolor4f = NULL;
+ rsurface_lightmapcolor4f_bufferobject = 0;
+ rsurface_lightmapcolor4f_bufferoffset = 0;
+ if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
+ if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
+ R_Mesh_ColorPointer(rsurface_lightmapcolor4f, rsurface_lightmapcolor4f_bufferobject, rsurface_lightmapcolor4f_bufferoffset);
+ GL_Color(r, g, b, a);
+ RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+}
+
+static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
+{
+ int texturesurfaceindex;
+ int i;
+ float *c;
+ // TODO: optimize
+ if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
+ {
+ // generate color arrays for the surfaces in this list
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
{
- const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
- for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
+ if (surface->lightmapinfo->samples)
{
- if (surface->lightmapinfo->samples)
+ const unsigned char *lm = surface->lightmapinfo->samples + (rsurface_model->surfmesh.data_lightmapoffsets + surface->num_firstvertex)[i];
+ float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
+ VectorScale(lm, scale, c);
+ if (surface->lightmapinfo->styles[1] != 255)
{
- const unsigned char *lm = surface->lightmapinfo->samples + (rsurface_model->surfmesh.data_lightmapoffsets + surface->num_firstvertex)[i];
- float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
- VectorScale(lm, scale, c);
- if (surface->lightmapinfo->styles[1] != 255)
+ int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
+ lm += size3;
+ scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
+ VectorMA(c, scale, lm, c);
+ if (surface->lightmapinfo->styles[2] != 255)
{
- int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
lm += size3;
- scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
+ scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
VectorMA(c, scale, lm, c);
- if (surface->lightmapinfo->styles[2] != 255)
+ if (surface->lightmapinfo->styles[3] != 255)
{
lm += size3;
- scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
+ scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
VectorMA(c, scale, lm, c);
- if (surface->lightmapinfo->styles[3] != 255)
- {
- lm += size3;
- scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
- VectorMA(c, scale, lm, c);
- }
}
}
}
- else
- VectorClear(c);
- c[3] = 1;
}
+ else
+ VectorClear(c);
+ c[3] = 1;
}
- rsurface_lightmapcolor4f = rsurface_array_color4f;
}
- else
- rsurface_lightmapcolor4f = rsurface_model->surfmesh.data_lightmapcolor4f;
+ rsurface_lightmapcolor4f = rsurface_array_color4f;
+ rsurface_lightmapcolor4f_bufferobject = 0;
+ rsurface_lightmapcolor4f_bufferoffset = 0;
}
else
{
- // just lightmap it
- rsurface_lightmapcolor4f = NULL;
- }
- if (applyfog)
- {
- if (rsurface_lightmapcolor4f)
- {
- // generate color arrays for the surfaces in this list
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
- for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
- {
- f = 1 - VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
- c2[0] = c[0] * f;
- c2[1] = c[1] * f;
- c2[2] = c[2] * f;
- c2[3] = c[3];
- }
- }
- }
- else
- {
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
- for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
- {
- f = 1 - VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
- c2[0] = f;
- c2[1] = f;
- c2[2] = f;
- c2[3] = 1;
- }
- }
- }
- rsurface_lightmapcolor4f = rsurface_array_color4f;
+ rsurface_lightmapcolor4f = rsurface_model->surfmesh.data_lightmapcolor4f;
+ rsurface_lightmapcolor4f_bufferobject = rsurface_model->surfmesh.vbo;
+ rsurface_lightmapcolor4f_bufferoffset = rsurface_model->surfmesh.vbooffset_lightmapcolor4f;
}
- if (applycolor && rsurface_lightmapcolor4f)
+ if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
+ if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
+ R_Mesh_ColorPointer(rsurface_lightmapcolor4f, rsurface_lightmapcolor4f_bufferobject, rsurface_lightmapcolor4f_bufferoffset);
+ GL_Color(r, g, b, a);
+ RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+}
+
+static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
+{
+ int texturesurfaceindex;
+ int i;
+ float f;
+ float *v, *c, *c2;
+ vec3_t ambientcolor;
+ vec3_t diffusecolor;
+ vec3_t lightdir;
+ // TODO: optimize
+ // model lighting
+ VectorCopy(rsurface_entity->modellight_lightdir, lightdir);
+ ambientcolor[0] = rsurface_entity->modellight_ambient[0] * r * 0.5f;
+ ambientcolor[1] = rsurface_entity->modellight_ambient[1] * g * 0.5f;
+ ambientcolor[2] = rsurface_entity->modellight_ambient[2] * b * 0.5f;
+ diffusecolor[0] = rsurface_entity->modellight_diffuse[0] * r * 0.5f;
+ diffusecolor[1] = rsurface_entity->modellight_diffuse[1] * g * 0.5f;
+ diffusecolor[2] = rsurface_entity->modellight_diffuse[2] * b * 0.5f;
+ if (VectorLength2(diffusecolor) > 0)
{
+ // generate color arrays for the surfaces in this list
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
- for (i = 0, c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
+ int numverts = surface->num_vertices;
+ v = rsurface_vertex3f + 3 * surface->num_firstvertex;
+ c2 = rsurface_normal3f + 3 * surface->num_firstvertex;
+ c = rsurface_array_color4f + 4 * surface->num_firstvertex;
+ // q3-style directional shading
+ for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
{
- c2[0] = c[0] * r;
- c2[1] = c[1] * g;
- c2[2] = c[2] * b;
- c2[3] = c[3] * a;
+ if ((f = DotProduct(c2, lightdir)) > 0)
+ VectorMA(ambientcolor, f, diffusecolor, c);
+ else
+ VectorCopy(ambientcolor, c);
+ c[3] = a;
}
}
+ r = 1;
+ g = 1;
+ b = 1;
+ a = 1;
+ applycolor = false;
rsurface_lightmapcolor4f = rsurface_array_color4f;
+ rsurface_lightmapcolor4f_bufferobject = 0;
+ rsurface_lightmapcolor4f_bufferoffset = 0;
+ }
+ else
+ {
+ r = ambientcolor[0];
+ g = ambientcolor[1];
+ b = ambientcolor[2];
+ rsurface_lightmapcolor4f = NULL;
+ rsurface_lightmapcolor4f_bufferobject = 0;
+ rsurface_lightmapcolor4f_bufferoffset = 0;
}
- R_Mesh_ColorPointer(rsurface_lightmapcolor4f);
+ if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
+ if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
+ R_Mesh_ColorPointer(rsurface_lightmapcolor4f, rsurface_lightmapcolor4f_bufferobject, rsurface_lightmapcolor4f_bufferoffset);
GL_Color(r, g, b, a);
RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
}
static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
{
+ GL_DepthRange(0, (rsurface_texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
+ GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
+ GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
if (rsurface_mode != RSURFMODE_SHOWSURFACES)
{
rsurface_mode = RSURFMODE_SHOWSURFACES;
GL_DepthMask(true);
GL_BlendFunc(GL_ONE, GL_ZERO);
- R_Mesh_ColorPointer(NULL);
+ R_Mesh_ColorPointer(NULL, 0, 0);
R_Mesh_ResetTextureState();
}
RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
{
// transparent sky would be ridiculous
- if ((rsurface_texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+ if ((rsurface_texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
return;
if (rsurface_mode != RSURFMODE_SKY)
{
// restore entity matrix
R_Mesh_Matrix(&rsurface_entity->matrix);
}
+ GL_DepthRange(0, (rsurface_texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
+ GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
+ GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
GL_DepthMask(true);
// LordHavoc: HalfLife maps have freaky skypolys so don't use
// skymasking on them, and Quake3 never did sky masking (unlike
if (rsurface_model->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_viewcache.world_novis)
{
GL_Color(r_refdef.fogcolor[0] * r_view.colorscale, r_refdef.fogcolor[1] * r_view.colorscale, r_refdef.fogcolor[2] * r_view.colorscale, 1);
- R_Mesh_ColorPointer(NULL);
+ R_Mesh_ColorPointer(NULL, 0, 0);
R_Mesh_ResetTextureState();
if (skyrendermasked)
{
static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist)
{
- int lightmode;
- // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh
- lightmode = ((rsurface_entity->effects & EF_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2;
if (rsurface_mode != RSURFMODE_GLSL)
{
rsurface_mode = RSURFMODE_GLSL;
- rsurface_glsl_texture = NULL;
- rsurface_glsl_uselightmap = false;
R_Mesh_ResetTextureState();
}
- if (rsurface_glsl_texture != rsurface_texture || rsurface_glsl_uselightmap != (rsurface_lightmaptexture != NULL))
- {
- rsurface_glsl_texture = rsurface_texture;
- rsurface_glsl_uselightmap = rsurface_lightmaptexture != NULL;
- GL_BlendFunc(rsurface_texture->currentlayers[0].blendfunc1, rsurface_texture->currentlayers[0].blendfunc2);
- GL_DepthMask(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED));
- GL_Color(rsurface_entity->colormod[0], rsurface_entity->colormod[1], rsurface_entity->colormod[2], rsurface_texture->currentalpha);
- R_SetupSurfaceShader(vec3_origin, lightmode == 2);
- //permutation_deluxemapping = permutation_lightmapping = R_SetupSurfaceShader(vec3_origin, lightmode == 2, false);
- //if (r_glsl_deluxemapping.integer)
- // permutation_deluxemapping = R_SetupSurfaceShader(vec3_origin, lightmode == 2, true);
- R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f);
- R_Mesh_TexCoordPointer(4, 2, rsurface_model->surfmesh.data_texcoordlightmap2f);
- GL_AlphaTest((rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
- }
+
+ R_SetupSurfaceShader(vec3_origin, rsurface_lightmode == 2, 1, 1, rsurface_texture->specularscale);
if (!r_glsl_permutation)
return;
- RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
- R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
- R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
- R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
+
+ if (rsurface_lightmode == 2)
+ RSurf_PrepareVerticesForBatch(true, r_glsl_permutation->loc_Texture_Normal, texturenumsurfaces, texturesurfacelist);
+ else
+ RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal, r_glsl_permutation->loc_Texture_Normal, texturenumsurfaces, texturesurfacelist);
+ R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_model->surfmesh.vbo, rsurface_model->surfmesh.vbooffset_texcoordtexture2f);
+ R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f, rsurface_svector3f_bufferobject, rsurface_svector3f_bufferoffset);
+ R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f, rsurface_tvector3f_bufferobject, rsurface_tvector3f_bufferoffset);
+ R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f, rsurface_normal3f_bufferobject, rsurface_normal3f_bufferoffset);
+ R_Mesh_TexCoordPointer(4, 2, rsurface_model->surfmesh.data_texcoordlightmap2f, rsurface_model->surfmesh.vbo, rsurface_model->surfmesh.vbooffset_texcoordlightmap2f);
+
if (rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
{
R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
- R_Mesh_ColorPointer(NULL);
+ R_Mesh_ColorPointer(NULL, 0, 0);
}
else if (rsurface_lightmaptexture)
{
R_Mesh_TexBind(7, R_GetTexture(rsurface_lightmaptexture));
if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
- R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
- R_Mesh_ColorPointer(NULL);
+ R_Mesh_TexBind(8, R_GetTexture(rsurface_deluxemaptexture));
+ R_Mesh_ColorPointer(NULL, 0, 0);
}
else
{
R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
- R_Mesh_ColorPointer(rsurface_model->surfmesh.data_lightmapcolor4f);
+ R_Mesh_ColorPointer(rsurface_model->surfmesh.data_lightmapcolor4f, rsurface_model->surfmesh.vbo, rsurface_model->surfmesh.vbooffset_lightmapcolor4f);
+ }
+
+ if (rsurface_lightmaptexture && !(rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
+ {
+ R_Mesh_TexBind(7, R_GetTexture(rsurface_lightmaptexture));
+ if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
+ R_Mesh_TexBind(8, R_GetTexture(rsurface_deluxemaptexture));
}
RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+ if (rsurface_texture->backgroundnumskinframes && !(rsurface_texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
+ {
+ }
}
static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist)
{
// OpenGL 1.3 path - anything not completely ancient
int texturesurfaceindex;
- int lightmode;
qboolean applycolor;
qboolean applyfog;
rmeshstate_t m;
int layerindex;
const texturelayer_t *layer;
- CHECKGLERROR
- // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh
- lightmode = ((rsurface_entity->effects & EF_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2;
if (rsurface_mode != RSURFMODE_MULTIPASS)
rsurface_mode = RSURFMODE_MULTIPASS;
RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
}
layercolor[3] = layer->color[3];
applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
- R_Mesh_ColorPointer(NULL);
+ R_Mesh_ColorPointer(NULL, 0, 0);
applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
switch (layer->type)
{
case TEXTURELAYERTYPE_LITTEXTURE:
memset(&m, 0, sizeof(m));
- if (lightmode >= 1 || !rsurface_lightmaptexture)
- m.tex[0] = R_GetTexture(r_texture_white);
- else
- m.tex[0] = R_GetTexture(rsurface_lightmaptexture);
+ m.tex[0] = R_GetTexture(r_texture_white);
m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordlightmap2f;
m.tex[1] = R_GetTexture(layer->texture);
m.texmatrix[1] = layer->texmatrix;
m.texrgbscale[1] = layertexrgbscale;
m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[1] = rsurface_model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[1] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
R_Mesh_TextureState(&m);
- RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], lightmode, applycolor, applyfog);
+ if (rsurface_lightmode == 2)
+ RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
+ else if (rsurface_lightmaptexture)
+ RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
+ else
+ RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
break;
case TEXTURELAYERTYPE_TEXTURE:
memset(&m, 0, sizeof(m));
m.texmatrix[0] = layer->texmatrix;
m.texrgbscale[0] = layertexrgbscale;
m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
R_Mesh_TextureState(&m);
- RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog);
+ RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
break;
case TEXTURELAYERTYPE_FOG:
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(layer->texture);
m.texmatrix[0] = layer->texmatrix;
m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
}
R_Mesh_TextureState(&m);
// generate a color array for the fog pass
- R_Mesh_ColorPointer(rsurface_array_color4f);
+ R_Mesh_ColorPointer(rsurface_array_color4f, 0, 0);
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
int i;
const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
{
- f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
+ f = 1 - FogPoint_Model(v);
c[0] = layercolor[0];
c[1] = layercolor[1];
c[2] = layercolor[2];
{
// OpenGL 1.1 - crusty old voodoo path
int texturesurfaceindex;
- int lightmode;
qboolean applyfog;
rmeshstate_t m;
int layerindex;
const texturelayer_t *layer;
- CHECKGLERROR
- // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh
- lightmode = ((rsurface_entity->effects & EF_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2;
if (rsurface_mode != RSURFMODE_MULTIPASS)
rsurface_mode = RSURFMODE_MULTIPASS;
RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
}
GL_DepthMask(layer->depthmask);
GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
- R_Mesh_ColorPointer(NULL);
+ R_Mesh_ColorPointer(NULL, 0, 0);
applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
switch (layer->type)
{
// two-pass lit texture with 2x rgbscale
// first the lightmap pass
memset(&m, 0, sizeof(m));
- if (lightmode >= 1 || !rsurface_lightmaptexture)
- m.tex[0] = R_GetTexture(r_texture_white);
- else
- m.tex[0] = R_GetTexture(rsurface_lightmaptexture);
+ m.tex[0] = R_GetTexture(r_texture_white);
m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordlightmap2f;
R_Mesh_TextureState(&m);
- RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, lightmode, false, false);
+ if (rsurface_lightmode == 2)
+ RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
+ else if (rsurface_lightmaptexture)
+ RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
+ else
+ RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
GL_LockArrays(0, 0);
// then apply the texture to it
GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
m.tex[0] = R_GetTexture(layer->texture);
m.texmatrix[0] = layer->texmatrix;
m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
R_Mesh_TextureState(&m);
- RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], 0, layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
+ RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, 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);
}
else
{
m.tex[0] = R_GetTexture(layer->texture);
m.texmatrix[0] = layer->texmatrix;
m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
R_Mesh_TextureState(&m);
- RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], lightmode == 2 ? 2 : 1, layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
+ if (rsurface_lightmode == 2)
+ RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 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);
+ else
+ RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 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);
}
break;
case TEXTURELAYERTYPE_TEXTURE:
m.tex[0] = R_GetTexture(layer->texture);
m.texmatrix[0] = layer->texmatrix;
m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
R_Mesh_TextureState(&m);
- RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], 0, layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
+ RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, 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);
break;
case TEXTURELAYERTYPE_FOG:
// singletexture fogging
- R_Mesh_ColorPointer(rsurface_array_color4f);
+ R_Mesh_ColorPointer(rsurface_array_color4f, 0, 0);
if (layer->texture)
{
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(layer->texture);
m.texmatrix[0] = layer->texmatrix;
m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
R_Mesh_TextureState(&m);
}
else
const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
{
- f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
+ f = 1 - FogPoint_Model(v);
c[0] = layer->color[0];
c[1] = layer->color[1];
c[2] = layer->color[2];
r_shadow_rtlight = NULL;
r_refdef.stats.entities_surfaces += texturenumsurfaces;
CHECKGLERROR
- GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
- GL_CullFace(((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE)) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
if (r_showsurfaces.integer)
R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
else if (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)
R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
else if (rsurface_texture->currentnumlayers)
{
+ GL_DepthRange(0, (rsurface_texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
+ GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
+ GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+ GL_BlendFunc(rsurface_texture->currentlayers[0].blendfunc1, rsurface_texture->currentlayers[0].blendfunc2);
+ GL_DepthMask(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED));
+ GL_Color(rsurface_entity->colormod[0], rsurface_entity->colormod[1], rsurface_entity->colormod[2], rsurface_texture->currentalpha);
+ GL_AlphaTest((rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
+ // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh
+ rsurface_lightmode = ((rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2;
if (r_glsl.integer && gl_support_fragment_shader)
R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist);
else if (gl_combine.integer && r_textureunits.integer >= 2)
GL_LockArrays(0, 0);
}
-#define BATCHSIZE 256
static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
{
- int surfacelistindex;
- int batchcount;
- texture_t *t;
- msurface_t *texturesurfacelist[BATCHSIZE];
+ int i, j;
+ int texturenumsurfaces, endsurface;
+ texture_t *texture;
+ msurface_t *surface;
+ msurface_t *texturesurfacelist[1024];
+
// if the model is static it doesn't matter what value we give for
// wantnormals and wanttangents, so this logic uses only rules applicable
// to a model, knowing that they are meaningless otherwise
- if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
- RSurf_ActiveEntity(ent, false, false);
+ if (ent == r_refdef.worldentity)
+ RSurf_ActiveWorldEntity();
+ else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
+ RSurf_ActiveModelEntity(ent, false, false);
else
- RSurf_ActiveEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
- batchcount = 0;
- t = NULL;
- for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
- {
- msurface_t *surface = ent->model->data_surfaces + surfacelist[surfacelistindex];
+ RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
- if (t != surface->texture || rsurface_lightmaptexture != surface->lightmaptexture)
+ for (i = 0;i < numsurfaces;i = j)
+ {
+ j = i + 1;
+ surface = rsurface_model->data_surfaces + surfacelist[i];
+ texture = surface->texture;
+ R_UpdateTextureInfo(ent, texture);
+ rsurface_texture = texture->currentframe;
+ rsurface_lightmaptexture = surface->lightmaptexture;
+ rsurface_deluxemaptexture = surface->deluxemaptexture;
+ // scan ahead until we find a different texture
+ endsurface = min(i + 1024, numsurfaces);
+ texturenumsurfaces = 0;
+ texturesurfacelist[texturenumsurfaces++] = surface;
+ for (;j < endsurface;j++)
{
- if (batchcount > 0)
- if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)) // transparent sky is too difficult
- R_DrawTextureSurfaceList(batchcount, texturesurfacelist);
- batchcount = 0;
- t = surface->texture;
- rsurface_lightmaptexture = surface->lightmaptexture;
- R_UpdateTextureInfo(ent, t);
- rsurface_texture = t->currentframe;
+ surface = rsurface_model->data_surfaces + surfacelist[j];
+ if (texture != surface->texture || rsurface_lightmaptexture != surface->lightmaptexture)
+ break;
+ texturesurfacelist[texturenumsurfaces++] = surface;
}
-
- texturesurfacelist[batchcount++] = surface;
+ // render the range of surfaces
+ R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
}
- if (batchcount > 0)
- if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)) // transparent sky is too difficult
- R_DrawTextureSurfaceList(batchcount, texturesurfacelist);
+
RSurf_CleanUp();
}
-void R_QueueTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist)
+void R_QueueSurfaceList(int numsurfaces, msurface_t **surfacelist, int flagsmask)
{
- int texturesurfaceindex;
+ int i, j;
vec3_t tempcenter, center;
- if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED)
+ texture_t *texture;
+ // break the surface list down into batches by texture and use of lightmapping
+ for (i = 0;i < numsurfaces;i = j)
{
- // drawing sky transparently would be too difficult
- if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY))
+ j = i + 1;
+ // texture is the base texture pointer, rsurface_texture is the
+ // current frame/skin the texture is directing us to use (for example
+ // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
+ // use skin 1 instead)
+ texture = surfacelist[i]->texture;
+ rsurface_texture = texture->currentframe;
+ rsurface_lightmaptexture = surfacelist[i]->lightmaptexture;
+ rsurface_deluxemaptexture = surfacelist[i]->deluxemaptexture;
+ if (!(rsurface_texture->currentmaterialflags & flagsmask))
{
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ // if this texture is not the kind we want, skip ahead to the next one
+ for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
+ ;
+ continue;
+ }
+ if (rsurface_texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
+ {
+ // transparent surfaces get pushed off into the transparent queue
+ const msurface_t *surface = surfacelist[i];
+ tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
+ tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
+ tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
+ Matrix4x4_Transform(&rsurface_entity->matrix, tempcenter, center);
+ R_MeshQueue_AddTransparent(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_DrawSurface_TransparentCallback, rsurface_entity, surface - rsurface_model->data_surfaces, r_shadow_rtlight);
+ }
+ else
+ {
+ // simply scan ahead until we find a different texture or lightmap state
+ for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface_lightmaptexture == surfacelist[j]->lightmaptexture;j++)
+ ;
+ // render the range of surfaces
+ R_DrawTextureSurfaceList(j - i, surfacelist + i);
+ }
+ }
+}
+
+float locboxvertex3f[6*4*3] =
+{
+ 1,0,1, 1,0,0, 1,1,0, 1,1,1,
+ 0,1,1, 0,1,0, 0,0,0, 0,0,1,
+ 1,1,1, 1,1,0, 0,1,0, 0,1,1,
+ 0,0,1, 0,0,0, 1,0,0, 1,0,1,
+ 0,0,1, 1,0,1, 1,1,1, 0,1,1,
+ 1,0,0, 0,0,0, 0,1,0, 1,1,0
+};
+
+int locboxelement3i[6*2*3] =
+{
+ 0, 1, 2, 0, 2, 3,
+ 4, 5, 6, 4, 6, 7,
+ 8, 9,10, 8,10,11,
+ 12,13,14, 12,14,15,
+ 16,17,18, 16,18,19,
+ 20,21,22, 20,22,23
+};
+
+void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
+{
+ int i, j;
+ cl_locnode_t *loc = (cl_locnode_t *)ent;
+ vec3_t mins, size;
+ float vertex3f[6*4*3];
+ CHECKGLERROR
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_DepthMask(false);
+ GL_DepthRange(0, 1);
+ GL_DepthTest(true);
+ GL_CullFace(GL_NONE);
+ R_Mesh_Matrix(&identitymatrix);
+
+ R_Mesh_VertexPointer(vertex3f, 0, 0);
+ R_Mesh_ColorPointer(NULL, 0, 0);
+ R_Mesh_ResetTextureState();
+
+ i = surfacelist[0];
+ GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_view.colorscale,
+ ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_view.colorscale,
+ ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_view.colorscale,
+ surfacelist[0] < 0 ? 0.5f : 0.125f);
+
+ if (VectorCompare(loc->mins, loc->maxs))
+ {
+ VectorSet(size, 2, 2, 2);
+ VectorMA(loc->mins, -0.5f, size, mins);
+ }
+ else
+ {
+ VectorCopy(loc->mins, mins);
+ VectorSubtract(loc->maxs, loc->mins, size);
+ }
+
+ for (i = 0;i < 6*4*3;)
+ for (j = 0;j < 3;j++, i++)
+ vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
+
+ R_Mesh_Draw(0, 6*4, 6*2, locboxelement3i, 0, 0);
+}
+
+void R_DrawLocs(void)
+{
+ int index;
+ cl_locnode_t *loc, *nearestloc;
+ vec3_t center;
+ nearestloc = CL_Locs_FindNearest(cl.movement_origin);
+ for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
+ {
+ VectorLerp(loc->mins, 0.5f, loc->maxs, center);
+ R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
+ }
+}
+
+void R_DrawCollisionBrushes(entity_render_t *ent)
+{
+ int i;
+ q3mbrush_t *brush;
+ msurface_t *surface;
+ model_t *model = ent->model;
+ if (!model->brush.num_brushes)
+ return;
+ CHECKGLERROR
+ R_Mesh_ColorPointer(NULL, 0, 0);
+ R_Mesh_ResetTextureState();
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ GL_DepthRange(0, 1);
+ GL_DepthTest(!r_showdisabledepthtest.integer);
+ qglPolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);CHECKGLERROR
+ for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
+ if (brush->colbrushf && brush->colbrushf->numtriangles)
+ R_DrawCollisionBrush(brush->colbrushf);
+ for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
+ if (surface->num_collisiontriangles)
+ R_DrawCollisionSurface(ent, surface);
+ qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
+}
+
+void R_DrawTrianglesAndNormals(entity_render_t *ent, qboolean drawtris, qboolean drawnormals, int flagsmask)
+{
+ int i, j, k, l;
+ const int *elements;
+ msurface_t *surface;
+ model_t *model = ent->model;
+ vec3_t v;
+ CHECKGLERROR
+ GL_DepthRange(0, 1);
+ GL_DepthTest(!r_showdisabledepthtest.integer);
+ GL_DepthMask(true);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ R_Mesh_ColorPointer(NULL, 0, 0);
+ R_Mesh_ResetTextureState();
+ for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
+ {
+ if (ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[j])
+ continue;
+ rsurface_texture = surface->texture->currentframe;
+ if ((rsurface_texture->currentmaterialflags & flagsmask) && surface->num_triangles)
+ {
+ RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
+ if (drawtris)
{
- const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
- tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
- tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
- tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
- Matrix4x4_Transform(&rsurface_entity->matrix, tempcenter, center);
- R_MeshQueue_AddTransparent(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_DrawSurface_TransparentCallback, rsurface_entity, surface - rsurface_model->data_surfaces, r_shadow_rtlight);
+ if (!rsurface_texture->currentlayers->depthmask)
+ GL_Color(r_showtris.value * r_view.colorscale, 0, 0, 1);
+ else if (ent == r_refdef.worldentity)
+ GL_Color(r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, 1);
+ else
+ GL_Color(0, r_showtris.value * r_view.colorscale, 0, 1);
+ elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
+ CHECKGLERROR
+ qglBegin(GL_LINES);
+ for (k = 0;k < surface->num_triangles;k++, elements += 3)
+ {
+#define GLVERTEXELEMENT(n) qglVertex3f(rsurface_vertex3f[elements[n]*3+0], rsurface_vertex3f[elements[n]*3+1], rsurface_vertex3f[elements[n]*3+2])
+ GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
+ GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
+ GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
+ }
+ qglEnd();
+ CHECKGLERROR
+ }
+ if (drawnormals)
+ {
+ GL_Color(r_shownormals.value * r_view.colorscale, 0, 0, 1);
+ qglBegin(GL_LINES);
+ for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
+ {
+ VectorCopy(rsurface_vertex3f + l * 3, v);
+ qglVertex3f(v[0], v[1], v[2]);
+ VectorMA(v, 8, rsurface_svector3f + l * 3, v);
+ qglVertex3f(v[0], v[1], v[2]);
+ }
+ qglEnd();
+ CHECKGLERROR
+ GL_Color(0, 0, r_shownormals.value * r_view.colorscale, 1);
+ qglBegin(GL_LINES);
+ for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
+ {
+ VectorCopy(rsurface_vertex3f + l * 3, v);
+ qglVertex3f(v[0], v[1], v[2]);
+ VectorMA(v, 8, rsurface_tvector3f + l * 3, v);
+ qglVertex3f(v[0], v[1], v[2]);
+ }
+ qglEnd();
+ CHECKGLERROR
+ GL_Color(0, r_shownormals.value * r_view.colorscale, 0, 1);
+ qglBegin(GL_LINES);
+ for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
+ {
+ VectorCopy(rsurface_vertex3f + l * 3, v);
+ qglVertex3f(v[0], v[1], v[2]);
+ VectorMA(v, 8, rsurface_normal3f + l * 3, v);
+ qglVertex3f(v[0], v[1], v[2]);
+ }
+ qglEnd();
+ CHECKGLERROR
}
}
}
- else
- R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
+ rsurface_texture = NULL;
}
extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
-void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
+void R_DrawWorldSurfaces(qboolean skysurfaces)
{
- int i, j, f, flagsmask;
+ int i, j, endj, f, flagsmask;
int counttriangles = 0;
+ msurface_t *surface, **surfacechain;
texture_t *t;
- model_t *model = ent->model;
+ model_t *model = r_refdef.worldmodel;
const int maxsurfacelist = 1024;
int numsurfacelist = 0;
msurface_t *surfacelist[1024];
if (model == NULL)
return;
- // if the model is static it doesn't matter what value we give for
- // wantnormals and wanttangents, so this logic uses only rules applicable
- // to a model, knowing that they are meaningless otherwise
- if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
- RSurf_ActiveEntity(ent, false, false);
- else
- RSurf_ActiveEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
+ RSurf_ActiveWorldEntity();
// update light styles
if (!skysurfaces && model->brushq1.light_styleupdatechains)
{
- msurface_t *surface, **surfacechain;
for (i = 0;i < model->brushq1.light_styles;i++)
{
if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
}
}
- R_UpdateAllTextureInfo(ent);
+ R_UpdateAllTextureInfo(r_refdef.worldentity);
flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
f = 0;
t = NULL;
rsurface_lightmaptexture = NULL;
+ rsurface_deluxemaptexture = NULL;
rsurface_texture = NULL;
numsurfacelist = 0;
- if (ent == r_refdef.worldentity)
+ j = model->firstmodelsurface;
+ endj = j + model->nummodelsurfaces;
+ while (j < endj)
{
- msurface_t *surface;
- for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
+ // quickly skip over non-visible surfaces
+ for (;j < endj && !r_viewcache.world_surfacevisible[j];j++)
+ ;
+ // quickly iterate over visible surfaces
+ for (;j < endj && r_viewcache.world_surfacevisible[j];j++)
{
- if (!r_viewcache.world_surfacevisible[j])
- continue;
- if (t != surface->texture || rsurface_lightmaptexture != surface->lightmaptexture)
- {
- if (numsurfacelist)
- {
- R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
- numsurfacelist = 0;
- }
- t = surface->texture;
- rsurface_lightmaptexture = surface->lightmaptexture;
- rsurface_texture = t->currentframe;
- f = rsurface_texture->currentmaterialflags & flagsmask;
- }
- if (f && surface->num_triangles)
+ // process this surface
+ surface = model->data_surfaces + j;
+ // if this surface fits the criteria, add it to the list
+ if (surface->num_triangles)
{
// if lightmap parameters changed, rebuild lightmap texture
if (surface->cached_dlight)
- R_BuildLightMap(ent, surface);
+ R_BuildLightMap(r_refdef.worldentity, surface);
// add face to draw list
surfacelist[numsurfacelist++] = surface;
counttriangles += surface->num_triangles;
if (numsurfacelist >= maxsurfacelist)
{
- R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
+ R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask);
numsurfacelist = 0;
}
}
}
}
+ if (numsurfacelist)
+ R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask);
+ r_refdef.stats.entities_triangles += counttriangles;
+ RSurf_CleanUp();
+
+ if (r_showcollisionbrushes.integer && !skysurfaces)
+ R_DrawCollisionBrushes(r_refdef.worldentity);
+
+ if (r_showtris.integer || r_shownormals.integer)
+ R_DrawTrianglesAndNormals(r_refdef.worldentity, r_showtris.integer, r_shownormals.integer, flagsmask);
+}
+
+void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces)
+{
+ int i, f, flagsmask;
+ int counttriangles = 0;
+ msurface_t *surface, *endsurface, **surfacechain;
+ texture_t *t;
+ model_t *model = ent->model;
+ const int maxsurfacelist = 1024;
+ int numsurfacelist = 0;
+ msurface_t *surfacelist[1024];
+ if (model == NULL)
+ return;
+
+ // if the model is static it doesn't matter what value we give for
+ // wantnormals and wanttangents, so this logic uses only rules applicable
+ // to a model, knowing that they are meaningless otherwise
+ if (ent == r_refdef.worldentity)
+ RSurf_ActiveWorldEntity();
+ else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
+ RSurf_ActiveModelEntity(ent, false, false);
else
+ RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
+
+ // update light styles
+ if (!skysurfaces && model->brushq1.light_styleupdatechains)
{
- msurface_t *surface;
- for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
+ for (i = 0;i < model->brushq1.light_styles;i++)
{
- if (t != surface->texture || rsurface_lightmaptexture != surface->lightmaptexture)
+ if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
{
- if (numsurfacelist)
- {
- R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
- numsurfacelist = 0;
- }
- t = surface->texture;
- rsurface_lightmaptexture = surface->lightmaptexture;
- rsurface_texture = t->currentframe;
- f = rsurface_texture->currentmaterialflags & flagsmask;
+ model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]];
+ if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
+ for (;(surface = *surfacechain);surfacechain++)
+ surface->cached_dlight = true;
}
- if (f && surface->num_triangles)
+ }
+ }
+
+ R_UpdateAllTextureInfo(ent);
+ flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
+ f = 0;
+ t = NULL;
+ rsurface_lightmaptexture = NULL;
+ rsurface_deluxemaptexture = NULL;
+ rsurface_texture = NULL;
+ numsurfacelist = 0;
+ surface = model->data_surfaces + model->firstmodelsurface;
+ endsurface = surface + model->nummodelsurfaces;
+ for (;surface < endsurface;surface++)
+ {
+ // if this surface fits the criteria, add it to the list
+ if (surface->num_triangles)
+ {
+ // if lightmap parameters changed, rebuild lightmap texture
+ if (surface->cached_dlight)
+ R_BuildLightMap(ent, surface);
+ // add face to draw list
+ surfacelist[numsurfacelist++] = surface;
+ counttriangles += surface->num_triangles;
+ if (numsurfacelist >= maxsurfacelist)
{
- // if lightmap parameters changed, rebuild lightmap texture
- if (surface->cached_dlight)
- R_BuildLightMap(ent, surface);
- // add face to draw list
- surfacelist[numsurfacelist++] = surface;
- counttriangles += surface->num_triangles;
- if (numsurfacelist >= maxsurfacelist)
- {
- R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
- numsurfacelist = 0;
- }
+ R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask);
+ numsurfacelist = 0;
}
}
}
if (numsurfacelist)
- R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
+ R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask);
r_refdef.stats.entities_triangles += counttriangles;
RSurf_CleanUp();
- if (r_showcollisionbrushes.integer && model->brush.num_brushes && !skysurfaces)
- {
- int i;
- const msurface_t *surface;
- q3mbrush_t *brush;
- CHECKGLERROR
- R_Mesh_Matrix(&ent->matrix);
- R_Mesh_ColorPointer(NULL);
- R_Mesh_ResetTextureState();
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- GL_DepthMask(false);
- GL_DepthTest(!r_showdisabledepthtest.integer);
- qglPolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);CHECKGLERROR
- for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
- if (brush->colbrushf && brush->colbrushf->numtriangles)
- R_DrawCollisionBrush(brush->colbrushf);
- for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
- if (surface->num_collisiontriangles)
- R_DrawCollisionSurface(ent, surface);
- qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
- }
+ if (r_showcollisionbrushes.integer && !skysurfaces)
+ R_DrawCollisionBrushes(ent);
if (r_showtris.integer || r_shownormals.integer)
- {
- int k, l;
- msurface_t *surface;
- const int *elements;
- vec3_t v;
- CHECKGLERROR
- GL_DepthTest(!r_showdisabledepthtest.integer);
- GL_DepthMask(true);
- GL_BlendFunc(GL_ONE, GL_ZERO);
- R_Mesh_ColorPointer(NULL);
- R_Mesh_ResetTextureState();
- for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
- {
- if (ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[j])
- continue;
- rsurface_texture = surface->texture->currentframe;
- if ((rsurface_texture->currentmaterialflags & flagsmask) && surface->num_triangles)
- {
- RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
- if (r_showtris.integer)
- {
- if (!rsurface_texture->currentlayers->depthmask)
- GL_Color(r_showtris.value * r_view.colorscale, 0, 0, 1);
- else if (ent == r_refdef.worldentity)
- GL_Color(r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, 1);
- else
- GL_Color(0, r_showtris.value * r_view.colorscale, 0, 1);
- elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
- CHECKGLERROR
- qglBegin(GL_LINES);
- for (k = 0;k < surface->num_triangles;k++, elements += 3)
- {
- qglArrayElement(elements[0]);qglArrayElement(elements[1]);
- qglArrayElement(elements[1]);qglArrayElement(elements[2]);
- qglArrayElement(elements[2]);qglArrayElement(elements[0]);
- }
- qglEnd();
- CHECKGLERROR
- }
- if (r_shownormals.integer)
- {
- GL_Color(r_shownormals.value * r_view.colorscale, 0, 0, 1);
- qglBegin(GL_LINES);
- for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
- {
- VectorCopy(rsurface_vertex3f + l * 3, v);
- qglVertex3f(v[0], v[1], v[2]);
- VectorMA(v, 8, rsurface_svector3f + l * 3, v);
- qglVertex3f(v[0], v[1], v[2]);
- }
- qglEnd();
- CHECKGLERROR
- GL_Color(0, 0, r_shownormals.value * r_view.colorscale, 1);
- qglBegin(GL_LINES);
- for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
- {
- VectorCopy(rsurface_vertex3f + l * 3, v);
- qglVertex3f(v[0], v[1], v[2]);
- VectorMA(v, 8, rsurface_tvector3f + l * 3, v);
- qglVertex3f(v[0], v[1], v[2]);
- }
- qglEnd();
- CHECKGLERROR
- GL_Color(0, r_shownormals.value * r_view.colorscale, 0, 1);
- qglBegin(GL_LINES);
- for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
- {
- VectorCopy(rsurface_vertex3f + l * 3, v);
- qglVertex3f(v[0], v[1], v[2]);
- VectorMA(v, 8, rsurface_normal3f + l * 3, v);
- qglVertex3f(v[0], v[1], v[2]);
- }
- qglEnd();
- CHECKGLERROR
- }
- }
- }
- rsurface_texture = NULL;
- }
+ R_DrawTrianglesAndNormals(ent, r_showtris.integer, r_shownormals.integer, flagsmask);
}