X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=gl_rmain.c;h=8aa50492a10cabecaa78d0b22bbfe8e6f882c90d;hb=f6ba1415824df19d9d6b38066dc93912fb2ce789;hp=c0a2f4466877411ed60d3e387e27b2d309fb60f7;hpb=384e3e9c7bca1ebacf9f33343ba19e8f6c5ebe5a;p=xonotic%2Fdarkplaces.git diff --git a/gl_rmain.c b/gl_rmain.c index c0a2f446..8aa50492 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -22,6 +22,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "quakedef.h" #include "r_shadow.h" #include "polygon.h" +#include "image.h" mempool_t *r_main_mempool; rtexturepool_t *r_main_texturepool; @@ -33,8 +34,10 @@ r_refdef_t r_refdef; r_view_t r_view; r_viewcache_t r_viewcache; +cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "1", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"}; 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"}; @@ -46,12 +49,20 @@ cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables dep 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_q1bsp_skymasking = {0, "r_qb1sp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"}; +cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"}; +cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"}; +cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"}; +cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"}; +cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"}; cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"}; cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"}; @@ -63,26 +74,29 @@ cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra c 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_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"}; 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 r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"}; cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"}; -cvar_t r_bloom_intensity = {CVAR_SAVE, "r_bloom_intensity", "1.5", "how bright the glow is"}; +cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"}; +cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"}; cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"}; cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"}; -cvar_t r_bloom_power = {CVAR_SAVE, "r_bloom_power", "2", "how much to darken the image before blurring to make the bloom effect"}; +cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"}; +cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"}; cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"}; cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"}; -cvar_t r_hdr_bloomintensity = {CVAR_SAVE, "r_hdr_bloomintensity", "0.5", "amount of bloom"}; cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"}; +cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"}; cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"}; @@ -90,11 +104,43 @@ cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces 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...)"}; -rtexture_t *r_bloom_texture_screen; -rtexture_t *r_bloom_texture_bloom; +extern qboolean v_flipped_state; + +typedef struct r_glsl_bloomshader_s +{ + int program; + int loc_Texture_Bloom; +} +r_glsl_bloomshader_t; + +static struct r_bloomstate_s +{ + qboolean enabled; + qboolean hdr; + + int bloomwidth, bloomheight; + + int screentexturewidth, screentextureheight; + rtexture_t *texture_screen; + + int bloomtexturewidth, bloomtextureheight; + rtexture_t *texture_bloom; + + r_glsl_bloomshader_t *shader; + + // arrays for rendering the screen passes + float screentexcoord2f[8]; + float bloomtexcoord2f[8]; + float offsettexcoord2f[8]; +} +r_bloomstate; + +// shadow volume bsp struct with automatically growing nodes buffer +svbsp_t r_svbsp; + rtexture_t *r_texture_blanknormalmap; rtexture_t *r_texture_white; rtexture_t *r_texture_black; @@ -105,12 +151,23 @@ rtexture_t *r_texture_fogattenuation; //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; +char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH]; +skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD]; + +// vertex coordinates for a quad that covers the screen exactly +const static float r_screenvertex3f[12] = +{ + 0, 0, 0, + 1, 0, 0, + 1, 1, 0, + 0, 1, 0 +}; + +extern void R_DrawModelShadows(void); void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b) { @@ -153,31 +210,16 @@ void FOG_clear(void) 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) @@ -303,25 +345,19 @@ static void R_BuildNormalizationCube(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); @@ -429,10 +465,12 @@ static const char *builtinshaderstring = "// 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" @@ -450,6 +488,9 @@ static const char *builtinshaderstring = "\n" "uniform myhalf GlowScale;\n" "uniform myhalf SceneBrightness;\n" +"#ifdef USECONTRASTBOOST\n" +"uniform myhalf ContrastBoostCoeff;\n" +"#endif\n" "\n" "uniform float OffsetMapping_Scale;\n" "uniform float OffsetMapping_Bias;\n" @@ -460,80 +501,57 @@ static const char *builtinshaderstring = "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" +" // 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" -"#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" -" 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" @@ -548,15 +566,28 @@ static const char *builtinshaderstring = "#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" @@ -565,19 +596,6 @@ static const char *builtinshaderstring = " 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" @@ -586,7 +604,7 @@ static const char *builtinshaderstring = "\n" " // get the surface normal and light normal\n" " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n" -" myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n" +" myhvec3 diffusenormal = myhvec3(LightVector);\n" "\n" " // calculate directional shading\n" " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n" @@ -634,11 +652,14 @@ static const char *builtinshaderstring = "\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" +"#ifdef USECONTRASTBOOST\n" +" color.rgb = color.rgb * SceneBrightness / (ContrastBoostCoeff * color.rgb + myhvec3(1, 1, 1));\n" +"#else\n" " color.rgb *= SceneBrightness;\n" +"#endif\n" "\n" " gl_FragColor = vec4(color);\n" "}\n" @@ -656,6 +677,8 @@ const char *permutationinfo[][2] = {"#define USEGLOW\n", " glow"}, {"#define USEFOG\n", " fog"}, {"#define USECOLORMAPPING\n", " colormapping"}, + {"#define USEDIFFUSE\n", " diffuse"}, + {"#define USECONTRASTBOOST\n", " contrastboost"}, {"#define USESPECULAR\n", " specular"}, {"#define USECUBEFILTER\n", " cubefilter"}, {"#define USEOFFSETMAPPING\n", " offsetmapping"}, @@ -663,22 +686,28 @@ const char *permutationinfo[][2] = {NULL, NULL} }; -void R_GLSL_CompilePermutation(int permutation) +void R_GLSL_CompilePermutation(const char *filename, int permutation) { int i; - r_glsl_permutation_t *p = r_glsl_permutations + permutation; + qboolean shaderfound; + 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 *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->compiled = true; + p->program = 0; vertstrings_list[0] = "#define VERTEX_SHADER\n"; + geomstrings_list[0] = "#define GEOMETRY_SHADER\n"; fragstrings_list[0] = "#define FRAGMENT_SHADER\n"; vertstrings_count = 1; + geomstrings_count = 1; fragstrings_count = 1; permutationname[0] = 0; for (i = 0;permutationinfo[i][0];i++) @@ -686,6 +715,7 @@ void R_GLSL_CompilePermutation(int permutation) if (permutation & (1<program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list); + // clear any lists that are not needed by this shader + if (!(permutation & SHADERPERMUTATION_USES_VERTEXSHADER)) + vertstrings_count = 0; + if (!(permutation & SHADERPERMUTATION_USES_GEOMETRYSHADER)) + geomstrings_count = 0; + if (!(permutation & SHADERPERMUTATION_USES_FRAGMENTSHADER)) + fragstrings_count = 0; + // compile the shader program + if (shaderfound && vertstrings_count + geomstrings_count + fragstrings_count) + p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list); if (p->program) { CHECKGLERROR qglUseProgramObjectARB(p->program);CHECKGLERROR + // look up all the uniform variable names we care about, so we don't + // have to look them up every time we set them p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal"); 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"); @@ -741,6 +790,8 @@ void R_GLSL_CompilePermutation(int permutation) p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor"); p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor"); p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir"); + p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff"); + // initialize the samplers to refer to the texture units we use if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal, 0); if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color, 1); if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss, 2); @@ -751,6 +802,7 @@ void R_GLSL_CompilePermutation(int permutation) 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 } @@ -763,108 +815,191 @@ void R_GLSL_CompilePermutation(int permutation) 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 - int permutation = 0; - float specularscale = rsurface_texture->specularscale; + const char *shaderfilename = NULL; + unsigned int permutation = 0; r_glsl_permutation = NULL; - if (r_shadow_rtlight) + // TODO: implement geometry-shader based shadow volumes someday + if (rsurface.rtlight) { - permutation |= SHADERPERMUTATION_MODE_LIGHTSOURCE; - specularscale *= r_shadow_rtlight->specularscale; - if (r_shadow_rtlight->currentcubemap != r_texture_whitecube) + // light source + shaderfilename = "glsl/default.glsl"; + permutation = SHADERPERMUTATION_MODE_LIGHTSOURCE | SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER; + if (rsurface.rtlight->currentcubemap != r_texture_whitecube) permutation |= SHADERPERMUTATION_CUBEFILTER; + if (diffusescale > 0) + permutation |= SHADERPERMUTATION_DIFFUSE; + if (specularscale > 0) + permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE; + if (r_refdef.fogenabled) + permutation |= SHADERPERMUTATION_FOG; + if (rsurface.texture->colormapping) + permutation |= SHADERPERMUTATION_COLORMAPPING; + if (r_glsl_offsetmapping.integer) + { + permutation |= SHADERPERMUTATION_OFFSETMAPPING; + if (r_glsl_offsetmapping_reliefmapping.integer) + permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING; + } + if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0) + permutation |= SHADERPERMUTATION_CONTRASTBOOST; } - else + else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) { - if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) + // bright unshaded geometry + shaderfilename = "glsl/default.glsl"; + permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER; + if (rsurface.texture->currentskinframe->glow) + permutation |= SHADERPERMUTATION_GLOW; + if (r_refdef.fogenabled) + permutation |= SHADERPERMUTATION_FOG; + if (rsurface.texture->colormapping) + permutation |= SHADERPERMUTATION_COLORMAPPING; + if (r_glsl_offsetmapping.integer) { - if (modellighting) - permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION; - else if (r_glsl_deluxemapping.integer >= 1 && rsurface_lightmaptexture) - { - if (r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping) - { - if (r_refdef.worldmodel->brushq3.deluxemapping_modelspace) - permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE; - else - permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE; - } - else if (r_glsl_deluxemapping.integer >= 2) // fake mode - permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE; - } + permutation |= SHADERPERMUTATION_OFFSETMAPPING; + if (r_glsl_offsetmapping_reliefmapping.integer) + permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING; } - if (rsurface_texture->currentskinframe->glow) + if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0) + permutation |= SHADERPERMUTATION_CONTRASTBOOST; + } + else if (modellighting) + { + // directional model lighting + shaderfilename = "glsl/default.glsl"; + permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER; + permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION; + if (rsurface.texture->currentskinframe->glow) permutation |= SHADERPERMUTATION_GLOW; + if (specularscale > 0) + permutation |= SHADERPERMUTATION_SPECULAR; + if (r_refdef.fogenabled) + permutation |= SHADERPERMUTATION_FOG; + if (rsurface.texture->colormapping) + permutation |= SHADERPERMUTATION_COLORMAPPING; + if (r_glsl_offsetmapping.integer) + { + permutation |= SHADERPERMUTATION_OFFSETMAPPING; + if (r_glsl_offsetmapping_reliefmapping.integer) + permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING; + } + if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0) + permutation |= SHADERPERMUTATION_CONTRASTBOOST; } - if (specularscale > 0) - permutation |= SHADERPERMUTATION_SPECULAR; - if (r_refdef.fogenabled) - permutation |= SHADERPERMUTATION_FOG; - if (rsurface_texture->colormapping) - permutation |= SHADERPERMUTATION_COLORMAPPING; - if (r_glsl_offsetmapping.integer) + else { - permutation |= SHADERPERMUTATION_OFFSETMAPPING; - if (r_glsl_offsetmapping_reliefmapping.integer) - permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING; + // lightmapped wall + shaderfilename = "glsl/default.glsl"; + permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER; + if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping) + { + // deluxemapping (light direction texture) + if (rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace) + permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE; + else + permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE; + if (specularscale > 0) + permutation |= SHADERPERMUTATION_SPECULAR; + } + else if (r_glsl_deluxemapping.integer >= 2) + { + // fake deluxemapping (uniform light direction in tangentspace) + permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE; + if (specularscale > 0) + permutation |= SHADERPERMUTATION_SPECULAR; + } + else + { + // ordinary lightmapping + permutation |= 0; + } + if (rsurface.texture->currentskinframe->glow) + permutation |= SHADERPERMUTATION_GLOW; + if (r_refdef.fogenabled) + permutation |= SHADERPERMUTATION_FOG; + if (rsurface.texture->colormapping) + permutation |= SHADERPERMUTATION_COLORMAPPING; + if (r_glsl_offsetmapping.integer) + { + permutation |= SHADERPERMUTATION_OFFSETMAPPING; + if (r_glsl_offsetmapping_reliefmapping.integer) + permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING; + } + if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0) + permutation |= SHADERPERMUTATION_CONTRASTBOOST; } - if (!r_glsl_permutations[permutation].program) + if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program) { - if (!r_glsl_permutations[permutation].compiled) - R_GLSL_CompilePermutation(permutation); - if (!r_glsl_permutations[permutation].program) + if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled) + R_GLSL_CompilePermutation(shaderfilename, permutation); + 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_MAX >> 1);;i>>=1) { + if (!i) + return 0; // no bit left to clear // reduce i more quickly whenever it would not remove any bits - if (permutation < i) + if (!(permutation & i)) continue; - permutation &= i; - if (!r_glsl_permutations[permutation].compiled) - R_GLSL_CompilePermutation(permutation); - if (r_glsl_permutations[permutation].program) + permutation &= ~i; + if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled) + R_GLSL_CompilePermutation(shaderfilename, permutation); + if (r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program) break; - if (!i) - return 0; // utterly failed } } } - r_glsl_permutation = r_glsl_permutations + permutation; + r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK); CHECKGLERROR qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR - R_Mesh_TexMatrix(0, &rsurface_texture->currenttexmatrix); + R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix); if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) { - 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 (r_glsl_permutation->loc_Texture_Cube >= 0 && rsurface.rtlight) R_Mesh_TexBindCubeMap(3, R_GetTexture(rsurface.rtlight->currentcubemap)); + if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]); + 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.modellight_ambient[0] * ambientscale, rsurface.modellight_ambient[1] * ambientscale, rsurface.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.modellight_diffuse[0] * diffusescale, rsurface.modellight_diffuse[1] * diffusescale, rsurface.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.modellight_diffuse[0] * specularscale, rsurface.modellight_diffuse[1] * specularscale, rsurface.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]); + qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]); } else { @@ -872,43 +1007,59 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting) if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity * 2.0f); if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale * 2.0f); } - if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(rsurface_texture->currentskinframe->nmap)); - 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_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(rsurface.texture->currentskinframe->nmap)); + 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(rsurface.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)); + 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)); //if (r_glsl_permutation->loc_Texture_Lightmap >= 0) 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)); - if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(rsurface_texture->currentskinframe->glow)); + if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(rsurface.texture->currentskinframe->glow)); if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value); - if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale); + if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0) + { + // The formula used is actually: + // color.rgb *= SceneBrightness; + // color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1); + // I simplify that to + // color.rgb *= [[SceneBrightness * ContrastBoost]]; + // color.rgb /= [[(ContrastBoost - 1) / ContrastBoost]] * color.rgb + 1; + // and Black: + // color.rgb = [[SceneBrightness * ContrastBoost]] / ([[(ContrastBoost - 1) * SceneBrightness]] + 1 / color.rgb); + // and do [[calculations]] here in the engine + qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, (r_glsl_contrastboost.value - 1) * r_view.colorscale); + if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale * r_glsl_contrastboost.value); + } + else + if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale); if (r_glsl_permutation->loc_FogColor >= 0) { // additive passes are only darkened by fog, not tinted - if (r_shadow_rtlight || (rsurface_texture->currentmaterialflags & MATERIALFLAG_ADD)) + if (rsurface.rtlight || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)) qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0); else qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]); } - if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface_modelorg[0], rsurface_modelorg[1], rsurface_modelorg[2]); + if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]); if (r_glsl_permutation->loc_Color_Pants >= 0) { - if (rsurface_texture->currentskinframe->pants) - qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface_entity->colormap_pantscolor[0], rsurface_entity->colormap_pantscolor[1], rsurface_entity->colormap_pantscolor[2]); + if (rsurface.texture->currentskinframe->pants) + qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]); else qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0); } if (r_glsl_permutation->loc_Color_Shirt >= 0) { - if (rsurface_texture->currentskinframe->shirt) - qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface_entity->colormap_shirtcolor[0], rsurface_entity->colormap_shirtcolor[1], rsurface_entity->colormap_shirtcolor[2]); + if (rsurface.texture->currentskinframe->shirt) + qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]); else qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0); } if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip); - if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface_texture->specularpower); + if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower); if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value); CHECKGLERROR return permutation; @@ -916,20 +1067,364 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting) void R_SwitchSurfaceShader(int permutation) { - if (r_glsl_permutation != r_glsl_permutations + permutation) + if (r_glsl_permutation != r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK)) { - r_glsl_permutation = r_glsl_permutations + permutation; + 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, qboolean complain) +{ + // 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, complain, 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); + } + + memset(r_qwskincache, 0, sizeof(r_qwskincache)); + memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe)); + + // 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_bloom_texture_screen = NULL; - r_bloom_texture_bloom = NULL; R_BuildBlankTextures(); R_BuildNoTexture(); if (gl_texturecubemap) @@ -938,19 +1433,30 @@ void gl_main_start(void) R_BuildNormalizationCube(); } R_BuildFogTexture(); + memset(&r_bloomstate, 0, sizeof(r_bloomstate)); memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations)); + memset(&r_svbsp, 0, sizeof (r_svbsp)); } void gl_main_shutdown(void) { + memset(r_qwskincache, 0, sizeof(r_qwskincache)); + memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe)); + + // 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_FreeTexturePool(&r_main_texturepool); - r_bloom_texture_screen = NULL; - r_bloom_texture_bloom = NULL; r_texture_blanknormalmap = NULL; r_texture_white = NULL; r_texture_black = NULL; r_texture_whitecube = NULL; r_texture_normalizationcube = NULL; + memset(&r_bloomstate, 0, sizeof(r_bloomstate)); R_GLSL_Restart_f(); } @@ -983,9 +1489,21 @@ void GL_Main_Init(void) { 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_depthfirst); Cvar_RegisterVariable(&r_nearclip); + Cvar_RegisterVariable(&r_showbboxes); Cvar_RegisterVariable(&r_showsurfaces); Cvar_RegisterVariable(&r_showtris); Cvar_RegisterVariable(&r_shownormals); @@ -997,13 +1515,21 @@ void GL_Main_Init(void) 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); Cvar_RegisterVariable(&r_wateralpha); Cvar_RegisterVariable(&r_dynamic); Cvar_RegisterVariable(&r_fullbright); + Cvar_RegisterVariable(&r_shadows); + Cvar_RegisterVariable(&r_shadows_throwdistance); Cvar_RegisterVariable(&r_q1bsp_skymasking); + Cvar_RegisterVariable(&r_polygonoffset_submodel_factor); + Cvar_RegisterVariable(&r_polygonoffset_submodel_offset); Cvar_RegisterVariable(&r_textureunits); Cvar_RegisterVariable(&r_glsl); Cvar_RegisterVariable(&r_glsl_offsetmapping); @@ -1014,14 +1540,17 @@ void GL_Main_Init(void) Cvar_RegisterVariable(&r_lerpmodels); Cvar_RegisterVariable(&r_waterscroll); Cvar_RegisterVariable(&r_bloom); - Cvar_RegisterVariable(&r_bloom_intensity); + Cvar_RegisterVariable(&r_bloom_colorscale); + Cvar_RegisterVariable(&r_bloom_brighten); Cvar_RegisterVariable(&r_bloom_blur); Cvar_RegisterVariable(&r_bloom_resolution); - Cvar_RegisterVariable(&r_bloom_power); + Cvar_RegisterVariable(&r_bloom_colorexponent); + Cvar_RegisterVariable(&r_bloom_colorsubtract); Cvar_RegisterVariable(&r_hdr); Cvar_RegisterVariable(&r_hdr_scenebrightness); - Cvar_RegisterVariable(&r_hdr_bloomintensity); + Cvar_RegisterVariable(&r_glsl_contrastboost); Cvar_RegisterVariable(&r_hdr_glowintensity); + Cvar_RegisterVariable(&r_hdr_range); Cvar_RegisterVariable(&r_smoothnormals_areaweighting); Cvar_RegisterVariable(&developer_texturelogging); Cvar_RegisterVariable(&gl_lightmaps); @@ -1074,7 +1603,7 @@ void GL_Init (void) 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 @@ -1129,50 +1658,122 @@ int R_CullBox(const vec3_t mins, const vec3_t maxs) return false; } -//================================================================================== - -static void R_UpdateEntityLighting(entity_render_t *ent) -{ - vec3_t tempdiffusenormal; - VectorSet(ent->modellight_ambient, r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f)); - VectorClear(ent->modellight_diffuse); - VectorClear(ent->modellight_lightdir); - if ((ent->flags & RENDER_LIGHT) && r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint) - { - vec3_t org; - Matrix4x4_OriginFromMatrix(&ent->matrix, org); - r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal); - } - else // highly rare - VectorSet(ent->modellight_ambient, 1, 1, 1); - Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir); - VectorNormalize(ent->modellight_lightdir); - ent->modellight_ambient[0] *= ent->colormod[0] * r_refdef.lightmapintensity; - ent->modellight_ambient[1] *= ent->colormod[1] * r_refdef.lightmapintensity; - ent->modellight_ambient[2] *= ent->colormod[2] * r_refdef.lightmapintensity; - ent->modellight_diffuse[0] *= ent->colormod[0] * r_refdef.lightmapintensity; - ent->modellight_diffuse[1] *= ent->colormod[1] * r_refdef.lightmapintensity; - ent->modellight_diffuse[2] *= ent->colormod[2] * r_refdef.lightmapintensity; -} - -static void R_View_UpdateEntityVisible (void) +int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes) { - int i, renderimask; - entity_render_t *ent; - - if (!r_drawentities.integer) - return; - - renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : (chase_active.integer ? 0 : RENDER_EXTERIORMODEL); - if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs) + 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) +{ + vec3_t tempdiffusenormal; + + // fetch the lighting from the worldmodel data + VectorSet(ent->modellight_ambient, r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f)); + VectorClear(ent->modellight_diffuse); + VectorClear(tempdiffusenormal); + if ((ent->flags & RENDER_LIGHT) && r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint) + { + vec3_t org; + Matrix4x4_OriginFromMatrix(&ent->matrix, org); + r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal); + } + else // highly rare + VectorSet(ent->modellight_ambient, 1, 1, 1); + + // move the light direction into modelspace coordinates for lighting code + Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir); + if(VectorLength2(ent->modellight_lightdir) > 0) + { + VectorNormalize(ent->modellight_lightdir); + } + else + { + VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here + } + + // scale ambient and directional light contributions according to rendering variables + ent->modellight_ambient[0] *= ent->colormod[0] * r_refdef.lightmapintensity; + ent->modellight_ambient[1] *= ent->colormod[1] * r_refdef.lightmapintensity; + ent->modellight_ambient[2] *= ent->colormod[2] * r_refdef.lightmapintensity; + ent->modellight_diffuse[0] *= ent->colormod[0] * r_refdef.lightmapintensity; + ent->modellight_diffuse[1] *= ent->colormod[1] * r_refdef.lightmapintensity; + ent->modellight_diffuse[2] *= ent->colormod[2] * r_refdef.lightmapintensity; +} + +static void R_View_UpdateEntityVisible (void) +{ + int i, renderimask; + entity_render_t *ent; + + if (!r_drawentities.integer) + return; + + renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : (chase_active.integer ? 0 : RENDER_EXTERIORMODEL); + if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs) { // worldmodel can check visibility 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)); - if (r_viewcache.entityvisible[i]) - R_UpdateEntityLighting(ent); + 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 @@ -1182,10 +1783,12 @@ static void R_View_UpdateEntityVisible (void) { ent = r_refdef.entities[i]; r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs); - if (r_viewcache.entityvisible[i]) - R_UpdateEntityLighting(ent); } } + + // update entity lighting (even on hidden entities for r_shadows) + for (i = 0;i < r_refdef.numentities;i++) + R_UpdateEntityLighting(r_refdef.entities[i]); } // only used if skyrendermasked, and normally returns false @@ -1233,8 +1836,29 @@ void R_DrawModels(void) } } +void R_DrawModelsDepth(void) +{ + int i; + entity_render_t *ent; + + if (!r_drawentities.integer) + return; + + for (i = 0;i < r_refdef.numentities;i++) + { + if (!r_viewcache.entityvisible[i]) + continue; + ent = r_refdef.entities[i]; + r_refdef.stats.entities++; + if (ent->model && ent->model->DrawDepth != NULL) + ent->model->DrawDepth(ent); + } +} + 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); @@ -1303,10 +1927,12 @@ static void R_View_SetFrustum(void) - 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); @@ -1323,6 +1949,12 @@ static void R_View_SetFrustum(void) 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. @@ -1360,97 +1992,253 @@ void R_View_Update(void) R_View_UpdateEntityVisible(); } -void R_ResetViewRendering(void) +void R_SetupView(const matrix4x4_t *matrix) +{ + if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows) + GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip); + else + GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip); + + GL_SetupView_Orientation_FromEntity(matrix); +} + +void R_ResetViewRendering2D(void) { if (gl_support_fragment_shader) { qglUseProgramObjectARB(0);CHECKGLERROR } + DrawQ_Finish(); + // GL is weird because it's bottom to top, r_view.y is top to bottom qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100); GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height); + GL_Color(1, 1, 1, 1); GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_AlphaTest(false); + GL_ScissorTest(false); + GL_DepthMask(false); + GL_DepthRange(0, 1); + GL_DepthTest(false); + R_Mesh_Matrix(&identitymatrix); + R_Mesh_ResetTextureState(); + GL_PolygonOffset(0, 0); + qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR + qglDepthFunc(GL_LEQUAL);CHECKGLERROR + qglDisable(GL_STENCIL_TEST);CHECKGLERROR + qglStencilMask(~0);CHECKGLERROR + qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR + qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR + GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces +} + +void R_ResetViewRendering3D(void) +{ + if (gl_support_fragment_shader) + { + qglUseProgramObjectARB(0);CHECKGLERROR + } + + DrawQ_Finish(); + + // GL is weird because it's bottom to top, r_view.y is top to bottom + qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR + R_SetupView(&r_view.matrix); + GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height); + GL_Color(1, 1, 1, 1); + GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_AlphaTest(false); GL_ScissorTest(true); GL_DepthMask(true); + GL_DepthRange(0, 1); GL_DepthTest(true); R_Mesh_Matrix(&identitymatrix); R_Mesh_ResetTextureState(); + GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset); + qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR + qglDepthFunc(GL_LEQUAL);CHECKGLERROR + qglDisable(GL_STENCIL_TEST);CHECKGLERROR + qglStencilMask(~0);CHECKGLERROR + qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR + qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR + GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces } +/* + R_Bloom_SetupShader( +"// bloom shader\n" +"// written by Forest 'LordHavoc' Hale\n" +"\n" +"// common definitions between vertex shader and fragment shader:\n" +"\n" +"#ifdef __GLSL_CG_DATA_TYPES\n" +"#define myhalf half\n" +"#define myhvec2 hvec2\n" +"#define myhvec3 hvec3\n" +"#define myhvec4 hvec4\n" +"#else\n" +"#define myhalf float\n" +"#define myhvec2 vec2\n" +"#define myhvec3 vec3\n" +"#define myhvec4 vec4\n" +"#endif\n" +"\n" +"varying vec2 ScreenTexCoord;\n" +"varying vec2 BloomTexCoord;\n" +"\n" +"\n" +"\n" +"\n" +"// vertex shader specific:\n" +"#ifdef VERTEX_SHADER\n" +"\n" +"void main(void)\n" +"{\n" +" ScreenTexCoord = vec2(gl_MultiTexCoord0);\n" +" BloomTexCoord = vec2(gl_MultiTexCoord1);\n" +" // transform vertex to camera space, using ftransform to match non-VS\n" +" // rendering\n" +" gl_Position = ftransform();\n" +"}\n" +"\n" +"#endif // VERTEX_SHADER\n" +"\n" +"\n" +"\n" +"\n" +"// fragment shader specific:\n" +"#ifdef FRAGMENT_SHADER\n" +"\n" +"void main(void)\n" +"{\n" +" int x, y; +" myhvec3 color = myhvec3(texture2D(Texture_Screen, ScreenTexCoord));\n" +" for (x = -BLUR_X;x <= BLUR_X;x++) +" color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n" +" color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n" +" color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n" +" color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n" + +" gl_FragColor = vec4(color);\n" +"}\n" +"\n" +"#endif // FRAGMENT_SHADER\n" +*/ + void R_RenderScene(void); -void R_Bloom_MakeTexture(qboolean darken) +void R_Bloom_StartFrame(void) { - int screenwidth, screenheight; - int screentexturewidth, screentextureheight; - int bloomtexturewidth, bloomtextureheight; - int bloomwidth, bloomheight, x, range; - float xoffset, yoffset, r; - float vertex3f[12]; - float texcoord2f[3][8]; + int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight; // set bloomwidth and bloomheight to the bloom resolution that will be // used (often less than the screen resolution for faster rendering) - bloomwidth = bound(1, r_bloom_resolution.integer, r_view.width); - bloomheight = bound(1, bloomwidth * r_view.height / r_view.width, r_view.height); + r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_view.width); + r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_view.height / r_view.width; + r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_view.height); - // set the (poorly named) screenwidth and screenheight variables to - // a power of 2 at least as large as the screen, these will define the - // size of the texture to allocate - for (screenwidth = 1;screenwidth < vid.width;screenwidth *= 2); - for (screenheight = 1;screenheight < vid.height;screenheight *= 2); + // calculate desired texture sizes + if (gl_support_arb_texture_non_power_of_two) + { + screentexturewidth = r_view.width; + screentextureheight = r_view.height; + bloomtexturewidth = r_bloomstate.bloomwidth; + bloomtextureheight = r_bloomstate.bloomheight; + } + else + { + for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2); + for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2); + for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2); + for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2); + } - r_refdef.stats.bloom++; + if (r_hdr.integer) + { + screentexturewidth = screentextureheight = 0; + } + else if (r_bloom.integer) + { + } + else + { + screentexturewidth = screentextureheight = 0; + bloomtexturewidth = bloomtextureheight = 0; + } + + if ((!bloomtexturewidth && !bloomtextureheight) || r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512 || screentexturewidth > gl_max_texture_size || screentextureheight > gl_max_texture_size || bloomtexturewidth > gl_max_texture_size || bloomtextureheight > gl_max_texture_size) + { + // can't use bloom if the parameters are too weird + // can't use bloom if the card does not support the texture size + if (r_bloomstate.texture_screen) + R_FreeTexture(r_bloomstate.texture_screen); + if (r_bloomstate.texture_bloom) + R_FreeTexture(r_bloomstate.texture_bloom); + memset(&r_bloomstate, 0, sizeof(r_bloomstate)); + return; + } + + r_bloomstate.enabled = true; + r_bloomstate.hdr = r_hdr.integer != 0; // allocate textures as needed - // TODO: reallocate these when size settings change - if (!r_bloom_texture_screen) - r_bloom_texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL); - if (!r_bloom_texture_bloom) - r_bloom_texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL); - - screentexturewidth = R_TextureWidth(r_bloom_texture_screen); - screentextureheight = R_TextureHeight(r_bloom_texture_screen); - bloomtexturewidth = R_TextureWidth(r_bloom_texture_bloom); - bloomtextureheight = R_TextureHeight(r_bloom_texture_bloom); - - // vertex coordinates for a quad that covers the screen exactly - vertex3f[0] = 0;vertex3f[1] = 0;vertex3f[2] = 0; - vertex3f[3] = 1;vertex3f[4] = 0;vertex3f[5] = 0; - vertex3f[6] = 1;vertex3f[7] = 1;vertex3f[8] = 0; - vertex3f[9] = 0;vertex3f[10] = 1;vertex3f[11] = 0; + if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight) + { + if (r_bloomstate.texture_screen) + R_FreeTexture(r_bloomstate.texture_screen); + r_bloomstate.texture_screen = NULL; + r_bloomstate.screentexturewidth = screentexturewidth; + r_bloomstate.screentextureheight = screentextureheight; + if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight) + r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL); + } + if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight) + { + if (r_bloomstate.texture_bloom) + R_FreeTexture(r_bloomstate.texture_bloom); + r_bloomstate.texture_bloom = NULL; + r_bloomstate.bloomtexturewidth = bloomtexturewidth; + r_bloomstate.bloomtextureheight = bloomtextureheight; + if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight) + r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL); + } // set up a texcoord array for the full resolution screen image // (we have to keep this around to copy back during final render) - texcoord2f[0][0] = 0; - texcoord2f[0][1] = (float)r_view.height / (float)screentextureheight; - texcoord2f[0][2] = (float)r_view.width / (float)screentexturewidth; - texcoord2f[0][3] = (float)r_view.height / (float)screentextureheight; - texcoord2f[0][4] = (float)r_view.width / (float)screentexturewidth; - texcoord2f[0][5] = 0; - texcoord2f[0][6] = 0; - texcoord2f[0][7] = 0; + r_bloomstate.screentexcoord2f[0] = 0; + r_bloomstate.screentexcoord2f[1] = (float)r_view.height / (float)r_bloomstate.screentextureheight; + r_bloomstate.screentexcoord2f[2] = (float)r_view.width / (float)r_bloomstate.screentexturewidth; + r_bloomstate.screentexcoord2f[3] = (float)r_view.height / (float)r_bloomstate.screentextureheight; + r_bloomstate.screentexcoord2f[4] = (float)r_view.width / (float)r_bloomstate.screentexturewidth; + r_bloomstate.screentexcoord2f[5] = 0; + r_bloomstate.screentexcoord2f[6] = 0; + r_bloomstate.screentexcoord2f[7] = 0; // set up a texcoord array for the reduced resolution bloom image // (which will be additive blended over the screen image) - texcoord2f[1][0] = 0; - texcoord2f[1][1] = (float)bloomheight / (float)bloomtextureheight; - texcoord2f[1][2] = (float)bloomwidth / (float)bloomtexturewidth; - texcoord2f[1][3] = (float)bloomheight / (float)bloomtextureheight; - texcoord2f[1][4] = (float)bloomwidth / (float)bloomtexturewidth; - texcoord2f[1][5] = 0; - texcoord2f[1][6] = 0; - texcoord2f[1][7] = 0; - - R_ResetViewRendering(); - GL_DepthTest(false); - R_Mesh_VertexPointer(vertex3f); - R_Mesh_ColorPointer(NULL); + r_bloomstate.bloomtexcoord2f[0] = 0; + r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight; + r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth; + r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight; + r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth; + r_bloomstate.bloomtexcoord2f[5] = 0; + r_bloomstate.bloomtexcoord2f[6] = 0; + r_bloomstate.bloomtexcoord2f[7] = 0; +} - R_Mesh_TexCoordPointer(0, 2, texcoord2f[0]); - R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_screen)); +void R_Bloom_CopyScreenTexture(float colorscale) +{ + r_refdef.stats.bloom++; + + R_ResetViewRendering2D(); + 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_ActiveTexture(0); @@ -1460,105 +2248,137 @@ void R_Bloom_MakeTexture(qboolean darken) // now scale it down to the bloom texture size CHECKGLERROR - qglViewport(r_view.x, vid.height - (r_view.y + bloomheight), bloomwidth, bloomheight);CHECKGLERROR + qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR GL_BlendFunc(GL_ONE, GL_ZERO); - GL_Color(1, 1, 1, 1); + GL_Color(colorscale, colorscale, colorscale, 1); // TODO: optimize with multitexture or GLSL - R_Mesh_Draw(0, 4, 2, polygonelements); - r_refdef.stats.bloom_drawpixels += bloomwidth * bloomheight; + R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0); + r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; - if (darken) - { - // raise to a power of itself to darken it (this leaves the really - // bright stuff bright, and everything else becomes very dark) - // render multiple times with a multiply blendfunc to raise to a power - GL_BlendFunc(GL_DST_COLOR, GL_ZERO); - for (x = 1;x < r_bloom_power.integer;x++) - { - R_Mesh_Draw(0, 4, 2, polygonelements); - r_refdef.stats.bloom_drawpixels += bloomwidth * bloomheight; - } - } + // we now have a bloom image in the framebuffer + // copy it into the bloom image texture for later processing + R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom)); + GL_ActiveTexture(0); + CHECKGLERROR + qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR + r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; +} - // we now have a darkened bloom image in the framebuffer - // copy it into the bloom image texture for more processing - R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_bloom)); - R_Mesh_TexCoordPointer(0, 2, texcoord2f[2]); +void R_Bloom_CopyHDRTexture(void) +{ + R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom)); GL_ActiveTexture(0); CHECKGLERROR - qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + bloomheight), bloomwidth, bloomheight);CHECKGLERROR - r_refdef.stats.bloom_copypixels += bloomwidth * bloomheight; + qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR + r_refdef.stats.bloom_copypixels += r_view.width * r_view.height; +} - // blend on at multiple vertical offsets to achieve a vertical blur - // TODO: do offset blends using GLSL - range = r_bloom_blur.integer * bloomwidth / 320; - GL_BlendFunc(GL_ONE, GL_ZERO); - for (x = -range;x <= range;x++) - { - xoffset = 0 / (float)bloomwidth * (float)bloomwidth / (float)screenwidth; - yoffset = x / (float)bloomheight * (float)bloomheight / (float)screenheight; - // compute a texcoord array with the specified x and y offset - texcoord2f[2][0] = xoffset+0; - texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight; - texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth; - texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight; - texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth; - texcoord2f[2][5] = yoffset+0; - texcoord2f[2][6] = xoffset+0; - texcoord2f[2][7] = yoffset+0; - // this r value looks like a 'dot' particle, fading sharply to - // black at the edges - // (probably not realistic but looks good enough) - r = r_bloom_intensity.value/(range*2+1)*(1 - x*x/(float)(range*range)); - if (r < 0.01f) - continue; - GL_Color(r, r, r, 1); - R_Mesh_Draw(0, 4, 2, polygonelements); - r_refdef.stats.bloom_drawpixels += bloomwidth * bloomheight; - GL_BlendFunc(GL_ONE, GL_ONE); - } +void R_Bloom_MakeTexture(void) +{ + int x, range, dir; + float xoffset, yoffset, r, brighten; - // copy the vertically blurred bloom view to a texture - GL_ActiveTexture(0); + r_refdef.stats.bloom++; + + R_ResetViewRendering2D(); + R_Mesh_VertexPointer(r_screenvertex3f, 0, 0); + R_Mesh_ColorPointer(NULL, 0, 0); + + // we have a bloom image in the framebuffer CHECKGLERROR - qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + bloomheight), bloomwidth, bloomheight);CHECKGLERROR - r_refdef.stats.bloom_copypixels += bloomwidth * bloomheight; + qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR - // blend the vertically blurred image at multiple offsets horizontally - // to finish the blur effect - // TODO: do offset blends using GLSL - range = r_bloom_blur.integer * bloomwidth / 320; - GL_BlendFunc(GL_ONE, GL_ZERO); - for (x = -range;x <= range;x++) - { - xoffset = x / (float)bloomwidth * (float)bloomwidth / (float)screenwidth; - yoffset = 0 / (float)bloomheight * (float)bloomheight / (float)screenheight; - // compute a texcoord array with the specified x and y offset - texcoord2f[2][0] = xoffset+0; - texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight; - texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth; - texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight; - texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth; - texcoord2f[2][5] = yoffset+0; - texcoord2f[2][6] = xoffset+0; - texcoord2f[2][7] = yoffset+0; - // this r value looks like a 'dot' particle, fading sharply to - // black at the edges - // (probably not realistic but looks good enough) - r = r_bloom_intensity.value/(range*2+1)*(1 - x*x/(float)(range*range)); - if (r < 0.01f) - continue; + for (x = 1;x < r_bloom_colorexponent.value;) + { + x *= 2; + r = bound(0, r_bloom_colorexponent.value / x, 1); + GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); GL_Color(r, r, r, 1); - R_Mesh_Draw(0, 4, 2, polygonelements); - r_refdef.stats.bloom_drawpixels += bloomwidth * bloomheight; - GL_BlendFunc(GL_ONE, GL_ONE); + R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom)); + 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 + GL_ActiveTexture(0); + CHECKGLERROR + qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR + r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; } - // copy the blurred bloom view to a texture - GL_ActiveTexture(0); - CHECKGLERROR - qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + bloomheight), bloomwidth, bloomheight);CHECKGLERROR - r_refdef.stats.bloom_copypixels += bloomwidth * bloomheight; + range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320; + brighten = r_bloom_brighten.value; + 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, 0, 0); + + for (dir = 0;dir < 2;dir++) + { + // blend on at multiple vertical offsets to achieve a vertical blur + // TODO: do offset blends using GLSL + GL_BlendFunc(GL_ONE, GL_ZERO); + for (x = -range;x <= range;x++) + { + if (!dir){xoffset = 0;yoffset = x;} + else {xoffset = x;yoffset = 0;} + xoffset /= (float)r_bloomstate.bloomtexturewidth; + yoffset /= (float)r_bloomstate.bloomtextureheight; + // compute a texcoord array with the specified x and y offset + r_bloomstate.offsettexcoord2f[0] = xoffset+0; + r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight; + r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth; + r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight; + r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth; + r_bloomstate.offsettexcoord2f[5] = yoffset+0; + r_bloomstate.offsettexcoord2f[6] = xoffset+0; + r_bloomstate.offsettexcoord2f[7] = yoffset+0; + // this r value looks like a 'dot' particle, fading sharply to + // black at the edges + // (probably not realistic but looks good enough) + //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1); + //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, 0, 0); + r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; + GL_BlendFunc(GL_ONE, GL_ONE); + } + + // copy the vertically blurred bloom view to a texture + GL_ActiveTexture(0); + CHECKGLERROR + qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR + r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; + } + + // apply subtract last + // (just like it would be in a GLSL shader) + if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract) + { + GL_BlendFunc(GL_ONE, GL_ZERO); + R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom)); + R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0); + GL_Color(1, 1, 1, 1); + 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, 0, 0); + GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1); + 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); + + // copy the darkened bloom view to a texture + R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom)); + GL_ActiveTexture(0); + CHECKGLERROR + qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR + r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; + } } void R_HDR_RenderBloomTexture(void) @@ -1567,147 +2387,96 @@ void R_HDR_RenderBloomTexture(void) oldwidth = r_view.width; oldheight = r_view.height; - r_view.width = bound(1, r_bloom_resolution.integer, min(r_view.width, gl_max_texture_size)); - r_view.height = r_view.width * oldheight / oldwidth; + r_view.width = r_bloomstate.bloomwidth; + r_view.height = r_bloomstate.bloomheight; // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance. - // FIXME: change global lightmapintensity and light intensity according to r_hdr_bloomintensity cvar - // FIXME: change global lightmapintensity and light intensity according to r_hdr_scenebrightness cvar // TODO: add exposure compensation features + // TODO: add fp16 framebuffer support - r_view.colorscale = r_hdr_bloomintensity.value * r_hdr_scenebrightness.value; + r_view.colorscale = r_bloom_colorscale.value * r_hdr_scenebrightness.value; + if (r_hdr.integer) + r_view.colorscale /= r_hdr_range.value; R_RenderScene(); - R_ResetViewRendering(); + R_ResetViewRendering2D(); + + R_Bloom_CopyHDRTexture(); + R_Bloom_MakeTexture(); - R_Bloom_MakeTexture(false); + R_ResetViewRendering3D(); R_ClearScreen(); if (r_timereport_active) R_TimeReport("clear"); + // restore the view settings r_view.width = oldwidth; r_view.height = oldheight; - - // go back to full view area - R_ResetViewRendering(); } static void R_BlendView(void) { - int screenwidth, screenheight; - int bloomwidth, bloomheight; - qboolean dobloom; - qboolean dohdr; - qboolean doblend; - float vertex3f[12]; - float texcoord2f[3][8]; - - // set the (poorly named) screenwidth and screenheight variables to - // a power of 2 at least as large as the screen, these will define the - // size of the texture to allocate - for (screenwidth = 1;screenwidth < vid.width;screenwidth *= 2); - for (screenheight = 1;screenheight < vid.height;screenheight *= 2); - - doblend = r_refdef.viewblend[3] >= 0.01f; - dobloom = !r_hdr.integer && r_bloom.integer && screenwidth <= gl_max_texture_size && screenheight <= gl_max_texture_size && r_bloom_resolution.value >= 32 && r_bloom_power.integer >= 1 && r_bloom_power.integer < 100 && r_bloom_blur.value >= 0 && r_bloom_blur.value < 512; - dohdr = r_hdr.integer && screenwidth <= gl_max_texture_size && screenheight <= gl_max_texture_size && r_bloom_resolution.value >= 32 && r_bloom_power.integer >= 1 && r_bloom_power.integer < 100 && r_bloom_blur.value >= 0 && r_bloom_blur.value < 512; - - if (!dobloom && !dohdr && !doblend) - return; - - // vertex coordinates for a quad that covers the screen exactly - vertex3f[0] = 0;vertex3f[1] = 0;vertex3f[2] = 0; - vertex3f[3] = 1;vertex3f[4] = 0;vertex3f[5] = 0; - vertex3f[6] = 1;vertex3f[7] = 1;vertex3f[8] = 0; - vertex3f[9] = 0;vertex3f[10] = 1;vertex3f[11] = 0; - - // set bloomwidth and bloomheight to the bloom resolution that will be - // used (often less than the screen resolution for faster rendering) - bloomwidth = min(r_view.width, r_bloom_resolution.integer); - bloomheight = min(r_view.height, bloomwidth * r_view.height / r_view.width); - // set up a texcoord array for the full resolution screen image - // (we have to keep this around to copy back during final render) - texcoord2f[0][0] = 0; - texcoord2f[0][1] = (float)r_view.height / (float)screenheight; - texcoord2f[0][2] = (float)r_view.width / (float)screenwidth; - texcoord2f[0][3] = (float)r_view.height / (float)screenheight; - texcoord2f[0][4] = (float)r_view.width / (float)screenwidth; - texcoord2f[0][5] = 0; - texcoord2f[0][6] = 0; - texcoord2f[0][7] = 0; - // set up a texcoord array for the reduced resolution bloom image - // (which will be additive blended over the screen image) - texcoord2f[1][0] = 0; - texcoord2f[1][1] = (float)bloomheight / (float)screenheight; - texcoord2f[1][2] = (float)bloomwidth / (float)screenwidth; - texcoord2f[1][3] = (float)bloomheight / (float)screenheight; - texcoord2f[1][4] = (float)bloomwidth / (float)screenwidth; - texcoord2f[1][5] = 0; - texcoord2f[1][6] = 0; - texcoord2f[1][7] = 0; - - if (dohdr) + if (r_bloomstate.enabled && r_bloomstate.hdr) { // render high dynamic range bloom effect // the bloom texture was made earlier this render, so we just need to // blend it onto the screen... - R_ResetViewRendering(); - GL_DepthTest(false); - R_Mesh_VertexPointer(vertex3f); - R_Mesh_ColorPointer(NULL); + R_ResetViewRendering2D(); + 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_bloom_texture_bloom)); - R_Mesh_TexCoordPointer(0, 2, texcoord2f[1]); - R_Mesh_Draw(0, 4, 2, polygonelements); + R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom)); + 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; } - if (dobloom) + else if (r_bloomstate.enabled) { // render simple bloom effect + // copy the screen and shrink it and darken it for the bloom process + R_Bloom_CopyScreenTexture(r_bloom_colorscale.value); // make the bloom texture - R_Bloom_MakeTexture(true); + R_Bloom_MakeTexture(); // put the original screen image back in place and blend the bloom // texture on it - R_ResetViewRendering(); - GL_DepthTest(false); - R_Mesh_VertexPointer(vertex3f); - R_Mesh_ColorPointer(NULL); + R_ResetViewRendering2D(); + 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_bloom_texture_screen)); - R_Mesh_TexCoordPointer(0, 2, texcoord2f[0]); + R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom)); + 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_bloom_texture_bloom)); - R_Mesh_TexCoordPointer(1, 2, texcoord2f[1]); + R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen)); + 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_bloom_texture_bloom)); - R_Mesh_TexCoordPointer(0, 2, texcoord2f[1]); + R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen)); + 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 (doblend) + if (r_refdef.viewblend[3] >= (1.0f / 256.0f)) { // apply a color tint to the whole view - R_ResetViewRendering(); - GL_DepthTest(false); - R_Mesh_VertexPointer(vertex3f); - R_Mesh_ColorPointer(NULL); + R_ResetViewRendering2D(); + 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); } } @@ -1724,15 +2493,17 @@ void R_UpdateVariables(void) r_refdef.farclip += VectorDistance(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs); r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f); + if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1) + Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1); r_refdef.polygonfactor = 0; r_refdef.polygonoffset = 0; - r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_shadow_polygonfactor.value; - r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_shadow_polygonoffset.value; + r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1); + r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1); 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.rtdlightshadows = r_refdef.rtdlight && (r_refdef.rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer) && gl_stencil; + 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_shadow_realtime_dlight_shadows.integer && gl_stencil; r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1; if (r_showsurfaces.integer) { @@ -1776,7 +2547,7 @@ void R_UpdateVariables(void) // (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 @@ -1793,9 +2564,9 @@ void R_RenderView(void) if (!r_refdef.entities/* || !r_refdef.worldmodel*/) return; //Host_Error ("R_RenderView: NULL worldmodel"); + R_Shadow_UpdateWorldLightSelection(); + CHECKGLERROR - GL_ScissorTest(true); - GL_DepthMask(true); if (r_timereport_active) R_TimeReport("setup"); @@ -1803,12 +2574,14 @@ void R_RenderView(void) if (r_timereport_active) R_TimeReport("visibility"); - R_ResetViewRendering(); + R_ResetViewRendering3D(); R_ClearScreen(); if (r_timereport_active) R_TimeReport("clear"); + R_Bloom_StartFrame(); + // this produces a bloom texture to be used in R_BlendView() later if (r_hdr.integer) R_HDR_RenderBloomTexture(); @@ -1826,38 +2599,21 @@ void R_RenderView(void) } 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) { - DrawQ_Finish(); - // don't let sound skip if going slow if (r_refdef.extraupdate) S_ExtraUpdate (); - CHECKGLERROR - if (gl_support_fragment_shader) - { - qglUseProgramObjectARB(0);CHECKGLERROR - } - qglDepthFunc(GL_LEQUAL);CHECKGLERROR - qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR - qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR - - R_ResetViewRendering(); + R_ResetViewRendering3D(); R_MeshQueue_BeginScene(); - if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows) - GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip); - else - GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip); - - GL_SetupView_Orientation_FromEntity(&r_view.matrix); - - R_Shadow_UpdateWorldLightSelection(); - R_SkyStartFrame(); Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0); @@ -1877,13 +2633,26 @@ void R_RenderScene(void) if (R_DrawBrushModelsSky() && r_timereport_active) R_TimeReport("bmodelsky"); + } - if (r_refdef.worldmodel && r_refdef.worldmodel->Draw) - { - r_refdef.worldmodel->Draw(r_refdef.worldentity); - if (r_timereport_active) - R_TimeReport("world"); - } + if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawDepth) + { + r_refdef.worldmodel->DrawDepth(r_refdef.worldentity); + if (r_timereport_active) + R_TimeReport("worlddepth"); + } + if (r_depthfirst.integer >= 2) + { + R_DrawModelsDepth(); + if (r_timereport_active) + R_TimeReport("modeldepth"); + } + + if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->Draw) + { + r_refdef.worldmodel->Draw(r_refdef.worldentity); + if (r_timereport_active) + R_TimeReport("world"); } // don't let sound skip if going slow @@ -1898,6 +2667,17 @@ void R_RenderScene(void) if (r_refdef.extraupdate) S_ExtraUpdate (); + if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0) + { + R_DrawModelShadows(); + + R_ResetViewRendering3D(); + + // don't let sound skip if going slow + if (r_refdef.extraupdate) + S_ExtraUpdate (); + } + R_ShadowVolumeLighting(false); if (r_timereport_active) R_TimeReport("rtlights"); @@ -1925,7 +2705,14 @@ void R_RenderScene(void) { 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) { @@ -1934,6 +2721,13 @@ void R_RenderScene(void) 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 @@ -1958,26 +2752,31 @@ void R_RenderScene(void) if (r_refdef.extraupdate) S_ExtraUpdate (); - CHECKGLERROR - if (gl_support_fragment_shader) - { - qglUseProgramObjectARB(0);CHECKGLERROR - } - qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR - qglDisable(GL_POLYGON_OFFSET_FILL);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); + GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset); 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]; @@ -1985,24 +2784,73 @@ void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, floa 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] = { @@ -2060,16 +2908,19 @@ void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(true); } + GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1); + GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset); GL_DepthTest(!(ent->effects & EF_NODEPTHTEST)); - 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); @@ -2081,14 +2932,14 @@ void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight 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) @@ -2096,7 +2947,7 @@ void R_DrawNoModel(entity_render_t *ent) vec3_t org; Matrix4x4_OriginFromMatrix(&ent->matrix, org); //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1)) - R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, r_shadow_rtlight); + R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight); //else // R_DrawNoModelCallback(ent, 0); } @@ -2133,18 +2984,29 @@ void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, flo 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); + + if(v_flipped_state) + { + scalex1 = -scalex1; + scalex2 = -scalex2; + GL_CullFace(GL_BACK); + } + else + GL_CullFace(GL_FRONT); + GL_DepthMask(false); + GL_DepthRange(0, depthshort ? 0.0625 : 1); + GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset); GL_DepthTest(!depthdisable); vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1; @@ -2160,21 +3022,22 @@ void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_ 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); } } @@ -2279,11 +3142,11 @@ void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *plane 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); } @@ -2292,11 +3155,11 @@ static void R_DrawCollisionSurface(const entity_render_t *ent, const msurface_t 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); } @@ -2316,15 +3179,50 @@ static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, layer->color[3] = a; } +static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms) +{ + double index, f; + index = parms[2] + r_refdef.time * parms[3]; + index -= floor(index); + switch (func) + { + default: + case Q3WAVEFUNC_NONE: + case Q3WAVEFUNC_NOISE: + case Q3WAVEFUNC_COUNT: + f = 0; + break; + case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break; + case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break; + case Q3WAVEFUNC_SAWTOOTH: f = index;break; + case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break; + case Q3WAVEFUNC_TRIANGLE: + index *= 4; + f = index - floor(index); + if (index < 1) + f = f; + else if (index < 2) + f = 1 - f; + else if (index < 3) + f = -f; + else + f = -(1 - f); + break; + } + return (float)(parms[0] + parms[1] * f); +} + void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t) { - // FIXME: identify models using a better check than ent->model->brush.shadowmesh - //int lightmode = ((ent->effects & EF_FULLBRIGHT) || ent->model->brush.shadowmesh) ? 0 : 2; + int i; + model_t *model = ent->model; + float f; + float tcmat[12]; + q3shaderinfo_layer_tcmod_t *tcmod; // switch to an alternate material if this is a q1bsp animated material { texture_t *texture = t; - model_t *model = ent->model; int s = ent->skinnum; if ((unsigned int)s >= (unsigned int)model->numskins) s = 0; @@ -2349,39 +3247,113 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t) texture->currentframe = 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); + // update currentskinframe to be a qw skin or animation frame + if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients) + { + if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin)) + { + strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i])); + Con_DPrintf("loading skins/%s\n", r_qwskincache[i]); + r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP, developer.integer > 0); + } + t->currentskinframe = r_qwskincache_skinframe[i]; + if (t->currentskinframe == NULL) + t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes]; + } + else if (t->numskinframes >= 2) + 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 (t->basematerialflags & MATERIALFLAG_WATERALPHA) + if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer)) t->currentalpha *= r_wateralpha.value; if (!(ent->flags & RENDER_LIGHT)) t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT; if (ent->effects & EF_ADDITIVE) - t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT; + t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; else if (t->currentalpha < 1) - t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT; + 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; - if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0) - t->currenttexmatrix = r_waterscrollmatrix; - else - t->currenttexmatrix = identitymatrix; + t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE; + if (ent->flags & RENDER_VIEWMODEL) + t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE; + if (t->backgroundnumskinframes && !(t->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)) + t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND; + + for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && (tcmod->tcmod || i < 1);i++, tcmod++) + { + matrix4x4_t matrix; + switch(tcmod->tcmod) + { + case Q3TCMOD_COUNT: + case Q3TCMOD_NONE: + if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0) + matrix = r_waterscrollmatrix; + else + matrix = identitymatrix; + break; + case Q3TCMOD_ENTITYTRANSLATE: + // this is used in Q3 to allow the gamecode to control texcoord + // scrolling on the entity, which is not supported in darkplaces yet. + Matrix4x4_CreateTranslate(&matrix, 0, 0, 0); + break; + case Q3TCMOD_ROTATE: + Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0); + Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.time, 0, 0, 1); + Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0); + break; + case Q3TCMOD_SCALE: + Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1); + break; + case Q3TCMOD_SCROLL: + Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.time, tcmod->parms[1] * r_refdef.time, 0); + break; + case Q3TCMOD_STRETCH: + f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms); + Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f); + break; + case Q3TCMOD_TRANSFORM: + VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0); + VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0); + VectorSet(tcmat + 6, 0 , 0 , 1); + VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0); + Matrix4x4_FromArray12FloatGL(&matrix, tcmat); + break; + case Q3TCMOD_TURBULENT: + // this is handled in the RSurf_PrepareVertices function + matrix = identitymatrix; + break; + } + // either replace or concatenate the transformation + if (i < 1) + t->currenttexmatrix = matrix; + else + { + matrix4x4_t temp = t->currenttexmatrix; + Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp); + } + } 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->specularpower = 8; + 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; } } @@ -2389,12 +3361,22 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t) t->specularscale = r_shadow_gloss2intensity.value; } + t->currentpolygonfactor = r_refdef.polygonfactor; + t->currentpolygonoffset = r_refdef.polygonoffset; + // submodels are biased to avoid z-fighting with world surfaces that they + // may be exactly overlapping (avoids z-fighting artifacts on certain + // doors and things in Quake maps) + if (ent->model->brush.submodel) + { + t->currentpolygonfactor = r_refdef.polygonfactor + r_polygonoffset_submodel_factor.value; + t->currentpolygonoffset = r_refdef.polygonoffset + r_polygonoffset_submodel_offset.value; + } + + VectorClear(t->dlightcolor); t->currentnumlayers = 0; if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW)) { - if (gl_lightmaps.integer) - R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LITTEXTURE, r_texture_white, &identitymatrix, 1, 1, 1, 1); - else if (!(t->currentmaterialflags & MATERIALFLAG_SKY)) + if (!(t->currentmaterialflags & MATERIALFLAG_SKY)) { int blendfunc1, blendfunc2, depthmask; if (t->currentmaterialflags & MATERIALFLAG_ADD) @@ -2437,6 +3419,8 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t) else { float colorscale; + // set the color tint used for lights affecting this surface + VectorSet(t->dlightcolor, ent->colormod[0] * t->currentalpha, ent->colormod[1] * t->currentalpha, ent->colormod[2] * t->currentalpha); colorscale = 2; // q3bsp has no lightmap updates, so the lightstylevalue that // would normally be baked into the lightmap must be @@ -2486,473 +3470,1073 @@ void R_UpdateAllTextureInfo(entity_render_t *ent) { int i; if (ent->model) - for (i = 0;i < ent->model->num_textures;i++) + for (i = 0;i < ent->model->num_texturesperskin;i++) R_UpdateTextureInfo(ent, ent->model->data_textures + i); } -int rsurface_array_size = 0; -float *rsurface_array_modelvertex3f = NULL; -float *rsurface_array_modelsvector3f = NULL; -float *rsurface_array_modeltvector3f = NULL; -float *rsurface_array_modelnormal3f = NULL; -float *rsurface_array_deformedvertex3f = NULL; -float *rsurface_array_deformedsvector3f = NULL; -float *rsurface_array_deformedtvector3f = NULL; -float *rsurface_array_deformednormal3f = NULL; -float *rsurface_array_color4f = NULL; -float *rsurface_array_texcoord3f = NULL; +rsurfacestate_t rsurface; void R_Mesh_ResizeArrays(int newvertices) { float *base; - if (rsurface_array_size >= newvertices) + if (rsurface.array_size >= newvertices) return; - if (rsurface_array_modelvertex3f) - Mem_Free(rsurface_array_modelvertex3f); - rsurface_array_size = (newvertices + 1023) & ~1023; - base = (float *)Mem_Alloc(r_main_mempool, rsurface_array_size * sizeof(float[31])); - rsurface_array_modelvertex3f = base + rsurface_array_size * 0; - rsurface_array_modelsvector3f = base + rsurface_array_size * 3; - rsurface_array_modeltvector3f = base + rsurface_array_size * 6; - rsurface_array_modelnormal3f = base + rsurface_array_size * 9; - rsurface_array_deformedvertex3f = base + rsurface_array_size * 12; - rsurface_array_deformedsvector3f = base + rsurface_array_size * 15; - rsurface_array_deformedtvector3f = base + rsurface_array_size * 18; - rsurface_array_deformednormal3f = base + rsurface_array_size * 21; - rsurface_array_texcoord3f = base + rsurface_array_size * 24; - rsurface_array_color4f = base + rsurface_array_size * 27; -} - -float *rsurface_modelvertex3f; -float *rsurface_modelsvector3f; -float *rsurface_modeltvector3f; -float *rsurface_modelnormal3f; -float *rsurface_vertex3f; -float *rsurface_svector3f; -float *rsurface_tvector3f; -float *rsurface_normal3f; -float *rsurface_lightmapcolor4f; -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; -rsurfmode_t rsurface_mode; -texture_t *rsurface_glsl_texture; -qboolean rsurface_glsl_uselightmap; + if (rsurface.array_modelvertex3f) + Mem_Free(rsurface.array_modelvertex3f); + rsurface.array_size = (newvertices + 1023) & ~1023; + base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33])); + rsurface.array_modelvertex3f = base + rsurface.array_size * 0; + rsurface.array_modelsvector3f = base + rsurface.array_size * 3; + rsurface.array_modeltvector3f = base + rsurface.array_size * 6; + rsurface.array_modelnormal3f = base + rsurface.array_size * 9; + rsurface.array_deformedvertex3f = base + rsurface.array_size * 12; + rsurface.array_deformedsvector3f = base + rsurface.array_size * 15; + rsurface.array_deformedtvector3f = base + rsurface.array_size * 18; + rsurface.array_deformednormal3f = base + rsurface.array_size * 21; + rsurface.array_texcoord3f = base + rsurface.array_size * 24; + rsurface.array_color4f = base + rsurface.array_size * 27; + rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31; +} void RSurf_CleanUp(void) { CHECKGLERROR - if (rsurface_mode == RSURFMODE_GLSL) + if (rsurface.mode == RSURFMODE_GLSL) { qglUseProgramObjectARB(0);CHECKGLERROR } GL_AlphaTest(false); - rsurface_mode = RSURFMODE_NONE; - rsurface_lightmaptexture = NULL; - rsurface_texture = NULL; - rsurface_glsl_texture = NULL; - rsurface_glsl_uselightmap = false; + rsurface.mode = RSURFMODE_NONE; + rsurface.uselightmaptexture = false; + rsurface.texture = NULL; } -void RSurf_ActiveEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents) +void RSurf_ActiveWorldEntity(void) { + model_t *model = r_refdef.worldmodel; 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.array_size < model->surfmesh.num_vertices) + R_Mesh_ResizeArrays(model->surfmesh.num_vertices); + rsurface.matrix = identitymatrix; + rsurface.inversematrix = identitymatrix; + R_Mesh_Matrix(&identitymatrix); + VectorCopy(r_view.origin, rsurface.modelorg); + VectorSet(rsurface.modellight_ambient, 0, 0, 0); + VectorSet(rsurface.modellight_diffuse, 0, 0, 0); + VectorSet(rsurface.modellight_lightdir, 0, 0, 1); + VectorSet(rsurface.colormap_pantscolor, 0, 0, 0); + VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0); + rsurface.frameblend[0].frame = 0; + rsurface.frameblend[0].lerp = 1; + rsurface.frameblend[1].frame = 0; + rsurface.frameblend[1].lerp = 0; + rsurface.frameblend[2].frame = 0; + rsurface.frameblend[2].lerp = 0; + rsurface.frameblend[3].frame = 0; + rsurface.frameblend[3].lerp = 0; + rsurface.modelvertex3f = model->surfmesh.data_vertex3f; + rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo; + rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f; + rsurface.modelsvector3f = model->surfmesh.data_svector3f; + rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo; + rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f; + rsurface.modeltvector3f = model->surfmesh.data_tvector3f; + rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo; + rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f; + rsurface.modelnormal3f = model->surfmesh.data_normal3f; + rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo; + rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f; + rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f; + rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo; + rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f; + rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f; + rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo; + rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f; + rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f; + rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo; + rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f; + rsurface.modelelement3i = model->surfmesh.data_element3i; + rsurface.modelelement3i_bufferobject = model->surfmesh.ebo; + rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets; + rsurface.modelnum_vertices = model->surfmesh.num_vertices; + rsurface.modelnum_triangles = model->surfmesh.num_triangles; + rsurface.modelsurfaces = model->data_surfaces; + 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; + rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f; +} + +void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents) +{ + model_t *model = ent->model; + RSurf_CleanUp(); + if (rsurface.array_size < model->surfmesh.num_vertices) + R_Mesh_ResizeArrays(model->surfmesh.num_vertices); + rsurface.matrix = ent->matrix; + rsurface.inversematrix = ent->inversematrix; + R_Mesh_Matrix(&rsurface.matrix); + Matrix4x4_Transform(&rsurface.inversematrix, r_view.origin, rsurface.modelorg); + VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient); + VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse); + VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir); + VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor); + VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor); + rsurface.frameblend[0] = ent->frameblend[0]; + rsurface.frameblend[1] = ent->frameblend[1]; + rsurface.frameblend[2] = ent->frameblend[2]; + rsurface.frameblend[3] = ent->frameblend[3]; + if (model->surfmesh.isanimated && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0)) { if (wanttangents) { - rsurface_modelvertex3f = rsurface_array_modelvertex3f; - rsurface_modelsvector3f = rsurface_array_modelsvector3f; - rsurface_modeltvector3f = rsurface_array_modeltvector3f; - rsurface_modelnormal3f = rsurface_array_modelnormal3f; - Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, rsurface_array_modelnormal3f, rsurface_array_modelsvector3f, rsurface_array_modeltvector3f); + rsurface.modelvertex3f = rsurface.array_modelvertex3f; + rsurface.modelsvector3f = rsurface.array_modelsvector3f; + rsurface.modeltvector3f = rsurface.array_modeltvector3f; + rsurface.modelnormal3f = rsurface.array_modelnormal3f; + Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f); } else if (wantnormals) { - rsurface_modelvertex3f = rsurface_array_modelvertex3f; - rsurface_modelsvector3f = NULL; - rsurface_modeltvector3f = NULL; - rsurface_modelnormal3f = rsurface_array_modelnormal3f; - Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, rsurface_array_modelnormal3f, NULL, NULL); + rsurface.modelvertex3f = rsurface.array_modelvertex3f; + rsurface.modelsvector3f = NULL; + rsurface.modeltvector3f = NULL; + rsurface.modelnormal3f = rsurface.array_modelnormal3f; + Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL); } else { - rsurface_modelvertex3f = rsurface_array_modelvertex3f; - rsurface_modelsvector3f = NULL; - rsurface_modeltvector3f = NULL; - rsurface_modelnormal3f = NULL; - Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, NULL, NULL, NULL); + rsurface.modelvertex3f = rsurface.array_modelvertex3f; + rsurface.modelsvector3f = NULL; + rsurface.modeltvector3f = NULL; + rsurface.modelnormal3f = NULL; + Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL); } - rsurface_generatedvertex = true; + 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_modelsvector3f = rsurface_model->surfmesh.data_svector3f; - rsurface_modeltvector3f = rsurface_model->surfmesh.data_tvector3f; - rsurface_modelnormal3f = rsurface_model->surfmesh.data_normal3f; - rsurface_generatedvertex = false; + rsurface.modelvertex3f = model->surfmesh.data_vertex3f; + rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo; + rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f; + rsurface.modelsvector3f = model->surfmesh.data_svector3f; + rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo; + rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f; + rsurface.modeltvector3f = model->surfmesh.data_tvector3f; + rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo; + rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f; + rsurface.modelnormal3f = model->surfmesh.data_normal3f; + rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo; + rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f; + rsurface.generatedvertex = false; } - rsurface_vertex3f = rsurface_modelvertex3f; - rsurface_svector3f = rsurface_modelsvector3f; - rsurface_tvector3f = rsurface_modeltvector3f; - rsurface_normal3f = rsurface_modelnormal3f; + rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f; + rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo; + rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f; + rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f; + rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo; + rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f; + rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f; + rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo; + rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f; + rsurface.modelelement3i = model->surfmesh.data_element3i; + rsurface.modelelement3i_bufferobject = model->surfmesh.ebo; + rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets; + rsurface.modelnum_vertices = model->surfmesh.num_vertices; + rsurface.modelnum_triangles = model->surfmesh.num_triangles; + rsurface.modelsurfaces = model->data_surfaces; + 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; + rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f; } +static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}}; void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist) { - // if vertices are dynamic (animated models), generate them into the temporary rsurface_array_model* arrays and point rsurface_model* at them instead of the static data from the model itself - if (rsurface_generatedvertex) + int deformindex; + int texturesurfaceindex; + int i, j; + float amplitude; + float animpos; + float scale; + const float *v1, *in_tc; + float *out_tc; + float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3]; + float waveparms[4]; + q3shaderinfo_deform_t *deform; + // if vertices are dynamic (animated models), generate them into the temporary rsurface.array_model* arrays and point rsurface.model* at them instead of the static data from the model itself + if (rsurface.generatedvertex) { - if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) - generatetangents = true; - if (generatetangents) + if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT) generatenormals = true; - if (generatenormals && !rsurface_modelnormal3f) + for (i = 0;i < Q3MAXDEFORMS;i++) + { + if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE) + { + generatetangents = true; + generatenormals = true; + } + if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE) + generatenormals = true; + } + if (generatenormals && !rsurface.modelnormal3f) { - rsurface_normal3f = rsurface_modelnormal3f = rsurface_array_modelnormal3f; - 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); + 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.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer); } - if (generatetangents && !rsurface_modelsvector3f) + if (generatetangents && !rsurface.modelsvector3f) { - rsurface_svector3f = rsurface_modelsvector3f = rsurface_array_modelsvector3f; - rsurface_tvector3f = rsurface_modeltvector3f = rsurface_array_modeltvector3f; - 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); + 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.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer); } } - // if vertices are deformed (sprite flares and things in maps, possibly water waves, bulges and other deformations), generate them into rsurface_deform* arrays from whatever the rsurface_model* array pointers point to (may be static model data or generated data for an animated model) - if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) + 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; + // if vertices are deformed (sprite flares and things in maps, possibly + // water waves, bulges and other deformations), generate them into + // rsurface.deform* arrays from whatever the rsurface.* arrays point to + // (may be static model data or generated data for an animated model, or + // the previous deform pass) + for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++) { - int texturesurfaceindex; - float center[3], forward[3], right[3], up[3], v[4][3]; - matrix4x4_t matrix1, imatrix1; - Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.forward, forward); - Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.right, right); - Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.up, up); - // make deformed versions of only the model vertices used by the specified surfaces - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + switch (deform->deform) { - int i, j; - const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; - // a single autosprite surface can contain multiple sprites... - for (j = 0;j < surface->num_vertices - 3;j += 4) + default: + case Q3DEFORM_PROJECTIONSHADOW: + case Q3DEFORM_TEXT0: + case Q3DEFORM_TEXT1: + case Q3DEFORM_TEXT2: + case Q3DEFORM_TEXT3: + case Q3DEFORM_TEXT4: + case Q3DEFORM_TEXT5: + case Q3DEFORM_TEXT6: + case Q3DEFORM_TEXT7: + case Q3DEFORM_NONE: + break; + case Q3DEFORM_AUTOSPRITE: + Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward); + Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright); + Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup); + VectorNormalize(newforward); + VectorNormalize(newright); + VectorNormalize(newup); + // make deformed versions of only the model vertices used by the specified surfaces + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; + // a single autosprite surface can contain multiple sprites... + for (j = 0;j < surface->num_vertices - 3;j += 4) + { + VectorClear(center); + for (i = 0;i < 4;i++) + VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center); + VectorScale(center, 0.25f, center); + VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward); + VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right); + VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up); + for (i = 0;i < 4;i++) + { + VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v); + VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3); + } + } + Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer); + Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + 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; + break; + case Q3DEFORM_AUTOSPRITE2: + Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward); + Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright); + Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup); + VectorNormalize(newforward); + VectorNormalize(newright); + VectorNormalize(newup); + // make deformed versions of only the model vertices used by the specified surfaces + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { - VectorClear(center); - for (i = 0;i < 4;i++) - VectorAdd(center, (rsurface_modelvertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center); - VectorScale(center, 0.25f, center); - if (rsurface_texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2) + const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; + const float *v1, *v2; + vec3_t start, end; + float f, l; + struct + { + float length2; + const float *v1; + const float *v2; + } + shortest[2]; + memset(shortest, 0, sizeof(shortest)); + // a single autosprite surface can contain multiple sprites... + for (j = 0;j < surface->num_vertices - 3;j += 4) { - forward[0] = rsurface_modelorg[0] - center[0]; - forward[1] = rsurface_modelorg[1] - center[1]; - forward[2] = 0; + VectorClear(center); + for (i = 0;i < 4;i++) + VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center); + VectorScale(center, 0.25f, center); + // find the two shortest edges, then use them to define the + // axis vectors for rotating around the central axis + for (i = 0;i < 6;i++) + { + v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]); + v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]); +#if 0 + Debug_PolygonBegin(NULL, 0, false, 0); + Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1); + Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1); + Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1); + Debug_PolygonEnd(); +#endif + l = VectorDistance2(v1, v2); + // this length bias tries to make sense of square polygons, assuming they are meant to be upright + if (v1[2] != v2[2]) + l += (1.0f / 1024.0f); + if (shortest[0].length2 > l || i == 0) + { + shortest[1] = shortest[0]; + shortest[0].length2 = l; + shortest[0].v1 = v1; + shortest[0].v2 = v2; + } + else if (shortest[1].length2 > l || i == 1) + { + shortest[1].length2 = l; + shortest[1].v1 = v1; + shortest[1].v2 = v2; + } + } + VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start); + VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end); +#if 0 + Debug_PolygonBegin(NULL, 0, false, 0); + Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1); + Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1); + Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1); + Debug_PolygonEnd(); +#endif + // this calculates the right vector from the shortest edge + // and the up vector from the edge midpoints + VectorSubtract(shortest[0].v1, shortest[0].v2, right); + VectorNormalize(right); + VectorSubtract(end, start, up); + VectorNormalize(up); + // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector) + //VectorSubtract(rsurface.modelorg, center, forward); + Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, forward); + VectorNegate(forward, forward); + VectorReflect(forward, 0, up, forward); VectorNormalize(forward); - right[0] = forward[1]; - right[1] = -forward[0]; - right[2] = 0; - VectorSet(up, 0, 0, 1); + CrossProduct(up, forward, newright); + VectorNormalize(newright); +#if 0 + Debug_PolygonBegin(NULL, 0, false, 0); + Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1); + Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1); + Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1); + Debug_PolygonEnd(); +#endif +#if 0 + Debug_PolygonBegin(NULL, 0, false, 0); + Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1); + Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1); + Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1); + Debug_PolygonEnd(); +#endif + // rotate the quad around the up axis vector, this is made + // especially easy by the fact we know the quad is flat, + // so we only have to subtract the center position and + // measure distance along the right vector, and then + // multiply that by the newright vector and add back the + // center position + // we also need to subtract the old position to undo the + // displacement from the center, which we do with a + // DotProduct, the subtraction/addition of center is also + // optimized into DotProducts here + l = DotProduct(right, center); + for (i = 0;i < 4;i++) + { + v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i); + f = DotProduct(right, v1) - l; + VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3); + } + } + Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer); + Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + 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; + break; + case Q3DEFORM_NORMAL: + // deform the normals to make reflections wavey + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; + for (j = 0;j < surface->num_vertices;j++) + { + float vertex[3]; + float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3; + VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex); + VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal); + normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]); + normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]); + normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]); + VectorNormalize(normal); + } + Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer); + } + 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; + break; + case Q3DEFORM_WAVE: + // deform vertex array to make wavey water and flags and such + waveparms[0] = deform->waveparms[0]; + waveparms[1] = deform->waveparms[1]; + waveparms[2] = deform->waveparms[2]; + waveparms[3] = deform->waveparms[3]; + // this is how a divisor of vertex influence on deformation + animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f; + scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; + for (j = 0;j < surface->num_vertices;j++) + { + float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3; + VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex); + // if the wavefunc depends on time, evaluate it per-vertex + if (waveparms[3]) + { + waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos; + scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms); + } + VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex); + } + } + rsurface.vertex3f = rsurface.array_deformedvertex3f; + rsurface.vertex3f_bufferobject = 0; + rsurface.vertex3f_bufferoffset = 0; + break; + case Q3DEFORM_BULGE: + // deform vertex array to make the surface have moving bulges + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; + for (j = 0;j < surface->num_vertices;j++) + { + scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.time * deform->parms[2])) * deform->parms[1]; + VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j)); } - // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out? - Matrix4x4_FromVectors(&matrix1, (rsurface_modelnormal3f + 3 * surface->num_firstvertex) + j*3, (rsurface_modelsvector3f + 3 * surface->num_firstvertex) + j*3, (rsurface_modeltvector3f + 3 * surface->num_firstvertex) + j*3, center); - Matrix4x4_Invert_Simple(&imatrix1, &matrix1); - for (i = 0;i < 4;i++) - Matrix4x4_Transform(&imatrix1, (rsurface_modelvertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]); - for (i = 0;i < 4;i++) - VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, rsurface_array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3); } - Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_deformednormal3f, 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; + break; + case Q3DEFORM_MOVE: + // deform vertex array + scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms); + VectorScale(deform->parms, scale, waveparms); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; + for (j = 0;j < surface->num_vertices;j++) + VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j)); + } + rsurface.vertex3f = rsurface.array_deformedvertex3f; + rsurface.vertex3f_bufferobject = 0; + rsurface.vertex3f_bufferoffset = 0; + break; + } + } + // generate texcoords based on the chosen texcoord source + switch(rsurface.texture->tcgen.tcgen) + { + default: + case Q3TCGEN_TEXTURE: + rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f; + rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject; + rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset; + break; + case Q3TCGEN_LIGHTMAP: + rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f; + rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject; + rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset; + break; + case Q3TCGEN_VECTOR: + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; + for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2) + { + out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms); + out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3); + } } - rsurface_vertex3f = rsurface_array_deformedvertex3f; - rsurface_svector3f = rsurface_array_deformedsvector3f; - rsurface_tvector3f = rsurface_array_deformedtvector3f; - rsurface_normal3f = rsurface_array_deformednormal3f; + rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f; + rsurface.texcoordtexture2f_bufferobject = 0; + rsurface.texcoordtexture2f_bufferoffset = 0; + break; + case Q3TCGEN_ENVIRONMENT: + // make environment reflections using a spheremap + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; + const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex; + const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex; + float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex; + for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2) + { + float l, d, eyedir[3]; + VectorSubtract(rsurface.modelorg, vertex, eyedir); + l = 0.5f / VectorLength(eyedir); + d = DotProduct(normal, eyedir)*2; + out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l; + out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l; + } + } + rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f; + rsurface.texcoordtexture2f_bufferobject = 0; + rsurface.texcoordtexture2f_bufferoffset = 0; + break; } - else + // the only tcmod that needs software vertex processing is turbulent, so + // check for it here and apply the changes if needed + // and we only support that as the first one + // (handling a mixture of turbulent and other tcmods would be problematic + // without punting it entirely to a software path) + if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT) { - rsurface_vertex3f = rsurface_modelvertex3f; - rsurface_svector3f = rsurface_modelsvector3f; - rsurface_tvector3f = rsurface_modeltvector3f; - rsurface_normal3f = rsurface_modelnormal3f; + amplitude = rsurface.texture->tcmods[0].parms[1]; + animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.time * rsurface.texture->tcmods[0].parms[3]; + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; + for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2) + { + out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2); + out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2); + } + } + rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f; + rsurface.texcoordtexture2f_bufferobject = 0; + rsurface.texcoordtexture2f_bufferoffset = 0; } - R_Mesh_VertexPointer(rsurface_vertex3f); + rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f; + rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject; + rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset; + 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.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (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.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (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.modelelement3i + 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.modelelement3i + 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[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.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle)); + } + } + else + { + for (i = 0;i < texturenumsurfaces;i++) + { + surface = texturesurfacelist[i]; + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle)); + } + } +} + +static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit) +{ + int i; + int j; + const msurface_t *surface = texturesurfacelist[0]; + 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) + { + R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture)); + if (deluxemaptexunit >= 0) + R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture)); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle)); + } + else if (r_batchmode.integer == 2) + { + #define MAXBATCHTRIANGLES 4096 + int batchtriangles = 0; + int batchelements[MAXBATCHTRIANGLES*3]; + for (i = 0;i < texturenumsurfaces;i = j) { - surface = texturesurfacelist[texturesurfaceindex]; - if (surface->num_firsttriangle != endtriangle) + surface = texturesurfacelist[i]; + R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture)); + if (deluxemaptexunit >= 0) + R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture)); + j = i + 1; + if (surface->num_triangles > MAXBATCHTRIANGLES) { - 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; + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle)); + continue; } - else + memcpy(batchelements, rsurface.modelelement3i + 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 (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES) + break; + memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 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); } - endtriangle = surface->num_firsttriangle + surface->num_triangles; + surface2 = texturesurfacelist[j-1]; + numvertices = endvertex - firstvertex; + R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0); + } + } + else if (r_batchmode.integer == 1) + { +#if 0 + Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name); + for (i = 0;i < texturenumsurfaces;i = j) + { + surface = texturesurfacelist[i]; + for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++) + if (texturesurfacelist[j] != surface2) + break; + Con_Printf(" %i", j - i); } - if (endtriangle > firsttriangle) + Con_Printf("\n"); + Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name); +#endif + for (i = 0;i < texturenumsurfaces;i = j) { - GL_LockArrays(firstvertex, endvertex - firstvertex); - R_Mesh_Draw(firstvertex, endvertex - firstvertex, endtriangle - firsttriangle, (rsurface_model->surfmesh.data_element3i + 3 * firsttriangle)); + surface = texturesurfacelist[i]; + R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture)); + if (deluxemaptexunit >= 0) + R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture)); + for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++) + if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture) + break; +#if 0 + Con_Printf(" %i", j - i); +#endif + 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.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle)); } +#if 0 + Con_Printf("\n"); +#endif } else { - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + for (i = 0;i < texturenumsurfaces;i++) { - surface = texturesurfacelist[texturesurfaceindex]; + surface = texturesurfacelist[i]; + R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture)); + if (deluxemaptexunit >= 0) + R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture)); 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.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (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.modelelement3i + 3 * (j + surface->num_firsttriangle)), rsurface.modelelement3i_bufferobject, (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.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (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 - { - r = ambientcolor[0]; - g = ambientcolor[1]; - b = ambientcolor[2]; - rsurface_lightmapcolor4f = NULL; } } - else if (lightmode >= 1 || !rsurface_lightmaptexture) + else { - if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples) + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { - // 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), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 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) - { - 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) - { - lm += size3; - scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[2]] * (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; - } + f = FogPoint_Model(v); + c2[0] = f; + c2[1] = f; + c2[2] = f; + c2[3] = 1; } - rsurface_lightmapcolor4f = rsurface_array_color4f; } - else - rsurface_lightmapcolor4f = rsurface_model->surfmesh.data_lightmapcolor4f; - } - else - { - // just lightmap it - rsurface_lightmapcolor4f = NULL; } - if (applyfog) + 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 (rsurface_lightmapcolor4f) + 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++) - { - 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]; - } - } + c2[0] = c[0] * r; + c2[1] = c[1] * g; + c2[2] = c[2] * b; + c2[3] = c[3] * a; } - else + } + 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); + RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1); +} + +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++) { - 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, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4) + if (surface->lightmapinfo->samples) { - f = 1 - VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg)); - c2[0] = f; - c2[1] = f; - c2[2] = f; - c2[3] = 1; + const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + 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) + { + lm += size3; + scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[2]] * (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; } } - rsurface_lightmapcolor4f = rsurface_array_color4f; + rsurface.lightmapcolor4f = rsurface.array_color4f; + rsurface.lightmapcolor4f_bufferobject = 0; + rsurface.lightmapcolor4f_bufferoffset = 0; + } + else + { + rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f; + rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject; + rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset; } - 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.modellight_lightdir, lightdir); + ambientcolor[0] = rsurface.modellight_ambient[0] * r * 0.5f; + ambientcolor[1] = rsurface.modellight_ambient[1] * g * 0.5f; + ambientcolor[2] = rsurface.modellight_ambient[2] * b * 0.5f; + diffusecolor[0] = rsurface.modellight_diffuse[0] * r * 0.5f; + diffusecolor[1] = rsurface.modellight_diffuse[1] * g * 0.5f; + diffusecolor[2] = rsurface.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; } } - rsurface_lightmapcolor4f = rsurface_array_color4f; + 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) { - if (rsurface_mode != RSURFMODE_SHOWSURFACES) + GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1); + GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset); + 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; + 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); @@ -2962,23 +4546,27 @@ static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurfa 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) + if (rsurface.mode != RSURFMODE_SKY) { - if (rsurface_mode == RSURFMODE_GLSL) + if (rsurface.mode == RSURFMODE_GLSL) { qglUseProgramObjectARB(0);CHECKGLERROR } - rsurface_mode = RSURFMODE_SKY; + rsurface.mode = RSURFMODE_SKY; } if (skyrendernow) { skyrendernow = false; R_Sky(); // restore entity matrix - R_Mesh_Matrix(&rsurface_entity->matrix); + R_Mesh_Matrix(&rsurface.matrix); } + GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1); + GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset); + 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 @@ -2986,10 +4574,10 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **te // in Quake3 maps as it causes problems with q3map2 sky tricks, // and skymasking also looks very bad when noclipping outside the // level, so don't use it then either. - if (rsurface_model->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_viewcache.world_novis) + if (r_refdef.worldmodel && r_refdef.worldmodel->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) { @@ -3013,82 +4601,75 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **te 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) + if (rsurface.mode != RSURFMODE_GLSL) { - rsurface_mode = RSURFMODE_GLSL; - rsurface_glsl_texture = NULL; - rsurface_glsl_uselightmap = false; + rsurface.mode = RSURFMODE_GLSL; 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_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) + + if (rsurface.lightmode == 2) + RSurf_PrepareVerticesForBatch(true, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist); + else + RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist); + R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset); + 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.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset); + + GL_Color(rsurface.texture->currentlayers[0].color[0], rsurface.texture->currentlayers[0].color[1], rsurface.texture->currentlayers[0].color[2], rsurface.texture->currentlayers[0].color[3]); + 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) + else if (rsurface.uselightmaptexture) { - R_Mesh_TexBind(7, R_GetTexture(rsurface_lightmaptexture)); + R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture)); if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture)); - R_Mesh_ColorPointer(NULL); + 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.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset); + } + + if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) + RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1); + else + RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); + if (rsurface.texture->backgroundnumskinframes && !(rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)) + { } - RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); } 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; + if (rsurface.mode != RSURFMODE_MULTIPASS) + rsurface.mode = RSURFMODE_MULTIPASS; RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist); - for (layerindex = 0, layer = rsurface_texture->currentlayers;layerindex < rsurface_texture->currentnumlayers;layerindex++, layer++) + for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++) { vec4_t layercolor; int layertexrgbscale; - if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) { if (layerindex == 0) GL_AlphaTest(true); @@ -3117,32 +4698,40 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **t } 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.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f; + m.tex[0] = R_GetTexture(r_texture_white); + m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f; + m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset; 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[1] = rsurface.texcoordtexture2f; + m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject; + m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset; 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.uselightmaptexture) + 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.tex[0] = R_GetTexture(layer->texture); m.texmatrix[0] = layer->texmatrix; m.texrgbscale[0] = layertexrgbscale; - m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord[0] = rsurface.texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; 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)); @@ -3151,19 +4740,21 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **t { m.tex[0] = R_GetTexture(layer->texture); m.texmatrix[0] = layer->texmatrix; - m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord[0] = rsurface.texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; } 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; float f, *v, *c; 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) + 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]; @@ -3178,7 +4769,7 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **t GL_LockArrays(0, 0); } CHECKGLERROR - if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) { qglDepthFunc(GL_LEQUAL);CHECKGLERROR GL_AlphaTest(false); @@ -3189,20 +4780,16 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t { // 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; + if (rsurface.mode != RSURFMODE_MULTIPASS) + rsurface.mode = RSURFMODE_MULTIPASS; RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist); - for (layerindex = 0, layer = rsurface_texture->currentlayers;layerindex < rsurface_texture->currentnumlayers;layerindex++, layer++) + for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++) { - if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) { if (layerindex == 0) GL_AlphaTest(true); @@ -3214,7 +4801,7 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t } 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) { @@ -3224,22 +4811,28 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t // 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.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f; + m.tex[0] = R_GetTexture(r_texture_white); + m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f; + m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset; 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.uselightmaptexture) + 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); 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[0] = rsurface.texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; 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 { @@ -3247,9 +4840,14 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t 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[0] = rsurface.texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; 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: @@ -3257,19 +4855,23 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t 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[0] = rsurface.texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; 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[0] = rsurface.texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; R_Mesh_TextureState(&m); } else @@ -3280,9 +4882,9 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t int i; float f, *v, *c; 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) + 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]; @@ -3297,128 +4899,423 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t GL_LockArrays(0, 0); } CHECKGLERROR - if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) { qglDepthFunc(GL_LEQUAL);CHECKGLERROR GL_AlphaTest(false); } } -static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist) +static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly) { - if (rsurface_texture->currentmaterialflags & MATERIALFLAG_NODRAW) + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW) return; - r_shadow_rtlight = NULL; - r_refdef.stats.entities_surfaces += texturenumsurfaces; + rsurface.rtlight = NULL; 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) + if (depthonly) + { + if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST))) + return; + if (rsurface.mode != RSURFMODE_MULTIPASS) + rsurface.mode = RSURFMODE_MULTIPASS; + if (r_depthfirst.integer == 3) + { + int i = (int)(texturesurfacelist[0] - rsurface.modelsurfaces); + GL_Color(((i >> 6) & 7) / 7.0f, ((i >> 3) & 7) / 7.0f, (i & 7) / 7.0f,1); + } + else + { + GL_ColorMask(0,0,0,0); + GL_Color(1,1,1,1); + } + GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1); + GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset); + GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces + GL_DepthTest(true); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); + GL_AlphaTest(false); + R_Mesh_ColorPointer(NULL, 0, 0); + R_Mesh_ResetTextureState(); + RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); + RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); + GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1); + r_refdef.stats.entities_surfaces += texturenumsurfaces; + } + else if (r_depthfirst.integer == 3) + return; + else if (r_showsurfaces.integer) + { + if (rsurface.mode != RSURFMODE_MULTIPASS) + rsurface.mode = RSURFMODE_MULTIPASS; + GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1); + GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset); + GL_DepthTest(true); + GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(writedepth); + GL_Color(1,1,1,1); + GL_AlphaTest(false); + R_Mesh_ColorPointer(NULL, 0, 0); + R_Mesh_ResetTextureState(); + RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist); - else if (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY) + r_refdef.stats.entities_surfaces += texturenumsurfaces; + } + else if (gl_lightmaps.integer) + { + rmeshstate_t m; + if (rsurface.mode != RSURFMODE_MULTIPASS) + rsurface.mode = RSURFMODE_MULTIPASS; + GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1); + GL_DepthTest(true); + GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(writedepth); + GL_Color(1,1,1,1); + GL_AlphaTest(false); + R_Mesh_ColorPointer(NULL, 0, 0); + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(r_texture_white); + m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f; + m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset; + R_Mesh_TextureState(&m); + RSurf_PrepareVerticesForBatch(rsurface.lightmode == 2, false, texturenumsurfaces, texturesurfacelist); + if (rsurface.lightmode == 2) + RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false); + else if (rsurface.uselightmaptexture) + 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); + r_refdef.stats.entities_surfaces += texturenumsurfaces; + } + else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) + { R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist); - else if (rsurface_texture->currentnumlayers) + r_refdef.stats.entities_surfaces += texturenumsurfaces; + } + else if (rsurface.texture->currentnumlayers) { + // write depth for anything we skipped on the depth-only pass earlier + if (!writedepth && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST))) + writedepth = true; + GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1); + GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset); + 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(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED)); + GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0); + // use lightmode 0 (fullbright or lightmap) or 2 (model lighting) + rsurface.lightmode = ((rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || rsurface.modeltexcoordlightmap2f != NULL) ? 0 : 2; if (r_glsl.integer && gl_support_fragment_shader) R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist); else if (gl_combine.integer && r_textureunits.integer >= 2) R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist); else R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist); + r_refdef.stats.entities_surfaces += texturenumsurfaces; } CHECKGLERROR 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.modelsurfaces + surfacelist[i]; + texture = surface->texture; + R_UpdateTextureInfo(ent, texture); + rsurface.texture = texture->currentframe; + rsurface.uselightmaptexture = surface->lightmaptexture != NULL; + // 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.modelsurfaces + surfacelist[j]; + if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL)) + break; + texturesurfacelist[texturenumsurfaces++] = surface; } - - texturesurfacelist[batchcount++] = surface; + // render the range of surfaces + R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, true, false); } - 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(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly) { - 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.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL; + 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]; + if (depthonly) + continue; + 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.matrix, tempcenter, center); + R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_DrawSurface_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight); + } + else + { + // simply scan ahead until we find a different texture or lightmap state + for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++) + ; + // render the range of surfaces + R_DrawTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly); + } + } +} + +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_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset); + 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); + GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value); + 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); + GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset); +} + +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_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset); + 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, qboolean writedepth, qboolean depthonly) { - 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) + if (!skysurfaces && !depthonly && 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]]) @@ -3431,194 +5328,127 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces) } } - R_UpdateAllTextureInfo(ent); + R_UpdateAllTextureInfo(r_refdef.worldentity); flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL); f = 0; t = NULL; - rsurface_lightmaptexture = NULL; - rsurface_texture = NULL; + rsurface.uselightmaptexture = false; + 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(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly); numsurfacelist = 0; } } } } + if (numsurfacelist) + R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly); + r_refdef.stats.entities_triangles += counttriangles; + RSurf_CleanUp(); + + if (r_showcollisionbrushes.integer && !skysurfaces && !depthonly) + R_DrawCollisionBrushes(r_refdef.worldentity); + + if ((r_showtris.integer || r_shownormals.integer) && !depthonly) + R_DrawTrianglesAndNormals(r_refdef.worldentity, r_showtris.integer, r_shownormals.integer, flagsmask); +} + +void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly) +{ + 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 && !depthonly); + + // update light styles + if (!skysurfaces && !depthonly && 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 (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) + if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]]) { - // 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; - } + 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 (numsurfacelist) - R_QueueTextureSurfaceList(numsurfacelist, surfacelist); - r_refdef.stats.entities_triangles += counttriangles; - RSurf_CleanUp(); - if (r_showcollisionbrushes.integer && model->brush.num_brushes && !skysurfaces) + R_UpdateAllTextureInfo(ent); + flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL); + f = 0; + t = NULL; + rsurface.uselightmaptexture = false; + rsurface.texture = NULL; + numsurfacelist = 0; + surface = model->data_surfaces + model->firstmodelsurface; + endsurface = surface + model->nummodelsurfaces; + for (;surface < endsurface;surface++) { - 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_showtris.integer || r_shownormals.integer) - { - int k, l; - msurface_t *surface; - const int *elements; - vec3_t v; - CHECKGLERROR - GL_DepthTest(true); - GL_DepthMask(true); - if (r_showdisabledepthtest.integer) + // if this surface fits the criteria, add it to the list + if (surface->num_triangles) { - qglDepthFunc(GL_ALWAYS);CHECKGLERROR - } - 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) + // 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) { - 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 - } + R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly); + numsurfacelist = 0; } } - rsurface_texture = NULL; - if (r_showdisabledepthtest.integer) - { - qglDepthFunc(GL_LEQUAL);CHECKGLERROR - } } + if (numsurfacelist) + R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly); + r_refdef.stats.entities_triangles += counttriangles; + RSurf_CleanUp(); + + if (r_showcollisionbrushes.integer && !skysurfaces && !depthonly) + R_DrawCollisionBrushes(ent); + + if ((r_showtris.integer || r_shownormals.integer) && !depthonly) + R_DrawTrianglesAndNormals(ent, r_showtris.integer, r_shownormals.integer, flagsmask); }