2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
29 #include "cl_collision.h"
32 // Enable NVIDIA High Performance Graphics while using Integrated Graphics.
36 __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
42 mempool_t *r_main_mempool;
43 rtexturepool_t *r_main_texturepool;
45 int r_textureframe = 0; ///< used only by R_GetCurrentTexture, incremented per view and per UI render
47 static qbool r_loadnormalmap;
48 static qbool r_loadgloss;
50 static qbool r_loaddds;
51 static qbool r_savedds;
52 static qbool r_gpuskeletal;
59 cvar_t r_motionblur = {CF_CLIENT | CF_ARCHIVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
60 cvar_t r_damageblur = {CF_CLIENT | CF_ARCHIVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
61 cvar_t r_motionblur_averaging = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
62 cvar_t r_motionblur_randomize = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
63 cvar_t r_motionblur_minblur = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
64 cvar_t r_motionblur_maxblur = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
65 cvar_t r_motionblur_velocityfactor = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
66 cvar_t r_motionblur_velocityfactor_minspeed = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
67 cvar_t r_motionblur_velocityfactor_maxspeed = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
68 cvar_t r_motionblur_mousefactor = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
69 cvar_t r_motionblur_mousefactor_minspeed = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
70 cvar_t r_motionblur_mousefactor_maxspeed = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
72 cvar_t r_depthfirst = {CF_CLIENT | CF_ARCHIVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
73 cvar_t r_useinfinitefarclip = {CF_CLIENT | CF_ARCHIVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
74 cvar_t r_farclip_base = {CF_CLIENT, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
75 cvar_t r_farclip_world = {CF_CLIENT, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
76 cvar_t r_nearclip = {CF_CLIENT, "r_nearclip", "1", "distance from camera of nearclip plane" };
77 cvar_t r_deformvertexes = {CF_CLIENT, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
78 cvar_t r_transparent = {CF_CLIENT, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
79 cvar_t r_transparent_alphatocoverage = {CF_CLIENT, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
80 cvar_t r_transparent_sortsurfacesbynearest = {CF_CLIENT, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
81 cvar_t r_transparent_useplanardistance = {CF_CLIENT, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
82 cvar_t r_showoverdraw = {CF_CLIENT, "r_showoverdraw", "0", "shows overlapping geometry"};
83 cvar_t r_showbboxes = {CF_CLIENT, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
84 cvar_t r_showbboxes_client = {CF_CLIENT, "r_showbboxes_client", "0", "shows bounding boxes of clientside qc entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
85 cvar_t r_showsurfaces = {CF_CLIENT, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 3 shows an approximation to vertex or object color (for a very approximate view of the game)"};
86 cvar_t r_showtris = {CF_CLIENT, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
87 cvar_t r_shownormals = {CF_CLIENT, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
88 cvar_t r_showlighting = {CF_CLIENT, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
89 cvar_t r_showcollisionbrushes = {CF_CLIENT, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
90 cvar_t r_showcollisionbrushes_polygonfactor = {CF_CLIENT, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
91 cvar_t r_showcollisionbrushes_polygonoffset = {CF_CLIENT, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
92 cvar_t r_showdisabledepthtest = {CF_CLIENT, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
93 cvar_t r_showspriteedges = {CF_CLIENT, "r_showspriteedges", "0", "renders a debug outline to show the polygon shape of each sprite frame rendered (may be 2 or more in case of interpolated animations), for debugging rendering bugs with specific view types"};
94 cvar_t r_showparticleedges = {CF_CLIENT, "r_showparticleedges", "0", "renders a debug outline to show the polygon shape of each particle, for debugging rendering bugs with specific view types"};
95 cvar_t r_drawportals = {CF_CLIENT, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
96 cvar_t r_drawentities = {CF_CLIENT, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
97 cvar_t r_draw2d = {CF_CLIENT, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
98 cvar_t r_drawworld = {CF_CLIENT, "r_drawworld","1", "draw world (most static stuff)"};
99 cvar_t r_drawviewmodel = {CF_CLIENT, "r_drawviewmodel","1", "draw your weapon model"};
100 cvar_t r_drawexteriormodel = {CF_CLIENT, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
101 cvar_t r_cullentities_trace = {CF_CLIENT, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
102 cvar_t r_cullentities_trace_entityocclusion = {CF_CLIENT, "r_cullentities_trace_entityocclusion", "1", "check for occluding entities such as doors, not just world hull"};
103 cvar_t r_cullentities_trace_samples = {CF_CLIENT, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
104 cvar_t r_cullentities_trace_tempentitysamples = {CF_CLIENT, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
105 cvar_t r_cullentities_trace_enlarge = {CF_CLIENT, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
106 cvar_t r_cullentities_trace_expand = {CF_CLIENT, "r_cullentities_trace_expand", "0", "box expanded by this many units for entity culling"};
107 cvar_t r_cullentities_trace_pad = {CF_CLIENT, "r_cullentities_trace_pad", "8", "accept traces that hit within this many units of the box"};
108 cvar_t r_cullentities_trace_delay = {CF_CLIENT, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
109 cvar_t r_cullentities_trace_eyejitter = {CF_CLIENT, "r_cullentities_trace_eyejitter", "16", "randomly offset rays from the eye by this much to reduce the odds of flickering"};
110 cvar_t r_sortentities = {CF_CLIENT, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
111 cvar_t r_speeds = {CF_CLIENT, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
112 cvar_t r_fullbright = {CF_CLIENT, "r_fullbright","0", "makes map very bright and renders faster"};
114 cvar_t r_fullbright_directed = {CF_CLIENT, "r_fullbright_directed", "0", "render fullbright things (unlit worldmodel and EF_FULLBRIGHT entities, but not fullbright shaders) using a constant light direction instead to add more depth while keeping uniform brightness"};
115 cvar_t r_fullbright_directed_ambient = {CF_CLIENT, "r_fullbright_directed_ambient", "0.5", "ambient light multiplier for directed fullbright"};
116 cvar_t r_fullbright_directed_diffuse = {CF_CLIENT, "r_fullbright_directed_diffuse", "0.75", "diffuse light multiplier for directed fullbright"};
117 cvar_t r_fullbright_directed_pitch = {CF_CLIENT, "r_fullbright_directed_pitch", "20", "constant pitch direction ('height') of the fake light source to use for fullbright"};
118 cvar_t r_fullbright_directed_pitch_relative = {CF_CLIENT, "r_fullbright_directed_pitch_relative", "0", "whether r_fullbright_directed_pitch is interpreted as absolute (0) or relative (1) pitch"};
120 cvar_t r_wateralpha = {CF_CLIENT | CF_ARCHIVE, "r_wateralpha","1", "opacity of water polygons"};
121 cvar_t r_dynamic = {CF_CLIENT | CF_ARCHIVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
122 cvar_t r_fullbrights = {CF_CLIENT | CF_ARCHIVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
123 cvar_t r_shadows = {CF_CLIENT | CF_ARCHIVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
124 cvar_t r_shadows_darken = {CF_CLIENT | CF_ARCHIVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
125 cvar_t r_shadows_throwdistance = {CF_CLIENT | CF_ARCHIVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
126 cvar_t r_shadows_throwdirection = {CF_CLIENT | CF_ARCHIVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
127 cvar_t r_shadows_drawafterrtlighting = {CF_CLIENT | CF_ARCHIVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
128 cvar_t r_shadows_castfrombmodels = {CF_CLIENT | CF_ARCHIVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
129 cvar_t r_shadows_focus = {CF_CLIENT | CF_ARCHIVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
130 cvar_t r_shadows_shadowmapscale = {CF_CLIENT | CF_ARCHIVE, "r_shadows_shadowmapscale", "0.25", "higher values increase shadowmap quality at a cost of area covered (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
131 cvar_t r_shadows_shadowmapbias = {CF_CLIENT | CF_ARCHIVE, "r_shadows_shadowmapbias", "-1", "sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON."};
132 cvar_t r_q1bsp_skymasking = {CF_CLIENT, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
133 cvar_t r_polygonoffset_submodel_factor = {CF_CLIENT, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
134 cvar_t r_polygonoffset_submodel_offset = {CF_CLIENT, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
135 cvar_t r_polygonoffset_decals_factor = {CF_CLIENT, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
136 cvar_t r_polygonoffset_decals_offset = {CF_CLIENT, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
137 cvar_t r_fog_exp2 = {CF_CLIENT, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
138 cvar_t r_fog_clear = {CF_CLIENT, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
139 cvar_t r_drawfog = {CF_CLIENT | CF_ARCHIVE, "r_drawfog", "1", "allows one to disable fog rendering"};
140 cvar_t r_transparentdepthmasking = {CF_CLIENT | CF_ARCHIVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
141 cvar_t r_transparent_sortmindist = {CF_CLIENT | CF_ARCHIVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
142 cvar_t r_transparent_sortmaxdist = {CF_CLIENT | CF_ARCHIVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
143 cvar_t r_transparent_sortarraysize = {CF_CLIENT | CF_ARCHIVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
144 cvar_t r_celshading = {CF_CLIENT | CF_ARCHIVE, "r_celshading", "0", "cartoon-style light shading (OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
145 cvar_t r_celoutlines = {CF_CLIENT | CF_ARCHIVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred)"};
147 cvar_t gl_fogenable = {CF_CLIENT, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
148 cvar_t gl_fogdensity = {CF_CLIENT, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
149 cvar_t gl_fogred = {CF_CLIENT, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
150 cvar_t gl_foggreen = {CF_CLIENT, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
151 cvar_t gl_fogblue = {CF_CLIENT, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
152 cvar_t gl_fogstart = {CF_CLIENT, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
153 cvar_t gl_fogend = {CF_CLIENT, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
154 cvar_t gl_skyclip = {CF_CLIENT, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
156 cvar_t r_texture_dds_load = {CF_CLIENT | CF_ARCHIVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
157 cvar_t r_texture_dds_save = {CF_CLIENT | CF_ARCHIVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
159 cvar_t r_usedepthtextures = {CF_CLIENT | CF_ARCHIVE, "r_usedepthtextures", "1", "use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware"};
160 cvar_t r_viewfbo = {CF_CLIENT | CF_ARCHIVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode; the default setting of 0 uses a framebuffer render when required, and renders directly to the screen otherwise"};
161 cvar_t r_rendertarget_debug = {CF_CLIENT, "r_rendertarget_debug", "-1", "replaces the view with the contents of the specified render target (by number - note that these can fluctuate depending on scene)"};
162 cvar_t r_viewscale = {CF_CLIENT | CF_ARCHIVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
163 cvar_t r_viewscale_fpsscaling = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
164 cvar_t r_viewscale_fpsscaling_min = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
165 cvar_t r_viewscale_fpsscaling_multiply = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
166 cvar_t r_viewscale_fpsscaling_stepsize = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
167 cvar_t r_viewscale_fpsscaling_stepmax = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
168 cvar_t r_viewscale_fpsscaling_target = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
170 cvar_t r_glsl_skeletal = {CF_CLIENT | CF_ARCHIVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"};
171 cvar_t r_glsl_deluxemapping = {CF_CLIENT | CF_ARCHIVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
172 cvar_t r_glsl_offsetmapping = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
173 cvar_t r_glsl_offsetmapping_steps = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
174 cvar_t r_glsl_offsetmapping_reliefmapping = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
175 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
176 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
177 cvar_t r_glsl_offsetmapping_scale = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
178 cvar_t r_glsl_offsetmapping_lod = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
179 cvar_t r_glsl_offsetmapping_lod_distance = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
180 cvar_t r_glsl_postprocess = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
181 cvar_t r_glsl_postprocess_uservec1 = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
182 cvar_t r_glsl_postprocess_uservec2 = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
183 cvar_t r_glsl_postprocess_uservec3 = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
184 cvar_t r_glsl_postprocess_uservec4 = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
185 cvar_t r_glsl_postprocess_uservec1_enable = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
186 cvar_t r_glsl_postprocess_uservec2_enable = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
187 cvar_t r_glsl_postprocess_uservec3_enable = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
188 cvar_t r_glsl_postprocess_uservec4_enable = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
189 cvar_t r_colorfringe = {CF_CLIENT | CF_ARCHIVE, "r_colorfringe", "0", "Chromatic aberration. Values higher than 0.025 will noticeably distort the image"};
190 cvar_t r_fxaa = {CF_CLIENT | CF_ARCHIVE, "r_fxaa", "0", "fast approximate anti aliasing"};
192 cvar_t r_water = {CF_CLIENT | CF_ARCHIVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
193 cvar_t r_water_cameraentitiesonly = {CF_CLIENT | CF_ARCHIVE, "r_water_cameraentitiesonly", "0", "whether to only show QC-defined reflections/refractions (typically used for camera- or portal-like effects)"};
194 cvar_t r_water_clippingplanebias = {CF_CLIENT | CF_ARCHIVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
195 cvar_t r_water_resolutionmultiplier = {CF_CLIENT | CF_ARCHIVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
196 cvar_t r_water_refractdistort = {CF_CLIENT | CF_ARCHIVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
197 cvar_t r_water_reflectdistort = {CF_CLIENT | CF_ARCHIVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
198 cvar_t r_water_scissormode = {CF_CLIENT, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
199 cvar_t r_water_lowquality = {CF_CLIENT, "r_water_lowquality", "0", "special option to accelerate water rendering: 1 disables all dynamic lights, 2 disables particles too"};
200 cvar_t r_water_hideplayer = {CF_CLIENT | CF_ARCHIVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
202 cvar_t r_lerpsprites = {CF_CLIENT | CF_ARCHIVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
203 cvar_t r_lerpmodels = {CF_CLIENT | CF_ARCHIVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
204 cvar_t r_nolerp_list = {CF_CLIENT | CF_ARCHIVE, "r_nolerp_list", "progs/v_nail.mdl,progs/v_nail2.mdl,progs/flame.mdl,progs/flame2.mdl,progs/braztall.mdl,progs/brazshrt.mdl,progs/longtrch.mdl,progs/flame_pyre.mdl,progs/v_saw.mdl,progs/v_xfist.mdl,progs/h2stuff/newfire.mdl", "comma separated list of models that will not have their animations smoothed"};
205 cvar_t r_lerplightstyles = {CF_CLIENT | CF_ARCHIVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
206 cvar_t r_waterscroll = {CF_CLIENT | CF_ARCHIVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
208 cvar_t r_bloom = {CF_CLIENT | CF_ARCHIVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
209 cvar_t r_bloom_colorscale = {CF_CLIENT | CF_ARCHIVE, "r_bloom_colorscale", "1", "how bright the glow is"};
211 cvar_t r_bloom_brighten = {CF_CLIENT | CF_ARCHIVE, "r_bloom_brighten", "1", "how bright the glow is, after subtract/power"};
212 cvar_t r_bloom_blur = {CF_CLIENT | CF_ARCHIVE, "r_bloom_blur", "4", "how large the glow is"};
213 cvar_t r_bloom_resolution = {CF_CLIENT | CF_ARCHIVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
214 cvar_t r_bloom_colorexponent = {CF_CLIENT | CF_ARCHIVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
215 cvar_t r_bloom_colorsubtract = {CF_CLIENT | CF_ARCHIVE, "r_bloom_colorsubtract", "0.1", "reduces bloom colors by a certain amount"};
216 cvar_t r_bloom_scenebrightness = {CF_CLIENT | CF_ARCHIVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
218 cvar_t r_hdr_scenebrightness = {CF_CLIENT | CF_ARCHIVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
219 cvar_t r_hdr_glowintensity = {CF_CLIENT | CF_ARCHIVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
220 cvar_t r_hdr_irisadaptation = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
221 cvar_t r_hdr_irisadaptation_multiplier = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
222 cvar_t r_hdr_irisadaptation_minvalue = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
223 cvar_t r_hdr_irisadaptation_maxvalue = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
224 cvar_t r_hdr_irisadaptation_value = {CF_CLIENT, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
225 cvar_t r_hdr_irisadaptation_fade_up = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
226 cvar_t r_hdr_irisadaptation_fade_down = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
227 cvar_t r_hdr_irisadaptation_radius = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
229 cvar_t r_smoothnormals_areaweighting = {CF_CLIENT, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
231 cvar_t developer_texturelogging = {CF_CLIENT, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
233 cvar_t gl_lightmaps = {CF_CLIENT, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
235 cvar_t r_test = {CF_CLIENT, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
237 cvar_t r_batch_multidraw = {CF_CLIENT | CF_ARCHIVE, "r_batch_multidraw", "1", "issue multiple glDrawElements calls when rendering a batch of surfaces with the same texture (otherwise the index data is copied to make it one draw)"};
238 cvar_t r_batch_multidraw_mintriangles = {CF_CLIENT | CF_ARCHIVE, "r_batch_multidraw_mintriangles", "0", "minimum number of triangles to activate multidraw path (copying small groups of triangles may be faster)"};
239 cvar_t r_batch_debugdynamicvertexpath = {CF_CLIENT | CF_ARCHIVE, "r_batch_debugdynamicvertexpath", "0", "force the dynamic batching code path for debugging purposes"};
240 cvar_t r_batch_dynamicbuffer = {CF_CLIENT | CF_ARCHIVE, "r_batch_dynamicbuffer", "0", "use vertex/index buffers for drawing dynamic and copytriangles batches"};
242 cvar_t r_glsl_saturation = {CF_CLIENT | CF_ARCHIVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
243 cvar_t r_glsl_saturation_redcompensate = {CF_CLIENT | CF_ARCHIVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
245 cvar_t r_glsl_vertextextureblend_usebothalphas = {CF_CLIENT | CF_ARCHIVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer, requires mod_q3shader_force_terrain_alphaflag on."};
247 // FIXME: This cvar would grow to a ridiculous size after several launches and clean exits when used during surface sorting.
248 cvar_t r_framedatasize = {CF_CLIENT | CF_ARCHIVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
249 cvar_t r_buffermegs[R_BUFFERDATA_COUNT] =
251 {CF_CLIENT | CF_ARCHIVE, "r_buffermegs_vertex", "4", "vertex buffer size for one frame"},
252 {CF_CLIENT | CF_ARCHIVE, "r_buffermegs_index16", "1", "index buffer size for one frame (16bit indices)"},
253 {CF_CLIENT | CF_ARCHIVE, "r_buffermegs_index32", "1", "index buffer size for one frame (32bit indices)"},
254 {CF_CLIENT | CF_ARCHIVE, "r_buffermegs_uniform", "0.25", "uniform buffer size for one frame"},
257 cvar_t r_q1bsp_lightmap_updates_enabled = {CF_CLIENT, "r_q1bsp_lightmap_updates_enabled", "1", "allow lightmaps to be updated on Q1BSP maps (don't turn this off except for debugging)"};
258 cvar_t r_q1bsp_lightmap_updates_combine = {CF_CLIENT | CF_ARCHIVE, "r_q1bsp_lightmap_updates_combine", "2", "combine lightmap texture updates to make fewer glTexSubImage2D calls, modes: 0 = immediately upload lightmaps (may be thousands of small 3x3 updates), 1 = combine to one call, 2 = combine to one full texture update (glTexImage2D) which tells the driver it does not need to lock the resource (faster on most drivers)"};
259 cvar_t r_q1bsp_lightmap_updates_hidden_surfaces = {CF_CLIENT | CF_ARCHIVE, "r_q1bsp_lightmap_updates_hidden_surfaces", "0", "update lightmaps on surfaces that are not visible, so that updates only occur on frames where lightstyles changed value (animation or light switches), only makes sense with combine = 2"};
261 extern cvar_t v_glslgamma_2d;
263 extern qbool v_flipped_state;
265 r_framebufferstate_t r_fb;
267 /// shadow volume bsp struct with automatically growing nodes buffer
270 int r_uniformbufferalignment = 32; // dynamically updated to match GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
272 rtexture_t *r_texture_blanknormalmap;
273 rtexture_t *r_texture_white;
274 rtexture_t *r_texture_grey128;
275 rtexture_t *r_texture_black;
276 rtexture_t *r_texture_notexture;
277 rtexture_t *r_texture_whitecube;
278 rtexture_t *r_texture_normalizationcube;
279 rtexture_t *r_texture_fogattenuation;
280 rtexture_t *r_texture_fogheighttexture;
281 rtexture_t *r_texture_gammaramps;
282 unsigned int r_texture_gammaramps_serial;
283 //rtexture_t *r_texture_fogintensity;
284 rtexture_t *r_texture_reflectcube;
286 // TODO: hash lookups?
287 typedef struct cubemapinfo_s
294 int r_texture_numcubemaps;
295 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
297 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
298 unsigned int r_numqueries;
299 unsigned int r_maxqueries;
301 typedef struct r_qwskincache_s
303 char name[MAX_QPATH];
304 skinframe_t *skinframe;
308 static r_qwskincache_t *r_qwskincache;
309 static int r_qwskincache_size;
311 /// vertex coordinates for a quad that covers the screen exactly
312 extern const float r_screenvertex3f[12];
313 const float r_screenvertex3f[12] =
321 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
324 for (i = 0;i < verts;i++)
335 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
338 for (i = 0;i < verts;i++)
348 // FIXME: move this to client?
351 if (gamemode == GAME_NEHAHRA)
353 Cvar_Set(&cvars_all, "gl_fogenable", "0");
354 Cvar_Set(&cvars_all, "gl_fogdensity", "0.2");
355 Cvar_Set(&cvars_all, "gl_fogred", "0.3");
356 Cvar_Set(&cvars_all, "gl_foggreen", "0.3");
357 Cvar_Set(&cvars_all, "gl_fogblue", "0.3");
359 r_refdef.fog_density = 0;
360 r_refdef.fog_red = 0;
361 r_refdef.fog_green = 0;
362 r_refdef.fog_blue = 0;
363 r_refdef.fog_alpha = 1;
364 r_refdef.fog_start = 0;
365 r_refdef.fog_end = 16384;
366 r_refdef.fog_height = 1<<30;
367 r_refdef.fog_fadedepth = 128;
368 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
371 static void R_BuildBlankTextures(void)
373 unsigned char data[4];
374 data[2] = 128; // normal X
375 data[1] = 128; // normal Y
376 data[0] = 255; // normal Z
377 data[3] = 255; // height
378 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
383 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
388 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
393 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
396 static void R_BuildNoTexture(void)
398 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, Image_GenerateNoTexture(), TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
401 static void R_BuildWhiteCube(void)
403 unsigned char data[6*1*1*4];
404 memset(data, 255, sizeof(data));
405 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
408 static void R_BuildNormalizationCube(void)
412 vec_t s, t, intensity;
415 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
416 for (side = 0;side < 6;side++)
418 for (y = 0;y < NORMSIZE;y++)
420 for (x = 0;x < NORMSIZE;x++)
422 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
423 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
458 intensity = 127.0f / sqrt(DotProduct(v, v));
459 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
460 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
461 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
462 data[((side*64+y)*64+x)*4+3] = 255;
466 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
470 static void R_BuildFogTexture(void)
474 unsigned char data1[FOGWIDTH][4];
475 //unsigned char data2[FOGWIDTH][4];
478 r_refdef.fogmasktable_start = r_refdef.fog_start;
479 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
480 r_refdef.fogmasktable_range = r_refdef.fogrange;
481 r_refdef.fogmasktable_density = r_refdef.fog_density;
483 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
484 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
486 d = (x * r - r_refdef.fogmasktable_start);
487 if(developer_extra.integer)
488 Con_DPrintf("%f ", d);
490 if (r_fog_exp2.integer)
491 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
493 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
494 if(developer_extra.integer)
495 Con_DPrintf(" : %f ", alpha);
496 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
497 if(developer_extra.integer)
498 Con_DPrintf(" = %f\n", alpha);
499 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
502 for (x = 0;x < FOGWIDTH;x++)
504 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
509 //data2[x][0] = 255 - b;
510 //data2[x][1] = 255 - b;
511 //data2[x][2] = 255 - b;
514 if (r_texture_fogattenuation)
516 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1, 0);
517 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1, 0);
521 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
522 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
526 static void R_BuildFogHeightTexture(void)
528 unsigned char *inpixels;
536 dp_strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
537 if (r_refdef.fogheighttexturename[0])
538 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
541 r_refdef.fog_height_tablesize = 0;
542 if (r_texture_fogheighttexture)
543 R_FreeTexture(r_texture_fogheighttexture);
544 r_texture_fogheighttexture = NULL;
545 if (r_refdef.fog_height_table2d)
546 Mem_Free(r_refdef.fog_height_table2d);
547 r_refdef.fog_height_table2d = NULL;
548 if (r_refdef.fog_height_table1d)
549 Mem_Free(r_refdef.fog_height_table1d);
550 r_refdef.fog_height_table1d = NULL;
554 r_refdef.fog_height_tablesize = size;
555 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
556 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
557 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
559 // LadyHavoc: now the magic - what is that table2d for? it is a cooked
560 // average fog color table accounting for every fog layer between a point
561 // and the camera. (Note: attenuation is handled separately!)
562 for (y = 0;y < size;y++)
564 for (x = 0;x < size;x++)
570 for (j = x;j <= y;j++)
572 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
578 for (j = x;j >= y;j--)
580 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
585 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
586 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
587 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
588 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
591 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
594 //=======================================================================================================================================================
596 static const char *builtinshaderstrings[] =
598 #include "shader_glsl.h"
602 //=======================================================================================================================================================
604 typedef struct shaderpermutationinfo_s
609 shaderpermutationinfo_t;
611 typedef struct shadermodeinfo_s
613 const char *sourcebasename;
614 const char *extension;
615 const char **builtinshaderstrings;
624 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
625 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
627 {"#define USEDIFFUSE\n", " diffuse"},
628 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
629 {"#define USEVIEWTINT\n", " viewtint"},
630 {"#define USECOLORMAPPING\n", " colormapping"},
631 {"#define USESATURATION\n", " saturation"},
632 {"#define USEFOGINSIDE\n", " foginside"},
633 {"#define USEFOGOUTSIDE\n", " fogoutside"},
634 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
635 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
636 {"#define USEGAMMARAMPS\n", " gammaramps"},
637 {"#define USECUBEFILTER\n", " cubefilter"},
638 {"#define USEGLOW\n", " glow"},
639 {"#define USEBLOOM\n", " bloom"},
640 {"#define USESPECULAR\n", " specular"},
641 {"#define USEPOSTPROCESSING\n", " postprocessing"},
642 {"#define USEREFLECTION\n", " reflection"},
643 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
644 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
645 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
646 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
647 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
648 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
649 {"#define USEALPHAKILL\n", " alphakill"},
650 {"#define USEREFLECTCUBE\n", " reflectcube"},
651 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
652 {"#define USEBOUNCEGRID\n", " bouncegrid"},
653 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
654 {"#define USETRIPPY\n", " trippy"},
655 {"#define USEDEPTHRGB\n", " depthrgb"},
656 {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
657 {"#define USESKELETAL\n", " skeletal"},
658 {"#define USEOCCLUDE\n", " occlude"}
661 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
662 shadermodeinfo_t shadermodeinfo[SHADERLANGUAGE_COUNT][SHADERMODE_COUNT] =
664 // SHADERLANGUAGE_GLSL
666 {"combined", "glsl", builtinshaderstrings, "#define MODE_GENERIC\n", " generic"},
667 {"combined", "glsl", builtinshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"},
668 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
669 {"combined", "glsl", builtinshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"},
670 {"combined", "glsl", builtinshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
671 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"},
672 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
673 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
674 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
675 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
676 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTGRID\n", " lightgrid"},
677 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
678 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"},
679 {"combined", "glsl", builtinshaderstrings, "#define MODE_REFRACTION\n", " refraction"},
680 {"combined", "glsl", builtinshaderstrings, "#define MODE_WATER\n", " water"},
681 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
682 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
686 struct r_glsl_permutation_s;
687 typedef struct r_glsl_permutation_s
690 struct r_glsl_permutation_s *hashnext;
692 uint64_t permutation;
694 /// indicates if we have tried compiling this permutation already
696 /// 0 if compilation failed
698 // texture units assigned to each detected uniform
699 int tex_Texture_First;
700 int tex_Texture_Second;
701 int tex_Texture_GammaRamps;
702 int tex_Texture_Normal;
703 int tex_Texture_Color;
704 int tex_Texture_Gloss;
705 int tex_Texture_Glow;
706 int tex_Texture_SecondaryNormal;
707 int tex_Texture_SecondaryColor;
708 int tex_Texture_SecondaryGloss;
709 int tex_Texture_SecondaryGlow;
710 int tex_Texture_Pants;
711 int tex_Texture_Shirt;
712 int tex_Texture_FogHeightTexture;
713 int tex_Texture_FogMask;
714 int tex_Texture_LightGrid;
715 int tex_Texture_Lightmap;
716 int tex_Texture_Deluxemap;
717 int tex_Texture_Attenuation;
718 int tex_Texture_Cube;
719 int tex_Texture_Refraction;
720 int tex_Texture_Reflection;
721 int tex_Texture_ShadowMap2D;
722 int tex_Texture_CubeProjection;
723 int tex_Texture_ScreenNormalMap;
724 int tex_Texture_ScreenDiffuse;
725 int tex_Texture_ScreenSpecular;
726 int tex_Texture_ReflectMask;
727 int tex_Texture_ReflectCube;
728 int tex_Texture_BounceGrid;
729 /// locations of detected uniforms in program object, or -1 if not found
730 int loc_Texture_First;
731 int loc_Texture_Second;
732 int loc_Texture_GammaRamps;
733 int loc_Texture_Normal;
734 int loc_Texture_Color;
735 int loc_Texture_Gloss;
736 int loc_Texture_Glow;
737 int loc_Texture_SecondaryNormal;
738 int loc_Texture_SecondaryColor;
739 int loc_Texture_SecondaryGloss;
740 int loc_Texture_SecondaryGlow;
741 int loc_Texture_Pants;
742 int loc_Texture_Shirt;
743 int loc_Texture_FogHeightTexture;
744 int loc_Texture_FogMask;
745 int loc_Texture_LightGrid;
746 int loc_Texture_Lightmap;
747 int loc_Texture_Deluxemap;
748 int loc_Texture_Attenuation;
749 int loc_Texture_Cube;
750 int loc_Texture_Refraction;
751 int loc_Texture_Reflection;
752 int loc_Texture_ShadowMap2D;
753 int loc_Texture_CubeProjection;
754 int loc_Texture_ScreenNormalMap;
755 int loc_Texture_ScreenDiffuse;
756 int loc_Texture_ScreenSpecular;
757 int loc_Texture_ReflectMask;
758 int loc_Texture_ReflectCube;
759 int loc_Texture_BounceGrid;
761 int loc_BloomBlur_Parameters;
763 int loc_Color_Ambient;
764 int loc_Color_Diffuse;
765 int loc_Color_Specular;
769 int loc_DeferredColor_Ambient;
770 int loc_DeferredColor_Diffuse;
771 int loc_DeferredColor_Specular;
772 int loc_DeferredMod_Diffuse;
773 int loc_DeferredMod_Specular;
774 int loc_DistortScaleRefractReflect;
777 int loc_FogHeightFade;
779 int loc_FogPlaneViewDist;
780 int loc_FogRangeRecip;
783 int loc_LightGridMatrix;
784 int loc_LightGridNormalMatrix;
785 int loc_LightPosition;
786 int loc_OffsetMapping_ScaleSteps;
787 int loc_OffsetMapping_LodDistance;
788 int loc_OffsetMapping_Bias;
790 int loc_ReflectColor;
791 int loc_ReflectFactor;
792 int loc_ReflectOffset;
793 int loc_RefractColor;
795 int loc_ScreenCenterRefractReflect;
796 int loc_ScreenScaleRefractReflect;
797 int loc_ScreenToDepth;
798 int loc_ShadowMap_Parameters;
799 int loc_ShadowMap_TextureScale;
800 int loc_SpecularPower;
801 int loc_Skeletal_Transform12;
807 int loc_ViewTintColor;
809 int loc_ModelToLight;
811 int loc_BackgroundTexMatrix;
812 int loc_ModelViewProjectionMatrix;
813 int loc_ModelViewMatrix;
814 int loc_PixelToScreenTexCoord;
815 int loc_ModelToReflectCube;
816 int loc_ShadowMapMatrix;
817 int loc_BloomColorSubtract;
818 int loc_NormalmapScrollBlend;
819 int loc_BounceGridMatrix;
820 int loc_BounceGridIntensity;
821 /// uniform block bindings
822 int ubibind_Skeletal_Transform12_UniformBlock;
823 /// uniform block indices
824 int ubiloc_Skeletal_Transform12_UniformBlock;
826 r_glsl_permutation_t;
828 #define SHADERPERMUTATION_HASHSIZE 256
831 // non-degradable "lightweight" shader parameters to keep the permutations simpler
832 // these can NOT degrade! only use for simple stuff
835 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
836 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
837 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
838 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
839 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
840 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
841 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
842 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
843 SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
844 SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
845 SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
846 SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
847 SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
848 SHADERSTATICPARM_FXAA = 13, ///< fast approximate anti aliasing
849 SHADERSTATICPARM_COLORFRINGE = 14 ///< colorfringe (chromatic aberration)
851 #define SHADERSTATICPARMS_COUNT 15
853 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
854 static int shaderstaticparms_count = 0;
856 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
857 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
859 extern qbool r_shadow_shadowmapsampler;
860 extern int r_shadow_shadowmappcf;
861 qbool R_CompileShader_CheckStaticParms(void)
863 static int r_compileshader_staticparms_save[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5];
864 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
865 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
868 if (r_glsl_saturation_redcompensate.integer)
869 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
870 if (r_glsl_vertextextureblend_usebothalphas.integer)
871 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
872 if (r_shadow_glossexact.integer)
873 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
874 if (r_glsl_postprocess.integer)
876 if (r_glsl_postprocess_uservec1_enable.integer)
877 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
878 if (r_glsl_postprocess_uservec2_enable.integer)
879 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
880 if (r_glsl_postprocess_uservec3_enable.integer)
881 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
882 if (r_glsl_postprocess_uservec4_enable.integer)
883 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
886 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_FXAA);
887 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
888 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
890 if (r_shadow_shadowmapsampler)
891 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
892 if (r_shadow_shadowmappcf > 1)
893 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
894 else if (r_shadow_shadowmappcf)
895 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
896 if (r_celshading.integer)
897 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
898 if (r_celoutlines.integer)
899 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
900 if (r_colorfringe.value)
901 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_COLORFRINGE);
903 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
906 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
907 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
908 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
910 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
911 static void R_CompileShader_AddStaticParms(unsigned int mode, uint64_t permutation)
913 shaderstaticparms_count = 0;
916 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
917 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
918 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
919 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
920 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
921 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
922 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
923 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
924 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
925 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
926 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
927 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
928 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
929 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_FXAA, "USEFXAA");
930 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_COLORFRINGE, "USECOLORFRINGE");
933 /// information about each possible shader permutation
934 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
935 /// currently selected permutation
936 r_glsl_permutation_t *r_glsl_permutation;
937 /// storage for permutations linked in the hash table
938 memexpandablearray_t r_glsl_permutationarray;
940 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, uint64_t permutation)
942 //unsigned int hashdepth = 0;
943 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
944 r_glsl_permutation_t *p;
945 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
947 if (p->mode == mode && p->permutation == permutation)
949 //if (hashdepth > 10)
950 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
955 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
957 p->permutation = permutation;
958 p->hashnext = r_glsl_permutationhash[mode][hashindex];
959 r_glsl_permutationhash[mode][hashindex] = p;
960 //if (hashdepth > 10)
961 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
965 static char *R_ShaderStrCat(const char **strings)
968 const char **p = strings;
971 for (p = strings;(t = *p);p++)
974 s = string = (char *)Mem_Alloc(r_main_mempool, len);
976 for (p = strings;(t = *p);p++)
986 static char *R_ShaderStrCat(const char **strings);
987 static void R_InitShaderModeInfo(void)
990 shadermodeinfo_t *modeinfo;
991 // we have a bunch of things to compute that weren't calculated at engine compile time - all filenames should have a crc of the builtin strings to prevent accidental overrides (any customization must be updated to match engine)
992 for (language = 0; language < SHADERLANGUAGE_COUNT; language++)
994 for (i = 0; i < SHADERMODE_COUNT; i++)
996 char filename[MAX_QPATH];
997 modeinfo = &shadermodeinfo[language][i];
998 modeinfo->builtinstring = R_ShaderStrCat(modeinfo->builtinshaderstrings);
999 modeinfo->builtincrc = CRC_Block((const unsigned char *)modeinfo->builtinstring, strlen(modeinfo->builtinstring));
1000 dpsnprintf(filename, sizeof(filename), "%s/%s_crc%i.%s", modeinfo->extension, modeinfo->sourcebasename, modeinfo->builtincrc, modeinfo->extension);
1001 modeinfo->filename = Mem_strdup(r_main_mempool, filename);
1006 static char *ShaderModeInfo_GetShaderText(shadermodeinfo_t *modeinfo, qbool printfromdisknotice, qbool builtinonly)
1009 // if the mode has no filename we have to return the builtin string
1010 if (builtinonly || !modeinfo->filename)
1011 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1012 // note that FS_LoadFile appends a 0 byte to make it a valid string
1013 shaderstring = (char *)FS_LoadFile(modeinfo->filename, r_main_mempool, false, NULL);
1016 if (printfromdisknotice)
1017 Con_DPrintf("Loading shaders from file %s...\n", modeinfo->filename);
1018 return shaderstring;
1020 // fall back to builtinstring
1021 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1024 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, uint64_t permutation)
1029 shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_GLSL][mode];
1031 char permutationname[256];
1032 int vertstrings_count = 0;
1033 int geomstrings_count = 0;
1034 int fragstrings_count = 0;
1035 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1036 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1037 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1044 permutationname[0] = 0;
1045 sourcestring = ShaderModeInfo_GetShaderText(modeinfo, true, false);
1047 dp_strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1049 // we need 140 for r_glsl_skeletal (GL_ARB_uniform_buffer_object)
1050 if(vid.support.glshaderversion >= 140)
1052 vertstrings_list[vertstrings_count++] = "#version 140\n";
1053 geomstrings_list[geomstrings_count++] = "#version 140\n";
1054 fragstrings_list[fragstrings_count++] = "#version 140\n";
1055 vertstrings_list[vertstrings_count++] = "#define GLSL140\n";
1056 geomstrings_list[geomstrings_count++] = "#define GLSL140\n";
1057 fragstrings_list[fragstrings_count++] = "#define GLSL140\n";
1059 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1060 else if(vid.support.glshaderversion >= 130)
1062 vertstrings_list[vertstrings_count++] = "#version 130\n";
1063 geomstrings_list[geomstrings_count++] = "#version 130\n";
1064 fragstrings_list[fragstrings_count++] = "#version 130\n";
1065 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1066 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1067 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1069 // if we can do #version 120, we should (this adds the invariant keyword)
1070 else if(vid.support.glshaderversion >= 120)
1072 vertstrings_list[vertstrings_count++] = "#version 120\n";
1073 geomstrings_list[geomstrings_count++] = "#version 120\n";
1074 fragstrings_list[fragstrings_count++] = "#version 120\n";
1075 vertstrings_list[vertstrings_count++] = "#define GLSL120\n";
1076 geomstrings_list[geomstrings_count++] = "#define GLSL120\n";
1077 fragstrings_list[fragstrings_count++] = "#define GLSL120\n";
1079 // GLES also adds several things from GLSL120
1080 switch(vid.renderpath)
1082 case RENDERPATH_GLES2:
1083 vertstrings_list[vertstrings_count++] = "#define GLES\n";
1084 geomstrings_list[geomstrings_count++] = "#define GLES\n";
1085 fragstrings_list[fragstrings_count++] = "#define GLES\n";
1091 // the first pretext is which type of shader to compile as
1092 // (later these will all be bound together as a program object)
1093 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1094 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1095 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1097 // the second pretext is the mode (for example a light source)
1098 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1099 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1100 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1101 dp_strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1103 // now add all the permutation pretexts
1104 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1106 if (permutation & (1ll<<i))
1108 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1109 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1110 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1111 dp_strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1115 // keep line numbers correct
1116 vertstrings_list[vertstrings_count++] = "\n";
1117 geomstrings_list[geomstrings_count++] = "\n";
1118 fragstrings_list[fragstrings_count++] = "\n";
1123 R_CompileShader_AddStaticParms(mode, permutation);
1124 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1125 vertstrings_count += shaderstaticparms_count;
1126 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1127 geomstrings_count += shaderstaticparms_count;
1128 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1129 fragstrings_count += shaderstaticparms_count;
1131 // now append the shader text itself
1132 vertstrings_list[vertstrings_count++] = sourcestring;
1133 geomstrings_list[geomstrings_count++] = sourcestring;
1134 fragstrings_list[fragstrings_count++] = sourcestring;
1136 // we don't currently use geometry shaders for anything, so just empty the list
1137 geomstrings_count = 0;
1139 // compile the shader program
1140 if (vertstrings_count + geomstrings_count + fragstrings_count)
1141 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1145 qglUseProgram(p->program);CHECKGLERROR
1146 // look up all the uniform variable names we care about, so we don't
1147 // have to look them up every time we set them
1152 GLint activeuniformindex = 0;
1153 GLint numactiveuniforms = 0;
1154 char uniformname[128];
1155 GLsizei uniformnamelength = 0;
1156 GLint uniformsize = 0;
1157 GLenum uniformtype = 0;
1158 memset(uniformname, 0, sizeof(uniformname));
1159 qglGetProgramiv(p->program, GL_ACTIVE_UNIFORMS, &numactiveuniforms);
1160 Con_Printf("Shader has %i uniforms\n", numactiveuniforms);
1161 for (activeuniformindex = 0;activeuniformindex < numactiveuniforms;activeuniformindex++)
1163 qglGetActiveUniform(p->program, activeuniformindex, sizeof(uniformname) - 1, &uniformnamelength, &uniformsize, &uniformtype, uniformname);
1164 Con_Printf("Uniform %i name \"%s\" size %i type %i\n", (int)activeuniformindex, uniformname, (int)uniformsize, (int)uniformtype);
1169 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1170 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1171 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1172 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1173 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1174 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1175 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1176 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1177 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1178 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1179 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1180 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1181 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1182 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1183 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1184 p->loc_Texture_LightGrid = qglGetUniformLocation(p->program, "Texture_LightGrid");
1185 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1186 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1187 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1188 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1189 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1190 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1191 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1192 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1193 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1194 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1195 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1196 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1197 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1198 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1199 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1200 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1201 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1202 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1203 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1204 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1205 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1206 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1207 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1208 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1209 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1210 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1211 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1212 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1213 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1214 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1215 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1216 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1217 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1218 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1219 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1220 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1221 p->loc_LightGridMatrix = qglGetUniformLocation(p->program, "LightGridMatrix");
1222 p->loc_LightGridNormalMatrix = qglGetUniformLocation(p->program, "LightGridNormalMatrix");
1223 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1224 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1225 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1226 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1227 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1228 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1229 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1230 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1231 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1232 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1233 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1234 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1235 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1236 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1237 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1238 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1239 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1240 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1241 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1242 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1243 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1244 p->loc_ColorFringe = qglGetUniformLocation(p->program, "ColorFringe");
1245 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1246 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1247 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1248 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1249 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1250 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1251 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1252 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1253 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1254 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1255 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1256 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1257 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1258 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1259 // initialize the samplers to refer to the texture units we use
1260 p->tex_Texture_First = -1;
1261 p->tex_Texture_Second = -1;
1262 p->tex_Texture_GammaRamps = -1;
1263 p->tex_Texture_Normal = -1;
1264 p->tex_Texture_Color = -1;
1265 p->tex_Texture_Gloss = -1;
1266 p->tex_Texture_Glow = -1;
1267 p->tex_Texture_SecondaryNormal = -1;
1268 p->tex_Texture_SecondaryColor = -1;
1269 p->tex_Texture_SecondaryGloss = -1;
1270 p->tex_Texture_SecondaryGlow = -1;
1271 p->tex_Texture_Pants = -1;
1272 p->tex_Texture_Shirt = -1;
1273 p->tex_Texture_FogHeightTexture = -1;
1274 p->tex_Texture_FogMask = -1;
1275 p->tex_Texture_LightGrid = -1;
1276 p->tex_Texture_Lightmap = -1;
1277 p->tex_Texture_Deluxemap = -1;
1278 p->tex_Texture_Attenuation = -1;
1279 p->tex_Texture_Cube = -1;
1280 p->tex_Texture_Refraction = -1;
1281 p->tex_Texture_Reflection = -1;
1282 p->tex_Texture_ShadowMap2D = -1;
1283 p->tex_Texture_CubeProjection = -1;
1284 p->tex_Texture_ScreenNormalMap = -1;
1285 p->tex_Texture_ScreenDiffuse = -1;
1286 p->tex_Texture_ScreenSpecular = -1;
1287 p->tex_Texture_ReflectMask = -1;
1288 p->tex_Texture_ReflectCube = -1;
1289 p->tex_Texture_BounceGrid = -1;
1290 // bind the texture samplers in use
1292 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1293 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1294 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1295 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1296 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1297 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1298 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1299 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1300 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1301 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1302 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1303 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1304 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1305 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1306 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1307 if (p->loc_Texture_LightGrid >= 0) {p->tex_Texture_LightGrid = sampler;qglUniform1i(p->loc_Texture_LightGrid , sampler);sampler++;}
1308 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1309 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1310 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1311 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1312 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1313 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1314 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1315 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1316 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1317 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1318 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1319 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1320 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1321 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1322 // get the uniform block indices so we can bind them
1323 p->ubiloc_Skeletal_Transform12_UniformBlock = -1;
1324 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1325 p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
1327 // clear the uniform block bindings
1328 p->ubibind_Skeletal_Transform12_UniformBlock = -1;
1329 // bind the uniform blocks in use
1331 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1332 if (p->ubiloc_Skeletal_Transform12_UniformBlock >= 0) {p->ubibind_Skeletal_Transform12_UniformBlock = ubibind;qglUniformBlockBinding(p->program, p->ubiloc_Skeletal_Transform12_UniformBlock, ubibind);ubibind++;}
1334 // we're done compiling and setting up the shader, at least until it is used
1336 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1339 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1343 Mem_Free(sourcestring);
1346 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, uint64_t permutation)
1348 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1349 if (r_glsl_permutation != perm)
1351 r_glsl_permutation = perm;
1352 if (!r_glsl_permutation->program)
1354 if (!r_glsl_permutation->compiled)
1356 Con_DPrintf("Compiling shader mode %u permutation %" PRIx64 "\n", mode, permutation);
1357 R_GLSL_CompilePermutation(perm, mode, permutation);
1359 if (!r_glsl_permutation->program)
1361 // remove features until we find a valid permutation
1363 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1365 // reduce i more quickly whenever it would not remove any bits
1366 uint64_t j = 1ll<<(SHADERPERMUTATION_COUNT-1-i);
1367 if (!(permutation & j))
1370 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1371 if (!r_glsl_permutation->compiled)
1372 R_GLSL_CompilePermutation(perm, mode, permutation);
1373 if (r_glsl_permutation->program)
1376 if (i >= SHADERPERMUTATION_COUNT)
1378 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1379 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1380 qglUseProgram(0);CHECKGLERROR
1381 return; // no bit left to clear, entire mode is broken
1386 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1388 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1389 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1390 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1394 void R_GLSL_Restart_f(cmd_state_t *cmd)
1396 unsigned int i, limit;
1397 switch(vid.renderpath)
1399 case RENDERPATH_GL32:
1400 case RENDERPATH_GLES2:
1402 r_glsl_permutation_t *p;
1403 r_glsl_permutation = NULL;
1404 limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1405 for (i = 0;i < limit;i++)
1407 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1409 GL_Backend_FreeProgram(p->program);
1410 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1413 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1419 static void R_GLSL_DumpShader_f(cmd_state_t *cmd)
1422 int language, mode, dupe;
1424 shadermodeinfo_t *modeinfo;
1427 for (language = 0;language < SHADERLANGUAGE_COUNT;language++)
1429 modeinfo = shadermodeinfo[language];
1430 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1432 // don't dump the same file multiple times (most or all shaders come from the same file)
1433 for (dupe = mode - 1;dupe >= 0;dupe--)
1434 if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename))
1438 text = modeinfo[mode].builtinstring;
1441 file = FS_OpenRealFile(modeinfo[mode].filename, "w", false);
1444 FS_Print(file, "/* The engine may define the following macros:\n");
1445 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1446 for (i = 0;i < SHADERMODE_COUNT;i++)
1447 FS_Print(file, modeinfo[i].pretext);
1448 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1449 FS_Print(file, shaderpermutationinfo[i].pretext);
1450 FS_Print(file, "*/\n");
1451 FS_Print(file, text);
1453 Con_Printf("%s written\n", modeinfo[mode].filename);
1456 Con_Printf(CON_ERROR "failed to write to %s\n", modeinfo[mode].filename);
1461 void R_SetupShader_Generic(rtexture_t *t, qbool usegamma, qbool notrippy, qbool suppresstexalpha)
1463 uint64_t permutation = 0;
1464 if (r_trippy.integer && !notrippy)
1465 permutation |= SHADERPERMUTATION_TRIPPY;
1466 permutation |= SHADERPERMUTATION_VIEWTINT;
1468 permutation |= SHADERPERMUTATION_DIFFUSE;
1469 if (usegamma && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1470 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1471 if (suppresstexalpha)
1472 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1473 if (vid.allowalphatocoverage)
1474 GL_AlphaToCoverage(false);
1475 switch (vid.renderpath)
1477 case RENDERPATH_GL32:
1478 case RENDERPATH_GLES2:
1479 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1480 if (r_glsl_permutation->tex_Texture_First >= 0)
1481 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First, t);
1482 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1483 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1488 void R_SetupShader_Generic_NoTexture(qbool usegamma, qbool notrippy)
1490 R_SetupShader_Generic(NULL, usegamma, notrippy, false);
1493 void R_SetupShader_DepthOrShadow(qbool notrippy, qbool depthrgb, qbool skeletal)
1495 uint64_t permutation = 0;
1496 if (r_trippy.integer && !notrippy)
1497 permutation |= SHADERPERMUTATION_TRIPPY;
1499 permutation |= SHADERPERMUTATION_DEPTHRGB;
1501 permutation |= SHADERPERMUTATION_SKELETAL;
1503 if (vid.allowalphatocoverage)
1504 GL_AlphaToCoverage(false);
1505 switch (vid.renderpath)
1507 case RENDERPATH_GL32:
1508 case RENDERPATH_GLES2:
1509 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1510 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1511 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
1517 #define BLENDFUNC_ALLOWS_COLORMOD 1
1518 #define BLENDFUNC_ALLOWS_FOG 2
1519 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
1520 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
1521 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
1522 static int R_BlendFuncFlags(int src, int dst)
1526 // a blendfunc allows colormod if:
1527 // a) it can never keep the destination pixel invariant, or
1528 // b) it can keep the destination pixel invariant, and still can do so if colormodded
1529 // this is to prevent unintended side effects from colormod
1531 // a blendfunc allows fog if:
1532 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
1533 // this is to prevent unintended side effects from fog
1535 // these checks are the output of fogeval.pl
1537 r |= BLENDFUNC_ALLOWS_COLORMOD;
1538 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1539 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1540 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1541 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1542 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1543 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1544 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1545 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1546 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
1547 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
1548 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1549 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1550 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1551 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1552 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1553 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1554 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1555 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1556 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1557 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
1558 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1563 void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdiffuse[3], const float rtlightspecular[3], rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qbool notrippy, qbool ui)
1565 // select a permutation of the lighting shader appropriate to this
1566 // combination of texture, entity, light source, and fogging, only use the
1567 // minimum features necessary to avoid wasting rendering time in the
1568 // fragment shader on features that are not being used
1569 uint64_t permutation = 0;
1570 unsigned int mode = 0;
1572 texture_t *t = rsurface.texture;
1574 matrix4x4_t tempmatrix;
1575 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
1576 if (r_trippy.integer && !notrippy)
1577 permutation |= SHADERPERMUTATION_TRIPPY;
1578 if (t->currentmaterialflags & MATERIALFLAG_ALPHATEST)
1579 permutation |= SHADERPERMUTATION_ALPHAKILL;
1580 if (t->currentmaterialflags & MATERIALFLAG_OCCLUDE)
1581 permutation |= SHADERPERMUTATION_OCCLUDE;
1582 if (t->r_water_waterscroll[0] && t->r_water_waterscroll[1])
1583 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
1584 if (rsurfacepass == RSURFPASS_BACKGROUND)
1586 // distorted background
1587 if (t->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1589 mode = SHADERMODE_WATER;
1590 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1591 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1592 if((r_wateralpha.value < 1) && (t->currentmaterialflags & MATERIALFLAG_WATERALPHA))
1594 // this is the right thing to do for wateralpha
1595 GL_BlendFunc(GL_ONE, GL_ZERO);
1596 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1600 // this is the right thing to do for entity alpha
1601 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1602 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1605 else if (t->currentmaterialflags & MATERIALFLAG_REFRACTION)
1607 mode = SHADERMODE_REFRACTION;
1608 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1609 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1610 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1611 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1615 mode = SHADERMODE_GENERIC;
1616 permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
1617 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1618 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1620 if (vid.allowalphatocoverage)
1621 GL_AlphaToCoverage(false);
1623 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
1625 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1627 switch(t->offsetmapping)
1629 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1630 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1631 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1632 case OFFSETMAPPING_OFF: break;
1635 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1636 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1637 // normalmap (deferred prepass), may use alpha test on diffuse
1638 mode = SHADERMODE_DEFERREDGEOMETRY;
1639 GL_BlendFunc(GL_ONE, GL_ZERO);
1640 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1641 if (vid.allowalphatocoverage)
1642 GL_AlphaToCoverage(false);
1644 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1646 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1648 switch(t->offsetmapping)
1650 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1651 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1652 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1653 case OFFSETMAPPING_OFF: break;
1656 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1657 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1658 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1659 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1661 mode = SHADERMODE_LIGHTSOURCE;
1662 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1663 permutation |= SHADERPERMUTATION_CUBEFILTER;
1664 if (VectorLength2(rtlightdiffuse) > 0)
1665 permutation |= SHADERPERMUTATION_DIFFUSE;
1666 if (VectorLength2(rtlightspecular) > 0)
1667 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1668 if (r_refdef.fogenabled)
1669 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1670 if (t->colormapping)
1671 permutation |= SHADERPERMUTATION_COLORMAPPING;
1672 if (r_shadow_usingshadowmap2d)
1674 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1675 if(r_shadow_shadowmapvsdct)
1676 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
1678 if (r_shadow_shadowmap2ddepthbuffer)
1679 permutation |= SHADERPERMUTATION_DEPTHRGB;
1681 if (t->reflectmasktexture)
1682 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1683 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1684 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
1685 if (vid.allowalphatocoverage)
1686 GL_AlphaToCoverage(false);
1688 else if (t->currentmaterialflags & MATERIALFLAG_LIGHTGRID)
1690 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1692 switch(t->offsetmapping)
1694 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1695 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1696 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1697 case OFFSETMAPPING_OFF: break;
1700 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1701 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1702 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1703 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1704 // directional model lighting
1705 mode = SHADERMODE_LIGHTGRID;
1706 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1707 permutation |= SHADERPERMUTATION_GLOW;
1708 permutation |= SHADERPERMUTATION_DIFFUSE;
1709 if (t->glosstexture || t->backgroundglosstexture)
1710 permutation |= SHADERPERMUTATION_SPECULAR;
1711 if (r_refdef.fogenabled)
1712 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1713 if (t->colormapping)
1714 permutation |= SHADERPERMUTATION_COLORMAPPING;
1715 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1717 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1718 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1720 if (r_shadow_shadowmap2ddepthbuffer)
1721 permutation |= SHADERPERMUTATION_DEPTHRGB;
1723 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1724 permutation |= SHADERPERMUTATION_REFLECTION;
1725 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1726 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1727 if (t->reflectmasktexture)
1728 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1729 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1731 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1732 if (r_shadow_bouncegrid_state.directional)
1733 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1735 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1736 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1737 // when using alphatocoverage, we don't need alphakill
1738 if (vid.allowalphatocoverage)
1740 if (r_transparent_alphatocoverage.integer)
1742 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1743 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1746 GL_AlphaToCoverage(false);
1749 else if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1751 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1753 switch(t->offsetmapping)
1755 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1756 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1757 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1758 case OFFSETMAPPING_OFF: break;
1761 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1762 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1763 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1764 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1765 // directional model lighting
1766 mode = SHADERMODE_LIGHTDIRECTION;
1767 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1768 permutation |= SHADERPERMUTATION_GLOW;
1769 if (VectorLength2(t->render_modellight_diffuse))
1770 permutation |= SHADERPERMUTATION_DIFFUSE;
1771 if (VectorLength2(t->render_modellight_specular) > 0)
1772 permutation |= SHADERPERMUTATION_SPECULAR;
1773 if (r_refdef.fogenabled)
1774 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1775 if (t->colormapping)
1776 permutation |= SHADERPERMUTATION_COLORMAPPING;
1777 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1779 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1780 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1782 if (r_shadow_shadowmap2ddepthbuffer)
1783 permutation |= SHADERPERMUTATION_DEPTHRGB;
1785 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1786 permutation |= SHADERPERMUTATION_REFLECTION;
1787 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1788 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1789 if (t->reflectmasktexture)
1790 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1791 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1793 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1794 if (r_shadow_bouncegrid_state.directional)
1795 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1797 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1798 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1799 // when using alphatocoverage, we don't need alphakill
1800 if (vid.allowalphatocoverage)
1802 if (r_transparent_alphatocoverage.integer)
1804 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1805 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1808 GL_AlphaToCoverage(false);
1813 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1815 switch(t->offsetmapping)
1817 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1818 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1819 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1820 case OFFSETMAPPING_OFF: break;
1823 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1824 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1825 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1826 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1828 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1829 permutation |= SHADERPERMUTATION_GLOW;
1830 if (r_refdef.fogenabled && !ui)
1831 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1832 if (t->colormapping)
1833 permutation |= SHADERPERMUTATION_COLORMAPPING;
1834 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1836 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1837 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1839 if (r_shadow_shadowmap2ddepthbuffer)
1840 permutation |= SHADERPERMUTATION_DEPTHRGB;
1842 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1843 permutation |= SHADERPERMUTATION_REFLECTION;
1844 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1845 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1846 if (t->reflectmasktexture)
1847 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1848 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1850 // deluxemapping (light direction texture)
1851 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1852 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1854 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1855 permutation |= SHADERPERMUTATION_DIFFUSE;
1856 if (VectorLength2(t->render_lightmap_specular) > 0)
1857 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1859 else if (r_glsl_deluxemapping.integer >= 2)
1861 // fake deluxemapping (uniform light direction in tangentspace)
1862 if (rsurface.uselightmaptexture)
1863 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
1865 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
1866 permutation |= SHADERPERMUTATION_DIFFUSE;
1867 if (VectorLength2(t->render_lightmap_specular) > 0)
1868 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1870 else if (rsurface.uselightmaptexture)
1872 // ordinary lightmapping (q1bsp, q3bsp)
1873 mode = SHADERMODE_LIGHTMAP;
1877 // ordinary vertex coloring (q3bsp)
1878 mode = SHADERMODE_VERTEXCOLOR;
1880 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1882 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1883 if (r_shadow_bouncegrid_state.directional)
1884 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1886 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1887 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1888 // when using alphatocoverage, we don't need alphakill
1889 if (vid.allowalphatocoverage)
1891 if (r_transparent_alphatocoverage.integer)
1893 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1894 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1897 GL_AlphaToCoverage(false);
1900 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
1901 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
1902 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA && !ui)
1903 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
1904 switch(vid.renderpath)
1906 case RENDERPATH_GL32:
1907 case RENDERPATH_GLES2:
1908 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
1909 RSurf_UploadBuffersForBatch();
1910 // this has to be after RSurf_PrepareVerticesForBatch
1911 if (rsurface.batchskeletaltransform3x4buffer)
1912 permutation |= SHADERPERMUTATION_SKELETAL;
1913 R_SetupShader_SetPermutationGLSL(mode, permutation);
1914 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1915 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
1917 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
1918 if (mode == SHADERMODE_LIGHTSOURCE)
1920 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
1921 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1922 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1923 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, rtlightambient[0], rtlightambient[1], rtlightambient[2]);
1924 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rtlightdiffuse[0], rtlightdiffuse[1], rtlightdiffuse[2]);
1925 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, rtlightspecular[0], rtlightspecular[1], rtlightspecular[2]);
1927 // additive passes are only darkened by fog, not tinted
1928 if (r_glsl_permutation->loc_FogColor >= 0)
1929 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1930 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
1934 if (mode == SHADERMODE_FLATCOLOR)
1936 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
1938 else if (mode == SHADERMODE_LIGHTGRID)
1940 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
1941 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
1942 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
1943 // other LightGrid uniforms handled below
1945 else if (mode == SHADERMODE_LIGHTDIRECTION)
1947 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
1948 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_modellight_diffuse[0], t->render_modellight_diffuse[1], t->render_modellight_diffuse[2]);
1949 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_modellight_specular[0], t->render_modellight_specular[1], t->render_modellight_specular[2]);
1950 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
1951 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
1952 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1953 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, t->render_modellight_lightdir_local[0], t->render_modellight_lightdir_local[1], t->render_modellight_lightdir_local[2]);
1957 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
1958 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
1959 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
1960 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
1961 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
1963 // additive passes are only darkened by fog, not tinted
1964 if (r_glsl_permutation->loc_FogColor >= 0 && !ui)
1966 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
1967 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1969 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1971 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * t->refractfactor, r_water_refractdistort.value * t->refractfactor, r_water_reflectdistort.value * t->reflectfactor, r_water_reflectdistort.value * t->reflectfactor);
1972 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
1973 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
1974 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, t->refractcolor4f[0], t->refractcolor4f[1], t->refractcolor4f[2], t->refractcolor4f[3] * t->currentalpha);
1975 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, t->reflectcolor4f[0], t->reflectcolor4f[1], t->reflectcolor4f[2], t->reflectcolor4f[3] * t->currentalpha);
1976 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, t->reflectmax - t->reflectmin);
1977 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, t->reflectmin);
1978 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
1979 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, t->r_water_waterscroll[0], t->r_water_waterscroll[1]);
1981 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
1982 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
1983 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
1984 if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
1986 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]);
1987 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]);
1991 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
1992 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
1995 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, t->render_glowmod[0], t->render_glowmod[1], t->render_glowmod[2]);
1996 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, t->currentalpha * ((t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? t->r_water_wateralpha : 1));
1997 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
1998 if (r_glsl_permutation->loc_Color_Pants >= 0)
2000 if (t->pantstexture)
2001 qglUniform3f(r_glsl_permutation->loc_Color_Pants, t->render_colormap_pants[0], t->render_colormap_pants[1], t->render_colormap_pants[2]);
2003 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2005 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2007 if (t->shirttexture)
2008 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, t->render_colormap_shirt[0], t->render_colormap_shirt[1], t->render_colormap_shirt[2]);
2010 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2012 if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4f(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2013 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2014 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2015 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2016 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2017 r_glsl_offsetmapping_scale.value*t->offsetscale,
2018 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2019 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2020 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2022 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2023 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, t->offsetbias);
2024 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2025 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
2026 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegrid_state.matrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2027 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegrid_state.intensity*r_refdef.view.colorscale);
2028 if (r_glsl_permutation->loc_LightGridMatrix >= 0 && r_refdef.scene.worldmodel)
2031 Matrix4x4_Concat(&tempmatrix, &r_refdef.scene.worldmodel->brushq3.lightgridworldtotexturematrix, &rsurface.matrix);
2032 Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);
2033 qglUniformMatrix4fv(r_glsl_permutation->loc_LightGridMatrix, 1, false, m16f);
2034 Matrix4x4_Normalize3(&tempmatrix, &rsurface.matrix);
2035 Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);
2036 m9f[0] = m16f[0];m9f[1] = m16f[1];m9f[2] = m16f[2];
2037 m9f[3] = m16f[4];m9f[4] = m16f[5];m9f[5] = m16f[6];
2038 m9f[6] = m16f[8];m9f[7] = m16f[9];m9f[8] = m16f[10];
2039 qglUniformMatrix3fv(r_glsl_permutation->loc_LightGridNormalMatrix, 1, false, m9f);
2042 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2043 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2044 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2045 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , t->nmaptexture );
2046 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , t->basetexture );
2047 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , t->glosstexture );
2048 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , t->glowtexture );
2049 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , t->backgroundnmaptexture );
2050 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , t->backgroundbasetexture );
2051 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , t->backgroundglosstexture );
2052 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , t->backgroundglowtexture );
2053 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , t->pantstexture );
2054 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , t->shirttexture );
2055 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , t->reflectmasktexture );
2056 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , t->reflectcubetexture ? t->reflectcubetexture : r_texture_whitecube);
2057 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2058 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2059 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2060 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2061 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2062 if (rsurfacepass == RSURFPASS_BACKGROUND)
2064 if (r_glsl_permutation->tex_Texture_Refraction >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction , waterplane->rt_refraction ? waterplane->rt_refraction->colortexture[0] : r_texture_black);
2065 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , waterplane->rt_camera ? waterplane->rt_camera->colortexture[0] : r_texture_black);
2066 if (r_glsl_permutation->tex_Texture_Reflection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
2070 if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
2072 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2073 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2074 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2075 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2077 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
2078 if (rsurface.rtlight)
2080 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2081 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2084 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegrid_state.texture);
2085 if (r_glsl_permutation->tex_Texture_LightGrid >= 0 && r_refdef.scene.worldmodel) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_LightGrid, r_refdef.scene.worldmodel->brushq3.lightgridtexture);
2091 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2093 // select a permutation of the lighting shader appropriate to this
2094 // combination of texture, entity, light source, and fogging, only use the
2095 // minimum features necessary to avoid wasting rendering time in the
2096 // fragment shader on features that are not being used
2097 uint64_t permutation = 0;
2098 unsigned int mode = 0;
2099 const float *lightcolorbase = rtlight->currentcolor;
2100 float ambientscale = rtlight->ambientscale;
2101 float diffusescale = rtlight->diffusescale;
2102 float specularscale = rtlight->specularscale;
2103 // this is the location of the light in view space
2104 vec3_t viewlightorigin;
2105 // this transforms from view space (camera) to light space (cubemap)
2106 matrix4x4_t viewtolight;
2107 matrix4x4_t lighttoview;
2108 float viewtolight16f[16];
2110 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2111 if (rtlight->currentcubemap != r_texture_whitecube)
2112 permutation |= SHADERPERMUTATION_CUBEFILTER;
2113 if (diffusescale > 0)
2114 permutation |= SHADERPERMUTATION_DIFFUSE;
2115 if (specularscale > 0 && r_shadow_gloss.integer > 0)
2116 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2117 if (r_shadow_usingshadowmap2d)
2119 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2120 if (r_shadow_shadowmapvsdct)
2121 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2123 if (r_shadow_shadowmap2ddepthbuffer)
2124 permutation |= SHADERPERMUTATION_DEPTHRGB;
2126 if (vid.allowalphatocoverage)
2127 GL_AlphaToCoverage(false);
2128 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
2129 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
2130 Matrix4x4_Invert_Full(&viewtolight, &lighttoview);
2131 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
2132 switch(vid.renderpath)
2134 case RENDERPATH_GL32:
2135 case RENDERPATH_GLES2:
2136 R_SetupShader_SetPermutationGLSL(mode, permutation);
2137 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
2138 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
2139 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
2140 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
2141 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
2142 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
2143 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
2144 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2145 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f( r_glsl_permutation->loc_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2146 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
2148 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2149 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2150 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2151 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
2152 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2157 #define SKINFRAME_HASH 1024
2161 unsigned int loadsequence; // incremented each level change
2162 memexpandablearray_t array;
2163 skinframe_t *hash[SKINFRAME_HASH];
2166 r_skinframe_t r_skinframe;
2168 void R_SkinFrame_PrepareForPurge(void)
2170 r_skinframe.loadsequence++;
2171 // wrap it without hitting zero
2172 if (r_skinframe.loadsequence >= 200)
2173 r_skinframe.loadsequence = 1;
2176 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2180 // mark the skinframe as used for the purging code
2181 skinframe->loadsequence = r_skinframe.loadsequence;
2184 void R_SkinFrame_PurgeSkinFrame(skinframe_t *s)
2188 if (s->merged == s->base)
2190 R_PurgeTexture(s->stain); s->stain = NULL;
2191 R_PurgeTexture(s->merged); s->merged = NULL;
2192 R_PurgeTexture(s->base); s->base = NULL;
2193 R_PurgeTexture(s->pants); s->pants = NULL;
2194 R_PurgeTexture(s->shirt); s->shirt = NULL;
2195 R_PurgeTexture(s->nmap); s->nmap = NULL;
2196 R_PurgeTexture(s->gloss); s->gloss = NULL;
2197 R_PurgeTexture(s->glow); s->glow = NULL;
2198 R_PurgeTexture(s->fog); s->fog = NULL;
2199 R_PurgeTexture(s->reflect); s->reflect = NULL;
2200 s->loadsequence = 0;
2203 void R_SkinFrame_Purge(void)
2207 for (i = 0;i < SKINFRAME_HASH;i++)
2209 for (s = r_skinframe.hash[i];s;s = s->next)
2211 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2212 R_SkinFrame_PurgeSkinFrame(s);
2217 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2219 char basename[MAX_QPATH];
2221 Image_StripImageExtension(name, basename, sizeof(basename));
2223 if( last == NULL ) {
2225 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2226 item = r_skinframe.hash[hashindex];
2231 // linearly search through the hash bucket
2232 for( ; item ; item = item->next ) {
2233 if( !strcmp( item->basename, basename ) ) {
2240 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qbool add)
2243 int compareflags = textureflags & TEXF_IMPORTANTBITS;
2245 char basename[MAX_QPATH];
2247 Image_StripImageExtension(name, basename, sizeof(basename));
2249 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2250 for (item = r_skinframe.hash[hashindex];item;item = item->next)
2251 if (!strcmp(item->basename, basename) &&
2252 item->textureflags == compareflags &&
2253 item->comparewidth == comparewidth &&
2254 item->compareheight == compareheight &&
2255 item->comparecrc == comparecrc)
2262 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2263 memset(item, 0, sizeof(*item));
2264 dp_strlcpy(item->basename, basename, sizeof(item->basename));
2265 item->textureflags = compareflags;
2266 item->comparewidth = comparewidth;
2267 item->compareheight = compareheight;
2268 item->comparecrc = comparecrc;
2269 item->next = r_skinframe.hash[hashindex];
2270 r_skinframe.hash[hashindex] = item;
2272 else if (textureflags & TEXF_FORCE_RELOAD)
2273 R_SkinFrame_PurgeSkinFrame(item);
2275 R_SkinFrame_MarkUsed(item);
2279 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2281 unsigned long long avgcolor[5], wsum; \
2289 for(pix = 0; pix < cnt; ++pix) \
2292 for(comp = 0; comp < 3; ++comp) \
2294 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2297 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2299 for(comp = 0; comp < 3; ++comp) \
2300 avgcolor[comp] += getpixel * w; \
2303 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2304 avgcolor[4] += getpixel; \
2306 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2308 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2309 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2310 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2311 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2314 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qbool complain, qbool fallbacknotexture)
2316 skinframe_t *skinframe;
2318 if (cls.state == ca_dedicated)
2321 // return an existing skinframe if already loaded
2322 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2323 if (skinframe && skinframe->base)
2326 // if the skinframe doesn't exist this will create it
2327 return R_SkinFrame_LoadExternal_SkinFrame(skinframe, name, textureflags, complain, fallbacknotexture);
2330 extern cvar_t gl_picmip;
2331 skinframe_t *R_SkinFrame_LoadExternal_SkinFrame(skinframe_t *skinframe, const char *name, int textureflags, qbool complain, qbool fallbacknotexture)
2334 unsigned char *pixels;
2335 unsigned char *bumppixels;
2336 unsigned char *basepixels = NULL;
2337 int basepixels_width = 0;
2338 int basepixels_height = 0;
2339 rtexture_t *ddsbase = NULL;
2340 qbool ddshasalpha = false;
2341 float ddsavgcolor[4];
2342 char basename[MAX_QPATH];
2343 int miplevel = R_PicmipForFlags(textureflags);
2344 int savemiplevel = miplevel;
2348 if (cls.state == ca_dedicated)
2351 Image_StripImageExtension(name, basename, sizeof(basename));
2353 // check for DDS texture file first
2354 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
2356 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
2357 if (basepixels == NULL && fallbacknotexture)
2358 basepixels = Image_GenerateNoTexture();
2359 if (basepixels == NULL)
2363 // FIXME handle miplevel
2365 if (developer_loading.integer)
2366 Con_Printf("loading skin \"%s\"\n", name);
2368 // we've got some pixels to store, so really allocate this new texture now
2370 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2371 textureflags &= ~TEXF_FORCE_RELOAD;
2372 skinframe->stain = NULL;
2373 skinframe->merged = NULL;
2374 skinframe->base = NULL;
2375 skinframe->pants = NULL;
2376 skinframe->shirt = NULL;
2377 skinframe->nmap = NULL;
2378 skinframe->gloss = NULL;
2379 skinframe->glow = NULL;
2380 skinframe->fog = NULL;
2381 skinframe->reflect = NULL;
2382 skinframe->hasalpha = false;
2383 // we could store the q2animname here too
2387 skinframe->base = ddsbase;
2388 skinframe->hasalpha = ddshasalpha;
2389 VectorCopy(ddsavgcolor, skinframe->avgcolor);
2390 if (r_loadfog && skinframe->hasalpha)
2391 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel, true);
2392 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2396 basepixels_width = image_width;
2397 basepixels_height = image_height;
2398 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
2399 if (textureflags & TEXF_ALPHA)
2401 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2403 if (basepixels[j] < 255)
2405 skinframe->hasalpha = true;
2409 if (r_loadfog && skinframe->hasalpha)
2411 // has transparent pixels
2412 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2413 for (j = 0;j < image_width * image_height * 4;j += 4)
2418 pixels[j+3] = basepixels[j+3];
2420 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
2424 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2426 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2427 if (r_savedds && skinframe->base)
2428 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
2429 if (r_savedds && skinframe->fog)
2430 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2436 mymiplevel = savemiplevel;
2437 if (r_loadnormalmap)
2438 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), false, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel, true);
2439 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2441 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2442 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2443 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2444 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2447 // _norm is the name used by tenebrae and has been adopted as standard
2448 if (r_loadnormalmap && skinframe->nmap == NULL)
2450 mymiplevel = savemiplevel;
2451 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2453 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2457 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2459 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2460 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2461 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2463 Mem_Free(bumppixels);
2465 else if (r_shadow_bumpscale_basetexture.value > 0)
2467 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2468 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2469 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2473 if (r_savedds && skinframe->nmap)
2474 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2478 // _luma is supported only for tenebrae compatibility
2479 // _blend and .blend are supported only for Q3 & QL compatibility, this hack can be removed if better Q3 shader support is implemented
2480 // _glow is the preferred name
2481 mymiplevel = savemiplevel;
2482 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s.blend", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_blend", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
2484 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2486 if (r_savedds && skinframe->glow)
2487 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2489 Mem_Free(pixels);pixels = NULL;
2492 mymiplevel = savemiplevel;
2493 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
2495 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2497 if (r_savedds && skinframe->gloss)
2498 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2504 mymiplevel = savemiplevel;
2505 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
2507 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2509 if (r_savedds && skinframe->pants)
2510 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2516 mymiplevel = savemiplevel;
2517 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
2519 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2521 if (r_savedds && skinframe->shirt)
2522 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2528 mymiplevel = savemiplevel;
2529 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
2531 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2533 if (r_savedds && skinframe->reflect)
2534 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2541 Mem_Free(basepixels);
2546 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, int comparewidth, int compareheight, int comparecrc, qbool sRGB)
2549 skinframe_t *skinframe;
2552 if (cls.state == ca_dedicated)
2555 // if already loaded just return it, otherwise make a new skinframe
2556 skinframe = R_SkinFrame_Find(name, textureflags, comparewidth, compareheight, comparecrc, true);
2557 if (skinframe->base)
2559 textureflags &= ~TEXF_FORCE_RELOAD;
2561 skinframe->stain = NULL;
2562 skinframe->merged = NULL;
2563 skinframe->base = NULL;
2564 skinframe->pants = NULL;
2565 skinframe->shirt = NULL;
2566 skinframe->nmap = NULL;
2567 skinframe->gloss = NULL;
2568 skinframe->glow = NULL;
2569 skinframe->fog = NULL;
2570 skinframe->reflect = NULL;
2571 skinframe->hasalpha = false;
2573 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2577 if (developer_loading.integer)
2578 Con_Printf("loading 32bit skin \"%s\"\n", name);
2580 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
2582 unsigned char *a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2583 unsigned char *b = a + width * height * 4;
2584 Image_HeightmapToNormalmap_BGRA(skindata, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2585 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
2588 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
2589 if (textureflags & TEXF_ALPHA)
2591 for (i = 3;i < width * height * 4;i += 4)
2593 if (skindata[i] < 255)
2595 skinframe->hasalpha = true;
2599 if (r_loadfog && skinframe->hasalpha)
2601 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2602 memcpy(fogpixels, skindata, width * height * 4);
2603 for (i = 0;i < width * height * 4;i += 4)
2604 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2605 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
2606 Mem_Free(fogpixels);
2610 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2611 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2616 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2620 skinframe_t *skinframe;
2622 if (cls.state == ca_dedicated)
2625 // if already loaded just return it, otherwise make a new skinframe
2626 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2627 if (skinframe->base)
2629 //textureflags &= ~TEXF_FORCE_RELOAD;
2631 skinframe->stain = NULL;
2632 skinframe->merged = NULL;
2633 skinframe->base = NULL;
2634 skinframe->pants = NULL;
2635 skinframe->shirt = NULL;
2636 skinframe->nmap = NULL;
2637 skinframe->gloss = NULL;
2638 skinframe->glow = NULL;
2639 skinframe->fog = NULL;
2640 skinframe->reflect = NULL;
2641 skinframe->hasalpha = false;
2643 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2647 if (developer_loading.integer)
2648 Con_Printf("loading quake skin \"%s\"\n", name);
2650 // we actually don't upload anything until the first use, because mdl skins frequently go unused, and are almost never used in both modes (colormapped and non-colormapped)
2651 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
2652 memcpy(skinframe->qpixels, skindata, width*height);
2653 skinframe->qwidth = width;
2654 skinframe->qheight = height;
2657 for (i = 0;i < width * height;i++)
2658 featuresmask |= palette_featureflags[skindata[i]];
2660 skinframe->hasalpha = false;
2663 skinframe->hasalpha = true;
2664 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
2665 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
2666 skinframe->qgeneratemerged = true;
2667 skinframe->qgeneratebase = skinframe->qhascolormapping;
2668 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
2670 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
2671 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2676 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qbool colormapped)
2680 unsigned char *skindata;
2683 if (!skinframe->qpixels)
2686 if (!skinframe->qhascolormapping)
2687 colormapped = false;
2691 if (!skinframe->qgeneratebase)
2696 if (!skinframe->qgeneratemerged)
2700 width = skinframe->qwidth;
2701 height = skinframe->qheight;
2702 skindata = skinframe->qpixels;
2704 if (skinframe->qgeneratenmap)
2706 unsigned char *a, *b;
2707 skinframe->qgeneratenmap = false;
2708 a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2709 b = a + width * height * 4;
2710 // use either a custom palette or the quake palette
2711 Image_Copy8bitBGRA(skindata, a, width * height, palette_bgra_complete);
2712 Image_HeightmapToNormalmap_BGRA(a, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2713 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
2717 if (skinframe->qgenerateglow)
2719 skinframe->qgenerateglow = false;
2720 if (skinframe->hasalpha) // fence textures
2721 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, palette_bgra_onlyfullbrights_transparent); // glow
2723 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
2728 skinframe->qgeneratebase = false;
2729 skinframe->base = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
2730 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
2731 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
2735 skinframe->qgeneratemerged = false;
2736 if (skinframe->hasalpha) // fence textures
2737 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, skinframe->glow ? palette_bgra_nofullbrights_transparent : palette_bgra_transparent);
2739 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
2742 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
2744 Mem_Free(skinframe->qpixels);
2745 skinframe->qpixels = NULL;
2749 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
2752 skinframe_t *skinframe;
2755 if (cls.state == ca_dedicated)
2758 // if already loaded just return it, otherwise make a new skinframe
2759 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2760 if (skinframe->base)
2762 textureflags &= ~TEXF_FORCE_RELOAD;
2764 skinframe->stain = NULL;
2765 skinframe->merged = NULL;
2766 skinframe->base = NULL;
2767 skinframe->pants = NULL;
2768 skinframe->shirt = NULL;
2769 skinframe->nmap = NULL;
2770 skinframe->gloss = NULL;
2771 skinframe->glow = NULL;
2772 skinframe->fog = NULL;
2773 skinframe->reflect = NULL;
2774 skinframe->hasalpha = false;
2776 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2780 if (developer_loading.integer)
2781 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
2783 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
2784 if ((textureflags & TEXF_ALPHA) && alphapalette)
2786 for (i = 0;i < width * height;i++)
2788 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
2790 skinframe->hasalpha = true;
2794 if (r_loadfog && skinframe->hasalpha)
2795 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
2798 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2799 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2804 skinframe_t *R_SkinFrame_LoadMissing(void)
2806 skinframe_t *skinframe;
2808 if (cls.state == ca_dedicated)
2811 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
2812 skinframe->stain = NULL;
2813 skinframe->merged = NULL;
2814 skinframe->base = NULL;
2815 skinframe->pants = NULL;
2816 skinframe->shirt = NULL;
2817 skinframe->nmap = NULL;
2818 skinframe->gloss = NULL;
2819 skinframe->glow = NULL;
2820 skinframe->fog = NULL;
2821 skinframe->reflect = NULL;
2822 skinframe->hasalpha = false;
2824 skinframe->avgcolor[0] = rand() / RAND_MAX;
2825 skinframe->avgcolor[1] = rand() / RAND_MAX;
2826 skinframe->avgcolor[2] = rand() / RAND_MAX;
2827 skinframe->avgcolor[3] = 1;
2832 skinframe_t *R_SkinFrame_LoadNoTexture(void)
2834 if (cls.state == ca_dedicated)
2837 return R_SkinFrame_LoadInternalBGRA("notexture", TEXF_FORCENEAREST, Image_GenerateNoTexture(), 16, 16, 0, 0, 0, false);
2840 skinframe_t *R_SkinFrame_LoadInternalUsingTexture(const char *name, int textureflags, rtexture_t *tex, int width, int height, qbool sRGB)
2842 skinframe_t *skinframe;
2843 if (cls.state == ca_dedicated)
2845 // if already loaded just return it, otherwise make a new skinframe
2846 skinframe = R_SkinFrame_Find(name, textureflags, width, height, 0, true);
2847 if (skinframe->base)
2849 textureflags &= ~TEXF_FORCE_RELOAD;
2850 skinframe->stain = NULL;
2851 skinframe->merged = NULL;
2852 skinframe->base = NULL;
2853 skinframe->pants = NULL;
2854 skinframe->shirt = NULL;
2855 skinframe->nmap = NULL;
2856 skinframe->gloss = NULL;
2857 skinframe->glow = NULL;
2858 skinframe->fog = NULL;
2859 skinframe->reflect = NULL;
2860 skinframe->hasalpha = (textureflags & TEXF_ALPHA) != 0;
2861 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2864 if (developer_loading.integer)
2865 Con_Printf("loading 32bit skin \"%s\"\n", name);
2866 skinframe->base = skinframe->merged = tex;
2867 Vector4Set(skinframe->avgcolor, 1, 1, 1, 1); // bogus placeholder
2871 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2872 typedef struct suffixinfo_s
2875 qbool flipx, flipy, flipdiagonal;
2878 static suffixinfo_t suffix[3][6] =
2881 {"px", false, false, false},
2882 {"nx", false, false, false},
2883 {"py", false, false, false},
2884 {"ny", false, false, false},
2885 {"pz", false, false, false},
2886 {"nz", false, false, false}
2889 {"posx", false, false, false},
2890 {"negx", false, false, false},
2891 {"posy", false, false, false},
2892 {"negy", false, false, false},
2893 {"posz", false, false, false},
2894 {"negz", false, false, false}
2897 {"rt", true, false, true},
2898 {"lf", false, true, true},
2899 {"ft", true, true, false},
2900 {"bk", false, false, false},
2901 {"up", true, false, true},
2902 {"dn", true, false, true}
2906 static int componentorder[4] = {0, 1, 2, 3};
2908 static rtexture_t *R_LoadCubemap(const char *basename)
2910 int i, j, cubemapsize, forcefilter;
2911 unsigned char *cubemappixels, *image_buffer;
2912 rtexture_t *cubemaptexture;
2915 // HACK: if the cubemap name starts with a !, the cubemap is nearest-filtered
2916 forcefilter = TEXF_FORCELINEAR;
2917 if (basename && basename[0] == '!')
2920 forcefilter = TEXF_FORCENEAREST;
2922 // must start 0 so the first loadimagepixels has no requested width/height
2924 cubemappixels = NULL;
2925 cubemaptexture = NULL;
2926 // keep trying different suffix groups (posx, px, rt) until one loads
2927 for (j = 0;j < 3 && !cubemappixels;j++)
2929 // load the 6 images in the suffix group
2930 for (i = 0;i < 6;i++)
2932 // generate an image name based on the base and and suffix
2933 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
2935 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
2937 // an image loaded, make sure width and height are equal
2938 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
2940 // if this is the first image to load successfully, allocate the cubemap memory
2941 if (!cubemappixels && image_width >= 1)
2943 cubemapsize = image_width;
2944 // note this clears to black, so unavailable sides are black
2945 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
2947 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
2949 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
2952 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
2954 Mem_Free(image_buffer);
2958 // if a cubemap loaded, upload it
2961 if (developer_loading.integer)
2962 Con_Printf("loading cubemap \"%s\"\n", basename);
2964 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | forcefilter | TEXF_CLAMP, -1, NULL);
2965 Mem_Free(cubemappixels);
2969 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
2970 if (developer_loading.integer)
2972 Con_Printf("(tried tried images ");
2973 for (j = 0;j < 3;j++)
2974 for (i = 0;i < 6;i++)
2975 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
2976 Con_Print(" and was unable to find any of them).\n");
2979 return cubemaptexture;
2982 rtexture_t *R_GetCubemap(const char *basename)
2985 for (i = 0;i < r_texture_numcubemaps;i++)
2986 if (r_texture_cubemaps[i] != NULL)
2987 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
2988 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
2989 if (i >= MAX_CUBEMAPS || !r_main_mempool)
2990 return r_texture_whitecube;
2991 r_texture_numcubemaps++;
2992 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
2993 dp_strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
2994 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
2995 return r_texture_cubemaps[i]->texture;
2998 static void R_Main_FreeViewCache(void)
3000 if (r_refdef.viewcache.entityvisible)
3001 Mem_Free(r_refdef.viewcache.entityvisible);
3002 if (r_refdef.viewcache.world_pvsbits)
3003 Mem_Free(r_refdef.viewcache.world_pvsbits);
3004 if (r_refdef.viewcache.world_leafvisible)
3005 Mem_Free(r_refdef.viewcache.world_leafvisible);
3006 if (r_refdef.viewcache.world_surfacevisible)
3007 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3008 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3011 static void R_Main_ResizeViewCache(void)
3013 int numentities = r_refdef.scene.numentities;
3014 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3015 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3016 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3017 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3018 if (r_refdef.viewcache.maxentities < numentities)
3020 r_refdef.viewcache.maxentities = numentities;
3021 if (r_refdef.viewcache.entityvisible)
3022 Mem_Free(r_refdef.viewcache.entityvisible);
3023 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3025 if (r_refdef.viewcache.world_numclusters != numclusters)
3027 r_refdef.viewcache.world_numclusters = numclusters;
3028 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3029 if (r_refdef.viewcache.world_pvsbits)
3030 Mem_Free(r_refdef.viewcache.world_pvsbits);
3031 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3033 if (r_refdef.viewcache.world_numleafs != numleafs)
3035 r_refdef.viewcache.world_numleafs = numleafs;
3036 if (r_refdef.viewcache.world_leafvisible)
3037 Mem_Free(r_refdef.viewcache.world_leafvisible);
3038 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3040 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3042 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3043 if (r_refdef.viewcache.world_surfacevisible)
3044 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3045 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3049 extern rtexture_t *loadingscreentexture;
3050 static void gl_main_start(void)
3052 loadingscreentexture = NULL;
3053 r_texture_blanknormalmap = NULL;
3054 r_texture_white = NULL;
3055 r_texture_grey128 = NULL;
3056 r_texture_black = NULL;
3057 r_texture_whitecube = NULL;
3058 r_texture_normalizationcube = NULL;
3059 r_texture_fogattenuation = NULL;
3060 r_texture_fogheighttexture = NULL;
3061 r_texture_gammaramps = NULL;
3062 r_texture_numcubemaps = 0;
3063 r_uniformbufferalignment = 32;
3065 r_loaddds = r_texture_dds_load.integer != 0;
3066 r_savedds = vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3068 switch(vid.renderpath)
3070 case RENDERPATH_GL32:
3071 case RENDERPATH_GLES2:
3072 r_loadnormalmap = true;
3075 #ifdef GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
3076 qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
3082 R_FrameData_Reset();
3083 R_BufferData_Reset();
3087 memset(r_queries, 0, sizeof(r_queries));
3089 r_qwskincache = NULL;
3090 r_qwskincache_size = 0;
3092 // due to caching of texture_t references, the collision cache must be reset
3093 Collision_Cache_Reset(true);
3095 // set up r_skinframe loading system for textures
3096 memset(&r_skinframe, 0, sizeof(r_skinframe));
3097 r_skinframe.loadsequence = 1;
3098 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
3100 r_main_texturepool = R_AllocTexturePool();
3101 R_BuildBlankTextures();
3105 R_BuildNormalizationCube();
3107 r_texture_fogattenuation = NULL;
3108 r_texture_fogheighttexture = NULL;
3109 r_texture_gammaramps = NULL;
3110 //r_texture_fogintensity = NULL;
3111 memset(&r_fb, 0, sizeof(r_fb));
3112 Mem_ExpandableArray_NewArray(&r_fb.rendertargets, r_main_mempool, sizeof(r_rendertarget_t), 128);
3113 r_glsl_permutation = NULL;
3114 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3115 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
3116 memset(&r_svbsp, 0, sizeof (r_svbsp));
3118 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
3119 r_texture_numcubemaps = 0;
3121 r_refdef.fogmasktable_density = 0;
3124 // For Steelstorm Android
3125 // FIXME CACHE the program and reload
3126 // FIXME see possible combinations for SS:BR android
3127 Con_DPrintf("Compiling most used shaders for SS:BR android... START\n");
3128 R_SetupShader_SetPermutationGLSL(0, 12);
3129 R_SetupShader_SetPermutationGLSL(0, 13);
3130 R_SetupShader_SetPermutationGLSL(0, 8388621);
3131 R_SetupShader_SetPermutationGLSL(3, 0);
3132 R_SetupShader_SetPermutationGLSL(3, 2048);
3133 R_SetupShader_SetPermutationGLSL(5, 0);
3134 R_SetupShader_SetPermutationGLSL(5, 2);
3135 R_SetupShader_SetPermutationGLSL(5, 2048);
3136 R_SetupShader_SetPermutationGLSL(5, 8388608);
3137 R_SetupShader_SetPermutationGLSL(11, 1);
3138 R_SetupShader_SetPermutationGLSL(11, 2049);
3139 R_SetupShader_SetPermutationGLSL(11, 8193);
3140 R_SetupShader_SetPermutationGLSL(11, 10241);
3141 Con_DPrintf("Compiling most used shaders for SS:BR android... END\n");
3145 extern unsigned int r_shadow_occlusion_buf;
3147 static void gl_main_shutdown(void)
3149 R_RenderTarget_FreeUnused(true);
3150 Mem_ExpandableArray_FreeArray(&r_fb.rendertargets);
3152 R_FrameData_Reset();
3153 R_BufferData_Reset();
3155 R_Main_FreeViewCache();
3157 switch(vid.renderpath)
3159 case RENDERPATH_GL32:
3160 case RENDERPATH_GLES2:
3161 #if defined(GL_SAMPLES_PASSED) && !defined(USE_GLES2)
3163 qglDeleteQueries(r_maxqueries, r_queries);
3167 r_shadow_occlusion_buf = 0;
3170 memset(r_queries, 0, sizeof(r_queries));
3172 r_qwskincache = NULL;
3173 r_qwskincache_size = 0;
3175 // clear out the r_skinframe state
3176 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
3177 memset(&r_skinframe, 0, sizeof(r_skinframe));
3180 Mem_Free(r_svbsp.nodes);
3181 memset(&r_svbsp, 0, sizeof (r_svbsp));
3182 R_FreeTexturePool(&r_main_texturepool);
3183 loadingscreentexture = NULL;
3184 r_texture_blanknormalmap = NULL;
3185 r_texture_white = NULL;
3186 r_texture_grey128 = NULL;
3187 r_texture_black = NULL;
3188 r_texture_whitecube = NULL;
3189 r_texture_normalizationcube = NULL;
3190 r_texture_fogattenuation = NULL;
3191 r_texture_fogheighttexture = NULL;
3192 r_texture_gammaramps = NULL;
3193 r_texture_numcubemaps = 0;
3194 //r_texture_fogintensity = NULL;
3195 memset(&r_fb, 0, sizeof(r_fb));
3196 R_GLSL_Restart_f(cmd_local);
3198 r_glsl_permutation = NULL;
3199 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3200 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
3203 static void gl_main_newmap(void)
3205 // FIXME: move this code to client
3206 char *entities, entname[MAX_QPATH];
3208 Mem_Free(r_qwskincache);
3209 r_qwskincache = NULL;
3210 r_qwskincache_size = 0;
3213 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
3214 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
3216 CL_ParseEntityLump(entities);
3220 if (cl.worldmodel->brush.entities)
3221 CL_ParseEntityLump(cl.worldmodel->brush.entities);
3223 R_Main_FreeViewCache();
3225 R_FrameData_Reset();
3226 R_BufferData_Reset();
3229 void GL_Main_Init(void)
3232 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
3233 R_InitShaderModeInfo();
3235 Cmd_AddCommand(CF_CLIENT, "r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
3236 Cmd_AddCommand(CF_CLIENT, "r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
3237 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
3238 if (gamemode == GAME_NEHAHRA)
3240 Cvar_RegisterVariable (&gl_fogenable);
3241 Cvar_RegisterVariable (&gl_fogdensity);
3242 Cvar_RegisterVariable (&gl_fogred);
3243 Cvar_RegisterVariable (&gl_foggreen);
3244 Cvar_RegisterVariable (&gl_fogblue);
3245 Cvar_RegisterVariable (&gl_fogstart);
3246 Cvar_RegisterVariable (&gl_fogend);
3247 Cvar_RegisterVariable (&gl_skyclip);
3249 Cvar_RegisterVariable(&r_motionblur);
3250 Cvar_RegisterVariable(&r_damageblur);
3251 Cvar_RegisterVariable(&r_motionblur_averaging);
3252 Cvar_RegisterVariable(&r_motionblur_randomize);
3253 Cvar_RegisterVariable(&r_motionblur_minblur);
3254 Cvar_RegisterVariable(&r_motionblur_maxblur);
3255 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
3256 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
3257 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
3258 Cvar_RegisterVariable(&r_motionblur_mousefactor);
3259 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
3260 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
3261 Cvar_RegisterVariable(&r_depthfirst);
3262 Cvar_RegisterVariable(&r_useinfinitefarclip);
3263 Cvar_RegisterVariable(&r_farclip_base);
3264 Cvar_RegisterVariable(&r_farclip_world);
3265 Cvar_RegisterVariable(&r_nearclip);
3266 Cvar_RegisterVariable(&r_deformvertexes);
3267 Cvar_RegisterVariable(&r_transparent);
3268 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
3269 Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
3270 Cvar_RegisterVariable(&r_transparent_useplanardistance);
3271 Cvar_RegisterVariable(&r_showoverdraw);
3272 Cvar_RegisterVariable(&r_showbboxes);
3273 Cvar_RegisterVariable(&r_showbboxes_client);
3274 Cvar_RegisterVariable(&r_showsurfaces);
3275 Cvar_RegisterVariable(&r_showtris);
3276 Cvar_RegisterVariable(&r_shownormals);
3277 Cvar_RegisterVariable(&r_showlighting);
3278 Cvar_RegisterVariable(&r_showcollisionbrushes);
3279 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
3280 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
3281 Cvar_RegisterVariable(&r_showdisabledepthtest);
3282 Cvar_RegisterVariable(&r_showspriteedges);
3283 Cvar_RegisterVariable(&r_showparticleedges);
3284 Cvar_RegisterVariable(&r_drawportals);
3285 Cvar_RegisterVariable(&r_drawentities);
3286 Cvar_RegisterVariable(&r_draw2d);
3287 Cvar_RegisterVariable(&r_drawworld);
3288 Cvar_RegisterVariable(&r_cullentities_trace);
3289 Cvar_RegisterVariable(&r_cullentities_trace_entityocclusion);
3290 Cvar_RegisterVariable(&r_cullentities_trace_samples);
3291 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
3292 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
3293 Cvar_RegisterVariable(&r_cullentities_trace_expand);
3294 Cvar_RegisterVariable(&r_cullentities_trace_pad);
3295 Cvar_RegisterVariable(&r_cullentities_trace_delay);
3296 Cvar_RegisterVariable(&r_cullentities_trace_eyejitter);
3297 Cvar_RegisterVariable(&r_sortentities);
3298 Cvar_RegisterVariable(&r_drawviewmodel);
3299 Cvar_RegisterVariable(&r_drawexteriormodel);
3300 Cvar_RegisterVariable(&r_speeds);
3301 Cvar_RegisterVariable(&r_fullbrights);
3302 Cvar_RegisterVariable(&r_wateralpha);
3303 Cvar_RegisterVariable(&r_dynamic);
3304 Cvar_RegisterVariable(&r_fullbright_directed);
3305 Cvar_RegisterVariable(&r_fullbright_directed_ambient);
3306 Cvar_RegisterVariable(&r_fullbright_directed_diffuse);
3307 Cvar_RegisterVariable(&r_fullbright_directed_pitch);
3308 Cvar_RegisterVariable(&r_fullbright_directed_pitch_relative);
3309 Cvar_RegisterVariable(&r_fullbright);
3310 Cvar_RegisterVariable(&r_shadows);
3311 Cvar_RegisterVariable(&r_shadows_darken);
3312 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
3313 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
3314 Cvar_RegisterVariable(&r_shadows_throwdistance);
3315 Cvar_RegisterVariable(&r_shadows_throwdirection);
3316 Cvar_RegisterVariable(&r_shadows_focus);
3317 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
3318 Cvar_RegisterVariable(&r_shadows_shadowmapbias);
3319 Cvar_RegisterVariable(&r_q1bsp_skymasking);
3320 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
3321 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
3322 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
3323 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
3324 Cvar_RegisterVariable(&r_fog_exp2);
3325 Cvar_RegisterVariable(&r_fog_clear);
3326 Cvar_RegisterVariable(&r_drawfog);
3327 Cvar_RegisterVariable(&r_transparentdepthmasking);
3328 Cvar_RegisterVariable(&r_transparent_sortmindist);
3329 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
3330 Cvar_RegisterVariable(&r_transparent_sortarraysize);
3331 Cvar_RegisterVariable(&r_texture_dds_load);
3332 Cvar_RegisterVariable(&r_texture_dds_save);
3333 Cvar_RegisterVariable(&r_usedepthtextures);
3334 Cvar_RegisterVariable(&r_viewfbo);
3335 Cvar_RegisterVariable(&r_rendertarget_debug);
3336 Cvar_RegisterVariable(&r_viewscale);
3337 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
3338 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
3339 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
3340 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
3341 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
3342 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
3343 Cvar_RegisterVariable(&r_glsl_deluxemapping);
3344 Cvar_RegisterVariable(&r_glsl_offsetmapping);
3345 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
3346 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
3347 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
3348 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
3349 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
3350 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
3351 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
3352 Cvar_RegisterVariable(&r_glsl_postprocess);
3353 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
3354 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
3355 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
3356 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
3357 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
3358 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
3359 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
3360 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
3361 Cvar_RegisterVariable(&r_celshading);
3362 Cvar_RegisterVariable(&r_celoutlines);
3363 Cvar_RegisterVariable(&r_fxaa);
3365 Cvar_RegisterVariable(&r_water);
3366 Cvar_RegisterVariable(&r_water_cameraentitiesonly);
3367 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
3368 Cvar_RegisterVariable(&r_water_clippingplanebias);
3369 Cvar_RegisterVariable(&r_water_refractdistort);
3370 Cvar_RegisterVariable(&r_water_reflectdistort);
3371 Cvar_RegisterVariable(&r_water_scissormode);
3372 Cvar_RegisterVariable(&r_water_lowquality);
3373 Cvar_RegisterVariable(&r_water_hideplayer);
3375 Cvar_RegisterVariable(&r_lerpsprites);
3376 Cvar_RegisterVariable(&r_lerpmodels);
3377 Cvar_RegisterVariable(&r_nolerp_list);
3378 Cvar_RegisterVariable(&r_lerplightstyles);
3379 Cvar_RegisterVariable(&r_waterscroll);
3380 Cvar_RegisterVariable(&r_bloom);
3381 Cvar_RegisterVariable(&r_colorfringe);
3382 Cvar_RegisterVariable(&r_bloom_colorscale);
3383 Cvar_RegisterVariable(&r_bloom_brighten);
3384 Cvar_RegisterVariable(&r_bloom_blur);
3385 Cvar_RegisterVariable(&r_bloom_resolution);
3386 Cvar_RegisterVariable(&r_bloom_colorexponent);
3387 Cvar_RegisterVariable(&r_bloom_colorsubtract);
3388 Cvar_RegisterVariable(&r_bloom_scenebrightness);
3389 Cvar_RegisterVariable(&r_hdr_scenebrightness);
3390 Cvar_RegisterVariable(&r_hdr_glowintensity);
3391 Cvar_RegisterVariable(&r_hdr_irisadaptation);
3392 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
3393 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
3394 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
3395 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
3396 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
3397 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
3398 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
3399 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
3400 Cvar_RegisterVariable(&developer_texturelogging);
3401 Cvar_RegisterVariable(&gl_lightmaps);
3402 Cvar_RegisterVariable(&r_test);
3403 Cvar_RegisterVariable(&r_batch_multidraw);
3404 Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
3405 Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath);
3406 Cvar_RegisterVariable(&r_glsl_skeletal);
3407 Cvar_RegisterVariable(&r_glsl_saturation);
3408 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
3409 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
3410 Cvar_RegisterVariable(&r_framedatasize);
3411 for (i = 0;i < R_BUFFERDATA_COUNT;i++)
3412 Cvar_RegisterVariable(&r_buffermegs[i]);
3413 Cvar_RegisterVariable(&r_batch_dynamicbuffer);
3414 Cvar_RegisterVariable(&r_q1bsp_lightmap_updates_enabled);
3415 Cvar_RegisterVariable(&r_q1bsp_lightmap_updates_combine);
3416 Cvar_RegisterVariable(&r_q1bsp_lightmap_updates_hidden_surfaces);
3417 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
3418 Cvar_SetValue(&cvars_all, "r_fullbrights", 0);
3419 #ifdef DP_MOBILETOUCH
3420 // GLES devices have terrible depth precision in general, so...
3421 Cvar_SetValueQuick(&r_nearclip, 4);
3422 Cvar_SetValueQuick(&r_farclip_base, 4096);
3423 Cvar_SetValueQuick(&r_farclip_world, 0);
3424 Cvar_SetValueQuick(&r_useinfinitefarclip, 0);
3426 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
3429 void Render_Init(void)
3442 R_LightningBeams_Init();
3443 CL_MeshEntities_Init();
3447 static void R_GetCornerOfBox(vec3_t out, const vec3_t mins, const vec3_t maxs, int signbits)
3449 out[0] = ((signbits & 1) ? mins : maxs)[0];
3450 out[1] = ((signbits & 2) ? mins : maxs)[1];
3451 out[2] = ((signbits & 4) ? mins : maxs)[2];
3454 static qbool _R_CullBox(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes, int ignore)
3459 if (r_trippy.integer)
3461 for (i = 0;i < numplanes;i++)
3466 R_GetCornerOfBox(corner, mins, maxs, p->signbits);
3467 if (DotProduct(p->normal, corner) < p->dist)
3473 qbool R_CullFrustum(const vec3_t mins, const vec3_t maxs)
3475 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
3476 return _R_CullBox(mins, maxs, r_refdef.view.numfrustumplanes, r_refdef.view.frustum, 4);
3479 qbool R_CullBox(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3481 // nothing to ignore
3482 return _R_CullBox(mins, maxs, numplanes, planes, -1);
3485 //==================================================================================
3487 // LadyHavoc: this stores temporary data used within the same frame
3489 typedef struct r_framedata_mem_s
3491 struct r_framedata_mem_s *purge; // older mem block to free on next frame
3492 size_t size; // how much usable space
3493 size_t current; // how much space in use
3494 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
3495 size_t wantedsize; // how much space was allocated
3496 unsigned char *data; // start of real data (16byte aligned)
3500 static r_framedata_mem_t *r_framedata_mem;
3502 void R_FrameData_Reset(void)
3504 while (r_framedata_mem)
3506 r_framedata_mem_t *next = r_framedata_mem->purge;
3507 Mem_Free(r_framedata_mem);
3508 r_framedata_mem = next;
3512 static void R_FrameData_Resize(qbool mustgrow)
3515 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
3516 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
3517 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize || mustgrow)
3519 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
3520 newmem->wantedsize = wantedsize;
3521 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
3522 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
3523 newmem->current = 0;
3525 newmem->purge = r_framedata_mem;
3526 r_framedata_mem = newmem;
3530 void R_FrameData_NewFrame(void)
3532 R_FrameData_Resize(false);
3533 if (!r_framedata_mem)
3535 // if we ran out of space on the last frame, free the old memory now
3536 while (r_framedata_mem->purge)
3538 // repeatedly remove the second item in the list, leaving only head
3539 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
3540 Mem_Free(r_framedata_mem->purge);
3541 r_framedata_mem->purge = next;
3543 // reset the current mem pointer
3544 r_framedata_mem->current = 0;
3545 r_framedata_mem->mark = 0;
3548 void *R_FrameData_Alloc(size_t size)
3553 // align to 16 byte boundary - the data pointer is already aligned, so we
3554 // only need to ensure the size of every allocation is also aligned
3555 size = (size + 15) & ~15;
3557 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
3559 // emergency - we ran out of space, allocate more memory
3560 // note: this has no upper-bound, we'll fail to allocate memory eventually and just die
3561 newvalue = r_framedatasize.value * 2.0f;
3562 // upper bound based on architecture - if we try to allocate more than this we could overflow, better to loop until we error out on allocation failure
3563 if (sizeof(size_t) >= 8)
3564 newvalue = bound(0.25f, newvalue, (float)(1ll << 42));
3566 newvalue = bound(0.25f, newvalue, (float)(1 << 10));
3567 // this might not be a growing it, but we'll allocate another buffer every time
3568 Cvar_SetValueQuick(&r_framedatasize, newvalue);
3569 R_FrameData_Resize(true);
3572 data = r_framedata_mem->data + r_framedata_mem->current;
3573 r_framedata_mem->current += size;
3575 // count the usage for stats
3576 r_refdef.stats[r_stat_framedatacurrent] = max(r_refdef.stats[r_stat_framedatacurrent], (int)r_framedata_mem->current);
3577 r_refdef.stats[r_stat_framedatasize] = max(r_refdef.stats[r_stat_framedatasize], (int)r_framedata_mem->size);
3579 return (void *)data;
3582 void *R_FrameData_Store(size_t size, void *data)
3584 void *d = R_FrameData_Alloc(size);
3586 memcpy(d, data, size);
3590 void R_FrameData_SetMark(void)
3592 if (!r_framedata_mem)
3594 r_framedata_mem->mark = r_framedata_mem->current;
3597 void R_FrameData_ReturnToMark(void)
3599 if (!r_framedata_mem)
3601 r_framedata_mem->current = r_framedata_mem->mark;
3604 //==================================================================================
3606 // avoid reusing the same buffer objects on consecutive frames
3607 #define R_BUFFERDATA_CYCLE 3
3609 typedef struct r_bufferdata_buffer_s
3611 struct r_bufferdata_buffer_s *purge; // older buffer to free on next frame
3612 size_t size; // how much usable space
3613 size_t current; // how much space in use
3614 r_meshbuffer_t *buffer; // the buffer itself
3616 r_bufferdata_buffer_t;
3618 static int r_bufferdata_cycle = 0; // incremented and wrapped each frame
3619 static r_bufferdata_buffer_t *r_bufferdata_buffer[R_BUFFERDATA_CYCLE][R_BUFFERDATA_COUNT];
3621 /// frees all dynamic buffers
3622 void R_BufferData_Reset(void)
3625 r_bufferdata_buffer_t **p, *mem;
3626 for (cycle = 0;cycle < R_BUFFERDATA_CYCLE;cycle++)
3628 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3631 p = &r_bufferdata_buffer[cycle][type];
3637 R_Mesh_DestroyMeshBuffer(mem->buffer);
3644 // resize buffer as needed (this actually makes a new one, the old one will be recycled next frame)
3645 static void R_BufferData_Resize(r_bufferdata_type_t type, qbool mustgrow, size_t minsize)
3647 r_bufferdata_buffer_t *mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3649 float newvalue = r_buffermegs[type].value;
3651 // increase the cvar if we have to (but only if we already have a mem)
3652 if (mustgrow && mem)
3654 newvalue = bound(0.25f, newvalue, 256.0f);
3655 while (newvalue * 1024*1024 < minsize)
3658 // clamp the cvar to valid range
3659 newvalue = bound(0.25f, newvalue, 256.0f);
3660 if (r_buffermegs[type].value != newvalue)
3661 Cvar_SetValueQuick(&r_buffermegs[type], newvalue);
3663 // calculate size in bytes
3664 size = (size_t)(newvalue * 1024*1024);
3665 size = bound(131072, size, 256*1024*1024);
3667 // allocate a new buffer if the size is different (purge old one later)
3668 // or if we were told we must grow the buffer
3669 if (!mem || mem->size != size || mustgrow)
3671 mem = (r_bufferdata_buffer_t *)Mem_Alloc(r_main_mempool, sizeof(*mem));
3674 if (type == R_BUFFERDATA_VERTEX)
3675 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbuffervertex", false, false, true, false);
3676 else if (type == R_BUFFERDATA_INDEX16)
3677 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex16", true, false, true, true);
3678 else if (type == R_BUFFERDATA_INDEX32)
3679 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex32", true, false, true, false);
3680 else if (type == R_BUFFERDATA_UNIFORM)
3681 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferuniform", false, true, true, false);
3682 mem->purge = r_bufferdata_buffer[r_bufferdata_cycle][type];
3683 r_bufferdata_buffer[r_bufferdata_cycle][type] = mem;
3687 void R_BufferData_NewFrame(void)
3690 r_bufferdata_buffer_t **p, *mem;
3691 // cycle to the next frame's buffers
3692 r_bufferdata_cycle = (r_bufferdata_cycle + 1) % R_BUFFERDATA_CYCLE;
3693 // if we ran out of space on the last time we used these buffers, free the old memory now
3694 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3696 if (r_bufferdata_buffer[r_bufferdata_cycle][type])
3698 R_BufferData_Resize((r_bufferdata_type_t)type, false, 131072);
3699 // free all but the head buffer, this is how we recycle obsolete
3700 // buffers after they are no longer in use
3701 p = &r_bufferdata_buffer[r_bufferdata_cycle][type]->purge;
3707 R_Mesh_DestroyMeshBuffer(mem->buffer);
3710 // reset the current offset
3711 r_bufferdata_buffer[r_bufferdata_cycle][type]->current = 0;
3716 r_meshbuffer_t *R_BufferData_Store(size_t datasize, const void *data, r_bufferdata_type_t type, int *returnbufferoffset)
3718 r_bufferdata_buffer_t *mem;
3722 *returnbufferoffset = 0;
3724 // align size to a byte boundary appropriate for the buffer type, this
3725 // makes all allocations have aligned start offsets
3726 if (type == R_BUFFERDATA_UNIFORM)
3727 padsize = (datasize + r_uniformbufferalignment - 1) & ~(r_uniformbufferalignment - 1);
3729 padsize = (datasize + 15) & ~15;
3731 // if we ran out of space in this buffer we must allocate a new one
3732 if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
3733 R_BufferData_Resize(type, true, padsize);
3735 // if the resize did not give us enough memory, fail
3736 if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
3737 Sys_Error("R_BufferData_Store: failed to create a new buffer of sufficient size\n");
3739 mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3740 offset = (int)mem->current;
3741 mem->current += padsize;
3743 // upload the data to the buffer at the chosen offset
3745 R_Mesh_UpdateMeshBuffer(mem->buffer, NULL, mem->size, false, 0);
3746 R_Mesh_UpdateMeshBuffer(mem->buffer, data, datasize, true, offset);
3748 // count the usage for stats
3749 r_refdef.stats[r_stat_bufferdatacurrent_vertex + type] = max(r_refdef.stats[r_stat_bufferdatacurrent_vertex + type], (int)mem->current);
3750 r_refdef.stats[r_stat_bufferdatasize_vertex + type] = max(r_refdef.stats[r_stat_bufferdatasize_vertex + type], (int)mem->size);
3752 // return the buffer offset
3753 *returnbufferoffset = offset;
3758 //==================================================================================
3760 // LadyHavoc: animcache originally written by Echon, rewritten since then
3763 * Animation cache prevents re-generating mesh data for an animated model
3764 * multiple times in one frame for lighting, shadowing, reflections, etc.
3767 void R_AnimCache_Free(void)
3771 void R_AnimCache_ClearCache(void)
3774 entity_render_t *ent;
3776 for (i = 0;i < r_refdef.scene.numentities;i++)
3778 ent = r_refdef.scene.entities[i];
3779 ent->animcache_vertex3f = NULL;
3780 ent->animcache_vertex3f_vertexbuffer = NULL;
3781 ent->animcache_vertex3f_bufferoffset = 0;
3782 ent->animcache_normal3f = NULL;
3783 ent->animcache_normal3f_vertexbuffer = NULL;
3784 ent->animcache_normal3f_bufferoffset = 0;
3785 ent->animcache_svector3f = NULL;
3786 ent->animcache_svector3f_vertexbuffer = NULL;
3787 ent->animcache_svector3f_bufferoffset = 0;
3788 ent->animcache_tvector3f = NULL;
3789 ent->animcache_tvector3f_vertexbuffer = NULL;
3790 ent->animcache_tvector3f_bufferoffset = 0;
3791 ent->animcache_skeletaltransform3x4 = NULL;
3792 ent->animcache_skeletaltransform3x4buffer = NULL;
3793 ent->animcache_skeletaltransform3x4offset = 0;
3794 ent->animcache_skeletaltransform3x4size = 0;
3798 qbool R_AnimCache_GetEntity(entity_render_t *ent, qbool wantnormals, qbool wanttangents)
3800 model_t *model = ent->model;
3803 // see if this ent is worth caching
3804 if (!model || !model->Draw || !model->AnimateVertices)
3806 // nothing to cache if it contains no animations and has no skeleton
3807 if (!model->surfmesh.isanimated && !(model->num_bones && ent->skeleton && ent->skeleton->relativetransforms))
3809 // see if it is already cached for gpuskeletal
3810 if (ent->animcache_skeletaltransform3x4)
3812 // see if it is already cached as a mesh
3813 if (ent->animcache_vertex3f)
3815 // check if we need to add normals or tangents
3816 if (ent->animcache_normal3f)
3817 wantnormals = false;
3818 if (ent->animcache_svector3f)
3819 wanttangents = false;
3820 if (!wantnormals && !wanttangents)
3824 // check which kind of cache we need to generate
3825 if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub)
3827 // cache the skeleton so the vertex shader can use it
3828 r_refdef.stats[r_stat_animcache_skeletal_count] += 1;
3829 r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones;
3830 r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones);
3831 ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
3832 Mod_Skeletal_BuildTransforms(model, ent->frameblend, ent->skeleton, NULL, ent->animcache_skeletaltransform3x4);
3833 // note: this can fail if the buffer is at the grow limit
3834 ent->animcache_skeletaltransform3x4size = sizeof(float[3][4]) * model->num_bones;
3835 ent->animcache_skeletaltransform3x4buffer = R_BufferData_Store(ent->animcache_skeletaltransform3x4size, ent->animcache_skeletaltransform3x4, R_BUFFERDATA_UNIFORM, &ent->animcache_skeletaltransform3x4offset);
3837 else if (ent->animcache_vertex3f)
3839 // mesh was already cached but we may need to add normals/tangents
3840 // (this only happens with multiple views, reflections, cameras, etc)
3841 if (wantnormals || wanttangents)
3843 numvertices = model->surfmesh.num_vertices;
3845 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3848 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3849 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3851 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
3852 r_refdef.stats[r_stat_animcache_shade_count] += 1;
3853 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3854 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3859 // generate mesh cache
3860 numvertices = model->surfmesh.num_vertices;
3861 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3863 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3866 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3867 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3869 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
3870 if (wantnormals || wanttangents)
3872 r_refdef.stats[r_stat_animcache_shade_count] += 1;
3873 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3874 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3876 r_refdef.stats[r_stat_animcache_shape_count] += 1;
3877 r_refdef.stats[r_stat_animcache_shape_vertices] += numvertices;
3878 r_refdef.stats[r_stat_animcache_shape_maxvertices] = max(r_refdef.stats[r_stat_animcache_shape_maxvertices], numvertices);
3883 void R_AnimCache_CacheVisibleEntities(void)
3887 // TODO: thread this
3888 // NOTE: R_PrepareRTLights() also caches entities
3890 for (i = 0;i < r_refdef.scene.numentities;i++)
3891 if (r_refdef.viewcache.entityvisible[i])
3892 R_AnimCache_GetEntity(r_refdef.scene.entities[i], true, true);
3895 //==================================================================================
3897 qbool R_CanSeeBox(int numsamples, vec_t eyejitter, vec_t entboxenlarge, vec_t entboxexpand, vec_t pad, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
3899 long unsigned int i;
3901 vec3_t eyemins, eyemaxs;
3902 vec3_t boxmins, boxmaxs;
3903 vec3_t padmins, padmaxs;
3906 model_t *model = r_refdef.scene.worldmodel;
3907 static vec3_t positions[] = {
3908 { 0.5f, 0.5f, 0.5f },
3909 { 0.0f, 0.0f, 0.0f },
3910 { 0.0f, 0.0f, 1.0f },
3911 { 0.0f, 1.0f, 0.0f },
3912 { 0.0f, 1.0f, 1.0f },
3913 { 1.0f, 0.0f, 0.0f },
3914 { 1.0f, 0.0f, 1.0f },
3915 { 1.0f, 1.0f, 0.0f },
3916 { 1.0f, 1.0f, 1.0f },
3919 // sample count can be set to -1 to skip this logic, for flicker-prone objects
3923 // view origin is not used for culling in portal/reflection/refraction renders or isometric views
3924 if (!r_refdef.view.usevieworiginculling)
3927 if (!r_cullentities_trace_entityocclusion.integer && (!model || !model->brush.TraceLineOfSight))
3930 // expand the eye box a little
3931 eyemins[0] = eye[0] - eyejitter;
3932 eyemaxs[0] = eye[0] + eyejitter;
3933 eyemins[1] = eye[1] - eyejitter;
3934 eyemaxs[1] = eye[1] + eyejitter;
3935 eyemins[2] = eye[2] - eyejitter;
3936 eyemaxs[2] = eye[2] + eyejitter;
3937 // expand the box a little
3938 boxmins[0] = (entboxenlarge + 1) * entboxmins[0] - entboxenlarge * entboxmaxs[0] - entboxexpand;
3939 boxmaxs[0] = (entboxenlarge + 1) * entboxmaxs[0] - entboxenlarge * entboxmins[0] + entboxexpand;
3940 boxmins[1] = (entboxenlarge + 1) * entboxmins[1] - entboxenlarge * entboxmaxs[1] - entboxexpand;
3941 boxmaxs[1] = (entboxenlarge + 1) * entboxmaxs[1] - entboxenlarge * entboxmins[1] + entboxexpand;
3942 boxmins[2] = (entboxenlarge + 1) * entboxmins[2] - entboxenlarge * entboxmaxs[2] - entboxexpand;
3943 boxmaxs[2] = (entboxenlarge + 1) * entboxmaxs[2] - entboxenlarge * entboxmins[2] + entboxexpand;
3944 // make an even larger box for the acceptable area
3945 padmins[0] = boxmins[0] - pad;
3946 padmaxs[0] = boxmaxs[0] + pad;
3947 padmins[1] = boxmins[1] - pad;
3948 padmaxs[1] = boxmaxs[1] + pad;
3949 padmins[2] = boxmins[2] - pad;
3950 padmaxs[2] = boxmaxs[2] + pad;
3952 // return true if eye overlaps enlarged box
3953 if (BoxesOverlap(boxmins, boxmaxs, eyemins, eyemaxs))
3956 VectorCopy(eye, start);
3957 // try specific positions in the box first - note that these can be cached
3958 if (r_cullentities_trace_entityocclusion.integer)
3960 for (i = 0; i < sizeof(positions) / sizeof(positions[0]); i++)
3963 end[0] = boxmins[0] + (boxmaxs[0] - boxmins[0]) * positions[i][0];
3964 end[1] = boxmins[1] + (boxmaxs[1] - boxmins[1]) * positions[i][1];
3965 end[2] = boxmins[2] + (boxmaxs[2] - boxmins[2]) * positions[i][2];
3966 //trace_t trace = CL_TraceLine(start, end, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, MATERIALFLAGMASK_TRANSLUCENT, 0.0f, true, false, NULL, true, true);
3967 trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
3968 // not picky - if the trace ended anywhere in the box we're good
3969 if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
3976 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
3977 if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
3981 // try various random positions
3982 for (j = 0; j < numsamples; j++)
3984 VectorSet(start, lhrandom(eyemins[0], eyemaxs[0]), lhrandom(eyemins[1], eyemaxs[1]), lhrandom(eyemins[2], eyemaxs[2]));
3985 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
3986 if (r_cullentities_trace_entityocclusion.integer)
3988 trace_t trace = CL_TraceLine(start, end, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, MATERIALFLAGMASK_TRANSLUCENT, 0.0f, true, false, NULL, true, true);
3989 // not picky - if the trace ended anywhere in the box we're good
3990 if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
3993 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
4001 static void R_View_UpdateEntityVisible (void)
4006 entity_render_t *ent;
4008 if (r_refdef.envmap || r_fb.water.hideplayer)
4009 renderimask = RENDER_EXTERIORMODEL | RENDER_VIEWMODEL;
4010 else if (chase_active.integer || r_fb.water.renderingscene)
4011 renderimask = RENDER_VIEWMODEL;
4013 renderimask = RENDER_EXTERIORMODEL;
4014 if (!r_drawviewmodel.integer)
4015 renderimask |= RENDER_VIEWMODEL;
4016 if (!r_drawexteriormodel.integer)
4017 renderimask |= RENDER_EXTERIORMODEL;
4018 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4019 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4021 // worldmodel can check visibility
4022 for (i = 0;i < r_refdef.scene.numentities;i++)
4024 ent = r_refdef.scene.entities[i];
4025 if (r_refdef.viewcache.world_novis && !(ent->flags & RENDER_VIEWMODEL))
4027 r_refdef.viewcache.entityvisible[i] = false;
4030 if (!(ent->flags & renderimask))
4031 if (!R_CullFrustum(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
4032 if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_WORLDOBJECT | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
4033 r_refdef.viewcache.entityvisible[i] = true;
4038 // no worldmodel or it can't check visibility
4039 for (i = 0;i < r_refdef.scene.numentities;i++)
4041 ent = r_refdef.scene.entities[i];
4042 if (!(ent->flags & renderimask))
4043 if (!R_CullFrustum(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
4044 r_refdef.viewcache.entityvisible[i] = true;
4047 if (r_cullentities_trace.integer)
4049 for (i = 0;i < r_refdef.scene.numentities;i++)
4051 if (!r_refdef.viewcache.entityvisible[i])
4053 ent = r_refdef.scene.entities[i];
4054 if (!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4056 samples = ent->last_trace_visibility == 0 ? r_cullentities_trace_tempentitysamples.integer : r_cullentities_trace_samples.integer;
4057 if (R_CanSeeBox(samples, r_cullentities_trace_eyejitter.value, r_cullentities_trace_enlarge.value, r_cullentities_trace_expand.value, r_cullentities_trace_pad.value, r_refdef.view.origin, ent->mins, ent->maxs))
4058 ent->last_trace_visibility = host.realtime;
4059 if (ent->last_trace_visibility < host.realtime - r_cullentities_trace_delay.value)
4060 r_refdef.viewcache.entityvisible[i] = 0;
4066 /// only used if skyrendermasked, and normally returns false
4067 static int R_DrawBrushModelsSky (void)
4070 entity_render_t *ent;
4073 for (i = 0;i < r_refdef.scene.numentities;i++)
4075 if (!r_refdef.viewcache.entityvisible[i])
4077 ent = r_refdef.scene.entities[i];
4078 if (!ent->model || !ent->model->DrawSky)
4080 ent->model->DrawSky(ent);
4086 static void R_DrawNoModel(entity_render_t *ent);
4087 static void R_DrawModels(void)
4090 entity_render_t *ent;
4092 for (i = 0;i < r_refdef.scene.numentities;i++)
4094 if (!r_refdef.viewcache.entityvisible[i])
4096 ent = r_refdef.scene.entities[i];
4097 r_refdef.stats[r_stat_entities]++;
4099 if (ent->model && ent->model->Draw != NULL)
4100 ent->model->Draw(ent);
4106 static void R_DrawModelsDepth(void)
4109 entity_render_t *ent;
4111 for (i = 0;i < r_refdef.scene.numentities;i++)
4113 if (!r_refdef.viewcache.entityvisible[i])
4115 ent = r_refdef.scene.entities[i];
4116 if (ent->model && ent->model->DrawDepth != NULL)
4117 ent->model->DrawDepth(ent);
4121 static void R_DrawModelsDebug(void)
4124 entity_render_t *ent;
4126 for (i = 0;i < r_refdef.scene.numentities;i++)
4128 if (!r_refdef.viewcache.entityvisible[i])
4130 ent = r_refdef.scene.entities[i];
4131 if (ent->model && ent->model->DrawDebug != NULL)
4132 ent->model->DrawDebug(ent);
4136 static void R_DrawModelsAddWaterPlanes(void)
4139 entity_render_t *ent;
4141 for (i = 0;i < r_refdef.scene.numentities;i++)
4143 if (!r_refdef.viewcache.entityvisible[i])
4145 ent = r_refdef.scene.entities[i];
4146 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
4147 ent->model->DrawAddWaterPlanes(ent);
4151 static float irisvecs[7][3] = {{0, 0, 0}, {-1, 0, 0}, {1, 0, 0}, {0, -1, 0}, {0, 1, 0}, {0, 0, -1}, {0, 0, 1}};
4153 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
4155 if (r_hdr_irisadaptation.integer)
4160 vec3_t diffusenormal;
4162 vec_t brightness = 0.0f;
4167 VectorCopy(r_refdef.view.forward, forward);
4168 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
4170 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
4171 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
4172 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
4173 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
4174 d = DotProduct(forward, diffusenormal);
4175 brightness += VectorLength(ambient);
4177 brightness += d * VectorLength(diffuse);
4179 brightness *= 1.0f / c;
4180 brightness += 0.00001f; // make sure it's never zero
4181 goal = r_hdr_irisadaptation_multiplier.value / brightness;
4182 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
4183 current = r_hdr_irisadaptation_value.value;
4185 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
4186 else if (current > goal)
4187 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
4188 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
4189 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
4191 else if (r_hdr_irisadaptation_value.value != 1.0f)
4192 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
4195 extern cvar_t r_lockvisibility;
4196 extern cvar_t r_lockpvs;
4198 static void R_View_SetFrustum(const int *scissor)
4201 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
4202 vec3_t forward, left, up, origin, v;
4203 if(r_lockvisibility.integer)
4207 // flipped x coordinates (because x points left here)
4208 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4209 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4210 // non-flipped y coordinates
4211 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4212 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4215 // we can't trust r_refdef.view.forward and friends in reflected scenes
4216 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
4219 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
4220 r_refdef.view.frustum[0].normal[1] = 0 - 0;
4221 r_refdef.view.frustum[0].normal[2] = -1 - 0;
4222 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
4223 r_refdef.view.frustum[1].normal[1] = 0 + 0;
4224 r_refdef.view.frustum[1].normal[2] = -1 + 0;
4225 r_refdef.view.frustum[2].normal[0] = 0 - 0;
4226 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
4227 r_refdef.view.frustum[2].normal[2] = -1 - 0;
4228 r_refdef.view.frustum[3].normal[0] = 0 + 0;
4229 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
4230 r_refdef.view.frustum[3].normal[2] = -1 + 0;
4234 zNear = r_refdef.nearclip;
4235 nudge = 1.0 - 1.0 / (1<<23);
4236 r_refdef.view.frustum[4].normal[0] = 0 - 0;
4237 r_refdef.view.frustum[4].normal[1] = 0 - 0;
4238 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
4239 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
4240 r_refdef.view.frustum[5].normal[0] = 0 + 0;
4241 r_refdef.view.frustum[5].normal[1] = 0 + 0;
4242 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
4243 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
4249 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
4250 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
4251 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
4252 r_refdef.view.frustum[0].dist = m[15] - m[12];
4254 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
4255 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
4256 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
4257 r_refdef.view.frustum[1].dist = m[15] + m[12];
4259 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
4260 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
4261 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
4262 r_refdef.view.frustum[2].dist = m[15] - m[13];
4264 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
4265 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
4266 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
4267 r_refdef.view.frustum[3].dist = m[15] + m[13];
4269 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
4270 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
4271 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
4272 r_refdef.view.frustum[4].dist = m[15] - m[14];
4274 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
4275 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
4276 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
4277 r_refdef.view.frustum[5].dist = m[15] + m[14];
4280 if (r_refdef.view.useperspective)
4282 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
4283 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
4284 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
4285 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
4286 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
4288 // then the normals from the corners relative to origin
4289 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
4290 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
4291 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
4292 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
4294 // in a NORMAL view, forward cross left == up
4295 // in a REFLECTED view, forward cross left == down
4296 // so our cross products above need to be adjusted for a left handed coordinate system
4297 CrossProduct(forward, left, v);
4298 if(DotProduct(v, up) < 0)
4300 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
4301 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
4302 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
4303 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
4306 // Leaving those out was a mistake, those were in the old code, and they
4307 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
4308 // I couldn't reproduce it after adding those normalizations. --blub
4309 VectorNormalize(r_refdef.view.frustum[0].normal);
4310 VectorNormalize(r_refdef.view.frustum[1].normal);
4311 VectorNormalize(r_refdef.view.frustum[2].normal);
4312 VectorNormalize(r_refdef.view.frustum[3].normal);
4314 // make the corners absolute
4315 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
4316 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
4317 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
4318 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
4321 VectorCopy(forward, r_refdef.view.frustum[4].normal);
4323 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
4324 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
4325 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
4326 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
4327 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
4331 VectorScale(left, -1.0f, r_refdef.view.frustum[0].normal);
4332 VectorScale(left, 1.0f, r_refdef.view.frustum[1].normal);
4333 VectorScale(up, -1.0f, r_refdef.view.frustum[2].normal);
4334 VectorScale(up, 1.0f, r_refdef.view.frustum[3].normal);
4335 VectorScale(forward, -1.0f, r_refdef.view.frustum[4].normal);
4336 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) - r_refdef.view.ortho_x;
4337 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) - r_refdef.view.ortho_x;
4338 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) - r_refdef.view.ortho_y;
4339 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) - r_refdef.view.ortho_y;
4340 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) - r_refdef.farclip;
4342 r_refdef.view.numfrustumplanes = 5;
4344 if (r_refdef.view.useclipplane)
4346 r_refdef.view.numfrustumplanes = 6;
4347 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
4350 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4351 PlaneClassify(r_refdef.view.frustum + i);
4353 // LadyHavoc: note to all quake engine coders, Quake had a special case
4354 // for 90 degrees which assumed a square view (wrong), so I removed it,
4355 // Quake2 has it disabled as well.
4357 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
4358 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
4359 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
4360 //PlaneClassify(&frustum[0]);
4362 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
4363 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
4364 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
4365 //PlaneClassify(&frustum[1]);
4367 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
4368 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
4369 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
4370 //PlaneClassify(&frustum[2]);
4372 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
4373 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
4374 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
4375 //PlaneClassify(&frustum[3]);
4378 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
4379 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
4380 //PlaneClassify(&frustum[4]);
4383 static void R_View_Update(const int *myscissor)
4385 R_Main_ResizeViewCache();
4386 R_View_SetFrustum(myscissor);
4387 R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4388 R_View_UpdateEntityVisible();
4391 float viewscalefpsadjusted = 1.0f;
4393 void R_SetupView(qbool allowwaterclippingplane, int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4395 const float *customclipplane = NULL;
4398 if (r_refdef.view.useclipplane && allowwaterclippingplane)
4400 // LadyHavoc: couldn't figure out how to make this approach work the same in DPSOFTRAST
4401 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
4402 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
4403 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
4404 dist = r_refdef.view.clipplane.dist;
4405 plane[0] = r_refdef.view.clipplane.normal[0];
4406 plane[1] = r_refdef.view.clipplane.normal[1];
4407 plane[2] = r_refdef.view.clipplane.normal[2];
4409 customclipplane = plane;
4412 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom.
4413 // Unless the render target is a FBO...
4414 viewy_adjusted = viewfbo ? viewy : vid.mode.height - viewheight - viewy;
4416 if (!r_refdef.view.useperspective)
4417 R_Viewport_InitOrtho3D(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, viewy_adjusted, viewwidth, viewheight, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
4418 else if (vid.stencil && r_useinfinitefarclip.integer)
4419 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, viewy_adjusted, viewwidth, viewheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
4421 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, viewy_adjusted, viewwidth, viewheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
4422 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4423 R_SetViewport(&r_refdef.view.viewport);
4426 void R_EntityMatrix(const matrix4x4_t *matrix)
4428 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
4430 gl_modelmatrixchanged = false;
4431 gl_modelmatrix = *matrix;
4432 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
4433 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
4434 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
4435 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
4437 switch(vid.renderpath)
4439 case RENDERPATH_GL32:
4440 case RENDERPATH_GLES2:
4441 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
4442 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
4448 void R_ResetViewRendering2D_Common(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight, float x2, float y2)
4450 r_viewport_t viewport;
4455 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom.
4456 // Unless the render target is a FBO...
4457 viewy_adjusted = viewfbo ? viewy : vid.mode.height - viewheight - viewy;
4459 R_Viewport_InitOrtho(&viewport, &identitymatrix, viewx, viewy_adjusted, viewwidth, viewheight, 0, 0, x2, y2, -10, 100, NULL);
4460 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4461 R_SetViewport(&viewport);
4462 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
4463 GL_Color(1, 1, 1, 1);
4464 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4465 GL_BlendFunc(GL_ONE, GL_ZERO);
4466 GL_ScissorTest(false);
4467 GL_DepthMask(false);
4468 GL_DepthRange(0, 1);
4469 GL_DepthTest(false);
4470 GL_DepthFunc(GL_LEQUAL);
4471 R_EntityMatrix(&identitymatrix);
4472 R_Mesh_ResetTextureState();
4473 GL_PolygonOffset(0, 0);
4474 switch(vid.renderpath)
4476 case RENDERPATH_GL32:
4477 case RENDERPATH_GLES2:
4478 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4481 GL_CullFace(GL_NONE);
4486 void R_ResetViewRendering2D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4488 R_ResetViewRendering2D_Common(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight, 1.0f, 1.0f);
4491 void R_ResetViewRendering3D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4493 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
4494 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4495 GL_Color(1, 1, 1, 1);
4496 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4497 GL_BlendFunc(GL_ONE, GL_ZERO);
4498 GL_ScissorTest(true);
4500 GL_DepthRange(0, 1);
4502 GL_DepthFunc(GL_LEQUAL);
4503 R_EntityMatrix(&identitymatrix);
4504 R_Mesh_ResetTextureState();
4505 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4506 switch(vid.renderpath)
4508 case RENDERPATH_GL32:
4509 case RENDERPATH_GLES2:
4510 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4513 GL_CullFace(r_refdef.view.cullface_back);
4518 R_RenderView_UpdateViewVectors
4521 void R_RenderView_UpdateViewVectors(void)
4523 // break apart the view matrix into vectors for various purposes
4524 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4525 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4526 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4527 VectorNegate(r_refdef.view.left, r_refdef.view.right);
4528 // make an inverted copy of the view matrix for tracking sprites
4529 Matrix4x4_Invert_Full(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4532 void R_RenderTarget_FreeUnused(qbool force)
4534 unsigned int i, j, end;
4535 end = (unsigned int)Mem_ExpandableArray_IndexRange(&r_fb.rendertargets); // checked
4536 for (i = 0; i < end; i++)
4538 r_rendertarget_t *r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4539 // free resources for rendertargets that have not been used for a while
4540 // (note: this check is run after the frame render, so any targets used
4541 // this frame will not be affected even at low framerates)
4542 if (r && (host.realtime - r->lastusetime > 0.2 || force))
4545 R_Mesh_DestroyFramebufferObject(r->fbo);
4546 for (j = 0; j < sizeof(r->colortexture) / sizeof(r->colortexture[0]); j++)
4547 if (r->colortexture[j])
4548 R_FreeTexture(r->colortexture[j]);
4549 if (r->depthtexture)
4550 R_FreeTexture(r->depthtexture);
4551 Mem_ExpandableArray_FreeRecord(&r_fb.rendertargets, r);
4556 static void R_CalcTexCoordsForView(float x, float y, float w, float h, float tw, float th, float *texcoord2f)
4558 float iw = 1.0f / tw, ih = 1.0f / th, x1, y1, x2, y2;
4562 y2 = (th - y - h) * ih;
4573 r_rendertarget_t *R_RenderTarget_Get(int texturewidth, int textureheight, textype_t depthtextype, qbool depthisrenderbuffer, textype_t colortextype0, textype_t colortextype1, textype_t colortextype2, textype_t colortextype3)
4575 unsigned int i, j, end;
4576 r_rendertarget_t *r = NULL;
4578 // first try to reuse an existing slot if possible
4579 end = (unsigned int)Mem_ExpandableArray_IndexRange(&r_fb.rendertargets); // checked
4580 for (i = 0; i < end; i++)
4582 r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4583 if (r && r->lastusetime != host.realtime && r->texturewidth == texturewidth && r->textureheight == textureheight && r->depthtextype == depthtextype && r->colortextype[0] == colortextype0 && r->colortextype[1] == colortextype1 && r->colortextype[2] == colortextype2 && r->colortextype[3] == colortextype3)
4588 // no unused exact match found, so we have to make one in the first unused slot
4589 r = (r_rendertarget_t *)Mem_ExpandableArray_AllocRecord(&r_fb.rendertargets);
4590 r->texturewidth = texturewidth;
4591 r->textureheight = textureheight;
4592 r->colortextype[0] = colortextype0;
4593 r->colortextype[1] = colortextype1;
4594 r->colortextype[2] = colortextype2;
4595 r->colortextype[3] = colortextype3;
4596 r->depthtextype = depthtextype;
4597 r->depthisrenderbuffer = depthisrenderbuffer;
4598 for (j = 0; j < 4; j++)
4599 if (r->colortextype[j])
4600 r->colortexture[j] = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_%i_type%i", i, j, (int)r->colortextype[j]), r->texturewidth, r->textureheight, NULL, r->colortextype[j], TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
4601 if (r->depthtextype)
4603 if (r->depthisrenderbuffer)
4604 r->depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, va(vabuf, sizeof(vabuf), "renderbuffer%i_depth_type%i", i, (int)r->depthtextype), r->texturewidth, r->textureheight, r->depthtextype);
4606 r->depthtexture = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_depth_type%i", i, (int)r->depthtextype), r->texturewidth, r->textureheight, NULL, r->depthtextype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
4608 r->fbo = R_Mesh_CreateFramebufferObject(r->depthtexture, r->colortexture[0], r->colortexture[1], r->colortexture[2], r->colortexture[3]);
4610 r_refdef.stats[r_stat_rendertargets_used]++;
4611 r_refdef.stats[r_stat_rendertargets_pixels] += r->texturewidth * r->textureheight;
4612 r->lastusetime = host.realtime;
4613 R_CalcTexCoordsForView(0, 0, r->texturewidth, r->textureheight, r->texturewidth, r->textureheight, r->texcoord2f);
4617 static void R_Water_StartFrame(int viewwidth, int viewheight)
4619 int waterwidth, waterheight;
4621 if (viewwidth > (int)vid.maxtexturesize_2d || viewheight > (int)vid.maxtexturesize_2d)
4624 // set waterwidth and waterheight to the water resolution that will be
4625 // used (often less than the screen resolution for faster rendering)
4626 waterwidth = (int)bound(16, viewwidth * r_water_resolutionmultiplier.value, viewwidth);
4627 waterheight = (int)bound(16, viewheight * r_water_resolutionmultiplier.value, viewheight);
4629 if (!r_water.integer || r_showsurfaces.integer || r_lockvisibility.integer || r_lockpvs.integer)
4630 waterwidth = waterheight = 0;
4632 // set up variables that will be used in shader setup
4633 r_fb.water.waterwidth = waterwidth;
4634 r_fb.water.waterheight = waterheight;
4635 r_fb.water.texturewidth = waterwidth;
4636 r_fb.water.textureheight = waterheight;
4637 r_fb.water.camerawidth = waterwidth;
4638 r_fb.water.cameraheight = waterheight;
4639 r_fb.water.screenscale[0] = 0.5f;
4640 r_fb.water.screenscale[1] = 0.5f;
4641 r_fb.water.screencenter[0] = 0.5f;
4642 r_fb.water.screencenter[1] = 0.5f;
4643 r_fb.water.enabled = waterwidth != 0;
4645 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
4646 r_fb.water.numwaterplanes = 0;
4649 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
4651 int planeindex, bestplaneindex, vertexindex;
4652 vec3_t mins, maxs, normal, center, v, n;
4653 vec_t planescore, bestplanescore;
4655 r_waterstate_waterplane_t *p;
4656 texture_t *t = R_GetCurrentTexture(surface->texture);
4658 rsurface.texture = t;
4659 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
4660 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
4661 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
4663 // average the vertex normals, find the surface bounds (after deformvertexes)
4664 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
4665 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
4666 VectorCopy(n, normal);
4667 VectorCopy(v, mins);
4668 VectorCopy(v, maxs);
4669 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
4671 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
4672 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
4673 VectorAdd(normal, n, normal);
4674 mins[0] = min(mins[0], v[0]);
4675 mins[1] = min(mins[1], v[1]);
4676 mins[2] = min(mins[2], v[2]);
4677 maxs[0] = max(maxs[0], v[0]);
4678 maxs[1] = max(maxs[1], v[1]);
4679 maxs[2] = max(maxs[2], v[2]);
4681 VectorNormalize(normal);
4682 VectorMAM(0.5f, mins, 0.5f, maxs, center);
4684 VectorCopy(normal, plane.normal);
4685 VectorNormalize(plane.normal);
4686 plane.dist = DotProduct(center, plane.normal);
4687 PlaneClassify(&plane);
4688 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
4690 // skip backfaces (except if nocullface is set)
4691 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
4693 VectorNegate(plane.normal, plane.normal);
4695 PlaneClassify(&plane);
4699 // find a matching plane if there is one
4700 bestplaneindex = -1;
4701 bestplanescore = 1048576.0f;
4702 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4704 if(p->camera_entity == t->camera_entity)
4706 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
4707 if (bestplaneindex < 0 || bestplanescore > planescore)
4709 bestplaneindex = planeindex;
4710 bestplanescore = planescore;
4714 planeindex = bestplaneindex;
4716 // if this surface does not fit any known plane rendered this frame, add one
4717 if (planeindex < 0 || bestplanescore > 0.001f)
4719 if (r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
4721 // store the new plane
4722 planeindex = r_fb.water.numwaterplanes++;
4723 p = r_fb.water.waterplanes + planeindex;
4725 // clear materialflags and pvs
4726 p->materialflags = 0;
4727 p->pvsvalid = false;
4728 p->camera_entity = t->camera_entity;
4729 VectorCopy(mins, p->mins);
4730 VectorCopy(maxs, p->maxs);
4734 // We're totally screwed.
4740 // merge mins/maxs when we're adding this surface to the plane
4741 p = r_fb.water.waterplanes + planeindex;
4742 p->mins[0] = min(p->mins[0], mins[0]);
4743 p->mins[1] = min(p->mins[1], mins[1]);
4744 p->mins[2] = min(p->mins[2], mins[2]);
4745 p->maxs[0] = max(p->maxs[0], maxs[0]);
4746 p->maxs[1] = max(p->maxs[1], maxs[1]);
4747 p->maxs[2] = max(p->maxs[2], maxs[2]);
4749 // merge this surface's materialflags into the waterplane
4750 p->materialflags |= t->currentmaterialflags;
4751 if(!(p->materialflags & MATERIALFLAG_CAMERA))
4753 // merge this surface's PVS into the waterplane
4754 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
4755 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
4757 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
4763 extern cvar_t r_drawparticles;
4764 extern cvar_t r_drawdecals;
4766 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int viewx, int viewy, int viewwidth, int viewheight)
4769 r_refdef_view_t originalview;
4770 r_refdef_view_t myview;
4771 int planeindex, qualityreduction = 0, old_r_dynamic = 0, old_r_shadows = 0, old_r_worldrtlight = 0, old_r_dlight = 0, old_r_particles = 0, old_r_decals = 0;
4772 r_waterstate_waterplane_t *p;
4774 r_rendertarget_t *rt;
4776 originalview = r_refdef.view;
4778 // lowquality hack, temporarily shut down some cvars and restore afterwards
4779 qualityreduction = r_water_lowquality.integer;
4780 if (qualityreduction > 0)
4782 if (qualityreduction >= 1)
4784 old_r_shadows = r_shadows.integer;
4785 old_r_worldrtlight = r_shadow_realtime_world.integer;
4786 old_r_dlight = r_shadow_realtime_dlight.integer;
4787 Cvar_SetValueQuick(&r_shadows, 0);
4788 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
4789 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
4791 if (qualityreduction >= 2)
4793 old_r_dynamic = r_dynamic.integer;
4794 old_r_particles = r_drawparticles.integer;
4795 old_r_decals = r_drawdecals.integer;
4796 Cvar_SetValueQuick(&r_dynamic, 0);
4797 Cvar_SetValueQuick(&r_drawparticles, 0);
4798 Cvar_SetValueQuick(&r_drawdecals, 0);
4802 for (planeindex = 0, p = r_fb.water.waterplanes; planeindex < r_fb.water.numwaterplanes; planeindex++, p++)
4804 p->rt_reflection = NULL;
4805 p->rt_refraction = NULL;
4806 p->rt_camera = NULL;
4810 r_refdef.view = originalview;
4811 r_refdef.view.showdebug = false;
4812 r_refdef.view.width = r_fb.water.waterwidth;
4813 r_refdef.view.height = r_fb.water.waterheight;
4814 r_refdef.view.useclipplane = true;
4815 myview = r_refdef.view;
4816 r_fb.water.renderingscene = true;
4817 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4819 if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
4822 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4824 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
4825 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4827 r_refdef.view = myview;
4828 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
4829 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
4830 if(r_water_scissormode.integer)
4832 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4833 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4835 p->rt_reflection = NULL;
4836 p->rt_refraction = NULL;
4837 p->rt_camera = NULL;
4842 r_refdef.view.clipplane = p->plane;
4843 // reflected view origin may be in solid, so don't cull with it
4844 r_refdef.view.usevieworiginculling = false;
4845 // reverse the cullface settings for this render
4846 r_refdef.view.cullface_front = GL_FRONT;
4847 r_refdef.view.cullface_back = GL_BACK;
4848 // combined pvs (based on what can be seen from each surface center)
4849 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4851 r_refdef.view.usecustompvs = true;
4853 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4855 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4858 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 2) && !chase_active.integer);
4859 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4860 GL_ScissorTest(false);
4861 R_ClearScreen(r_refdef.fogenabled);
4862 GL_ScissorTest(true);
4863 R_View_Update(r_water_scissormode.integer & 2 ? myscissor : NULL);
4864 R_AnimCache_CacheVisibleEntities();
4865 if(r_water_scissormode.integer & 1)
4866 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
4867 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4869 r_fb.water.hideplayer = false;
4870 p->rt_reflection = rt;
4873 // render the normal view scene and copy into texture
4874 // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted)
4875 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4877 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
4878 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4880 r_refdef.view = myview;
4881 if(r_water_scissormode.integer)
4883 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4884 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4886 p->rt_reflection = NULL;
4887 p->rt_refraction = NULL;
4888 p->rt_camera = NULL;
4893 // combined pvs (based on what can be seen from each surface center)
4894 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4896 r_refdef.view.usecustompvs = true;
4898 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4900 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4903 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 1) && !chase_active.integer);
4905 r_refdef.view.clipplane = p->plane;
4906 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
4907 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
4909 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
4911 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
4912 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
4913 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
4914 R_RenderView_UpdateViewVectors();
4915 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
4917 r_refdef.view.usecustompvs = true;
4918 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
4922 PlaneClassify(&r_refdef.view.clipplane);
4924 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4925 GL_ScissorTest(false);
4926 R_ClearScreen(r_refdef.fogenabled);
4927 GL_ScissorTest(true);
4928 R_View_Update(r_water_scissormode.integer & 2 ? myscissor : NULL);
4929 R_AnimCache_CacheVisibleEntities();
4930 if(r_water_scissormode.integer & 1)
4931 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
4932 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4934 r_fb.water.hideplayer = false;
4935 p->rt_refraction = rt;
4937 else if (p->materialflags & MATERIALFLAG_CAMERA)
4939 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
4940 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4942 r_refdef.view = myview;
4944 r_refdef.view.clipplane = p->plane;
4945 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
4946 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
4948 r_refdef.view.width = r_fb.water.camerawidth;
4949 r_refdef.view.height = r_fb.water.cameraheight;
4950 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
4951 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
4952 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
4953 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
4955 if(p->camera_entity)
4957 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
4958 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
4961 // note: all of the view is used for displaying... so
4962 // there is no use in scissoring
4964 // reverse the cullface settings for this render
4965 r_refdef.view.cullface_front = GL_FRONT;
4966 r_refdef.view.cullface_back = GL_BACK;
4967 // also reverse the view matrix
4968 Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, 1, -1); // this serves to invert texcoords in the result, as the copied texture is mapped the wrong way round
4969 R_RenderView_UpdateViewVectors();
4970 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
4972 r_refdef.view.usecustompvs = true;
4973 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
4976 // camera needs no clipplane
4977 r_refdef.view.useclipplane = false;
4978 // TODO: is the camera origin always valid? if so we don't need to clear this
4979 r_refdef.view.usevieworiginculling = false;
4981 PlaneClassify(&r_refdef.view.clipplane);
4983 r_fb.water.hideplayer = false;
4985 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4986 GL_ScissorTest(false);
4987 R_ClearScreen(r_refdef.fogenabled);
4988 GL_ScissorTest(true);
4989 R_View_Update(NULL);
4990 R_AnimCache_CacheVisibleEntities();
4991 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4993 r_fb.water.hideplayer = false;
4998 r_fb.water.renderingscene = false;
4999 r_refdef.view = originalview;
5000 R_ResetViewRendering3D(fbo, depthtexture, colortexture, viewx, viewy, viewwidth, viewheight);
5001 R_View_Update(NULL);
5002 R_AnimCache_CacheVisibleEntities();
5005 r_refdef.view = originalview;
5006 r_fb.water.renderingscene = false;
5007 Cvar_SetValueQuick(&r_water, 0);
5008 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
5010 // lowquality hack, restore cvars
5011 if (qualityreduction > 0)
5013 if (qualityreduction >= 1)
5015 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5016 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5017 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5019 if (qualityreduction >= 2)
5021 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5022 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5023 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5028 static void R_Bloom_StartFrame(void)
5030 int screentexturewidth, screentextureheight;
5031 textype_t textype = TEXTYPE_COLORBUFFER;
5034 // clear the pointers to rendertargets from last frame as they're stale
5035 r_fb.rt_screen = NULL;
5036 r_fb.rt_bloom = NULL;
5038 switch (vid.renderpath)
5040 case RENDERPATH_GL32:
5041 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
5042 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
5043 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
5045 case RENDERPATH_GLES2:
5046 r_fb.usedepthtextures = false;
5050 if (r_viewscale_fpsscaling.integer)
5052 double actualframetime;
5053 double targetframetime;
5055 actualframetime = r_refdef.lastdrawscreentime;
5056 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
5057 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
5058 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
5059 if (r_viewscale_fpsscaling_stepsize.value > 0)
5062 adjust = floor(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5064 adjust = ceil(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5066 viewscalefpsadjusted += adjust;
5067 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
5070 viewscalefpsadjusted = 1.0f;
5072 scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5073 if (vid.mode.samples)
5074 scale *= sqrt(vid.mode.samples); // supersampling
5075 scale = bound(0.03125f, scale, 4.0f);
5076 screentexturewidth = (int)ceil(r_refdef.view.width * scale);
5077 screentextureheight = (int)ceil(r_refdef.view.height * scale);
5078 screentexturewidth = bound(1, screentexturewidth, (int)vid.maxtexturesize_2d);
5079 screentextureheight = bound(1, screentextureheight, (int)vid.maxtexturesize_2d);
5081 // set bloomwidth and bloomheight to the bloom resolution that will be
5082 // used (often less than the screen resolution for faster rendering)
5083 r_fb.bloomheight = bound(1, r_bloom_resolution.value * 0.75f, screentextureheight);
5084 r_fb.bloomwidth = r_fb.bloomheight * screentexturewidth / screentextureheight;
5085 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, screentexturewidth);
5086 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
5087 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
5089 if ((r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
5091 Cvar_SetValueQuick(&r_bloom, 0);
5092 Cvar_SetValueQuick(&r_motionblur, 0);
5093 Cvar_SetValueQuick(&r_damageblur, 0);
5095 if (!r_bloom.integer)
5096 r_fb.bloomwidth = r_fb.bloomheight = 0;
5098 // allocate motionblur ghost texture if needed - this is the only persistent texture and is only useful on the main view
5099 if (r_refdef.view.ismain && (r_fb.screentexturewidth != screentexturewidth || r_fb.screentextureheight != screentextureheight || r_fb.textype != textype))
5101 if (r_fb.ghosttexture)
5102 R_FreeTexture(r_fb.ghosttexture);
5103 r_fb.ghosttexture = NULL;
5105 r_fb.screentexturewidth = screentexturewidth;
5106 r_fb.screentextureheight = screentextureheight;
5107 r_fb.textype = textype;
5109 if (r_fb.screentexturewidth && r_fb.screentextureheight)
5111 if (r_motionblur.value > 0 || r_damageblur.value > 0)
5112 r_fb.ghosttexture = R_LoadTexture2D(r_main_texturepool, "framebuffermotionblur", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5113 r_fb.ghosttexture_valid = false;
5117 r_fb.rt_screen = R_RenderTarget_Get(screentexturewidth, screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5119 r_refdef.view.clear = true;
5122 static void R_Bloom_MakeTexture(void)
5125 float xoffset, yoffset, r, brighten;
5126 float colorscale = r_bloom_colorscale.value;
5127 r_viewport_t bloomviewport;
5128 r_rendertarget_t *prev, *cur;
5129 textype_t textype = r_fb.rt_screen->colortextype[0];
5131 r_refdef.stats[r_stat_bloom]++;
5133 R_Viewport_InitOrtho(&bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
5135 // scale down screen texture to the bloom texture size
5137 prev = r_fb.rt_screen;
5138 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5139 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5140 R_SetViewport(&bloomviewport);
5141 GL_CullFace(GL_NONE);
5142 GL_DepthTest(false);
5143 GL_BlendFunc(GL_ONE, GL_ZERO);
5144 GL_Color(colorscale, colorscale, colorscale, 1);
5145 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5146 // TODO: do boxfilter scale-down in shader?
5147 R_SetupShader_Generic(prev->colortexture[0], false, true, true);
5148 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5149 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5150 // we now have a properly scaled bloom image
5152 // multiply bloom image by itself as many times as desired to darken it
5153 // TODO: if people actually use this it could be done more quickly in the previous shader pass
5154 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
5157 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5158 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5160 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
5162 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 0);
5163 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
5164 GL_Color(1,1,1,1); // no fix factor supported here
5165 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5166 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5167 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5168 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5172 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
5173 brighten = r_bloom_brighten.value;
5174 brighten = sqrt(brighten);
5176 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
5178 for (dir = 0;dir < 2;dir++)
5181 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5182 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5183 // blend on at multiple vertical offsets to achieve a vertical blur
5184 // TODO: do offset blends using GLSL
5185 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
5187 GL_BlendFunc(GL_ONE, GL_ZERO);
5189 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5191 for (x = -range;x <= range;x++)
5193 if (!dir){xoffset = 0;yoffset = x;}
5194 else {xoffset = x;yoffset = 0;}
5195 xoffset /= (float)prev->texturewidth;
5196 yoffset /= (float)prev->textureheight;
5197 // compute a texcoord array with the specified x and y offset
5198 r_fb.offsettexcoord2f[0] = xoffset+prev->texcoord2f[0];
5199 r_fb.offsettexcoord2f[1] = yoffset+prev->texcoord2f[1];
5200 r_fb.offsettexcoord2f[2] = xoffset+prev->texcoord2f[2];
5201 r_fb.offsettexcoord2f[3] = yoffset+prev->texcoord2f[3];
5202 r_fb.offsettexcoord2f[4] = xoffset+prev->texcoord2f[4];
5203 r_fb.offsettexcoord2f[5] = yoffset+prev->texcoord2f[5];
5204 r_fb.offsettexcoord2f[6] = xoffset+prev->texcoord2f[6];
5205 r_fb.offsettexcoord2f[7] = yoffset+prev->texcoord2f[7];
5206 // this r value looks like a 'dot' particle, fading sharply to
5207 // black at the edges
5208 // (probably not realistic but looks good enough)
5209 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
5210 //r = brighten/(range*2+1);
5211 r = brighten / (range * 2 + 1);
5213 r *= (1 - x*x/(float)((range+1)*(range+1)));
5217 GL_Color(r, r, r, 1);
5219 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
5221 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5222 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5224 GL_BlendFunc(GL_ONE, GL_ONE);
5229 // now we have the bloom image, so keep track of it
5230 r_fb.rt_bloom = cur;
5233 static qbool R_BlendView_IsTrivial(int viewwidth, int viewheight, int width, int height)
5235 // Scaling requested?
5236 if (viewwidth != width || viewheight != height)
5238 // Higher bit depth or explicit FBO requested?
5239 if (r_viewfbo.integer)
5241 // Non-trivial postprocessing shader permutation?
5243 || r_refdef.viewblend[3] > 0
5244 || !vid_gammatables_trivial
5245 || r_glsl_postprocess.integer
5246 || ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1)))
5248 // Other reasons for a non-trivial default postprocessing shader?
5249 // (See R_CompileShader_CheckStaticParms but only those relevant for MODE_POSTPROCESS in shader_glsl.h)
5250 // Skip: if (r_glsl_saturation_redcompensate.integer) (already covered by saturation above).
5251 // Skip: if (r_glsl_postprocess.integer) (already covered by r_glsl_postprocess above).
5252 // Skip: if (r_glsl_postprocess_uservec1_enable.integer) (already covered by r_glsl_postprocessing above).
5255 if (r_colorfringe.value)
5260 static void R_MotionBlurView(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5262 R_EntityMatrix(&identitymatrix);
5264 if(r_refdef.view.ismain && !R_Stereo_Active() && (r_motionblur.value > 0 || (r_damageblur.value > 0 && cl.cshifts[CSHIFT_DAMAGE].percent != 0)) && r_fb.ghosttexture)
5266 // declare variables
5267 float blur_factor, blur_mouseaccel, blur_velocity;
5268 static float blur_average;
5269 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
5271 // set a goal for the factoring
5272 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
5273 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
5274 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
5275 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
5276 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
5277 + (blur_mouseaccel * r_motionblur_mousefactor.value));
5279 // from the goal, pick an averaged value between goal and last value
5280 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
5281 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
5283 // enforce minimum amount of blur
5284 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
5286 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
5288 // calculate values into a standard alpha
5289 cl.motionbluralpha = 1 - exp(-
5291 (r_motionblur.value * blur_factor / 80)
5293 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
5296 max(0.0001, cl.time - cl.oldtime) // fps independent
5299 // randomization for the blur value to combat persistent ghosting
5300 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
5301 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
5303 // apply the blur on top of the current view
5304 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5305 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
5307 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5308 GL_Color(1, 1, 1, cl.motionbluralpha);
5309 R_CalcTexCoordsForView(0, 0, viewwidth, viewheight, viewwidth, viewheight, r_fb.ghosttexcoord2f);
5310 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.ghosttexcoord2f);
5311 R_SetupShader_Generic(r_fb.ghosttexture, false, true, true);
5312 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5313 r_refdef.stats[r_stat_bloom_drawpixels] += viewwidth * viewheight;
5316 // updates old view angles for next pass
5317 VectorCopy(cl.viewangles, blur_oldangles);
5319 // copy view into the ghost texture
5320 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, viewx, viewy, viewwidth, viewheight);
5321 r_refdef.stats[r_stat_bloom_copypixels] += viewwidth * viewheight;
5322 r_fb.ghosttexture_valid = true;
5326 static void R_BlendView(rtexture_t *viewcolortexture, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int x, int y, int width, int height)
5328 uint64_t permutation;
5329 float uservecs[4][4];
5330 rtexture_t *viewtexture;
5331 rtexture_t *bloomtexture;
5333 R_EntityMatrix(&identitymatrix);
5335 if (r_fb.bloomwidth)
5337 // make the bloom texture
5338 R_Bloom_MakeTexture();
5341 #if _MSC_VER >= 1400
5342 #define sscanf sscanf_s
5344 memset(uservecs, 0, sizeof(uservecs));
5345 if (r_glsl_postprocess_uservec1_enable.integer)
5346 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
5347 if (r_glsl_postprocess_uservec2_enable.integer)
5348 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
5349 if (r_glsl_postprocess_uservec3_enable.integer)
5350 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
5351 if (r_glsl_postprocess_uservec4_enable.integer)
5352 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
5354 // render to the screen fbo
5355 R_ResetViewRendering2D(fbo, depthtexture, colortexture, x, y, width, height);
5356 GL_Color(1, 1, 1, 1);
5357 GL_BlendFunc(GL_ONE, GL_ZERO);
5359 viewtexture = viewcolortexture;
5360 bloomtexture = r_fb.rt_bloom ? r_fb.rt_bloom->colortexture[0] : NULL;
5362 if (r_rendertarget_debug.integer >= 0)
5364 r_rendertarget_t *rt = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, r_rendertarget_debug.integer);
5365 if (rt && rt->colortexture[0])
5367 viewtexture = rt->colortexture[0];
5368 bloomtexture = NULL;
5372 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.rt_screen->texcoord2f, bloomtexture ? r_fb.rt_bloom->texcoord2f : NULL);
5373 switch(vid.renderpath)
5375 case RENDERPATH_GL32:
5376 case RENDERPATH_GLES2:
5378 (r_fb.bloomwidth ? SHADERPERMUTATION_BLOOM : 0)
5379 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
5380 | (!vid_gammatables_trivial ? SHADERPERMUTATION_GAMMARAMPS : 0)
5381 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
5382 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
5383 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
5384 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , viewtexture);
5385 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , bloomtexture);
5386 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
5387 if (r_glsl_permutation->loc_ViewTintColor >= 0) qglUniform4f(r_glsl_permutation->loc_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
5388 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
5389 if (r_glsl_permutation->loc_UserVec1 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
5390 if (r_glsl_permutation->loc_UserVec2 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
5391 if (r_glsl_permutation->loc_UserVec3 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
5392 if (r_glsl_permutation->loc_UserVec4 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
5393 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
5394 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
5395 if (r_glsl_permutation->loc_BloomColorSubtract >= 0) qglUniform4f(r_glsl_permutation->loc_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
5396 if (r_glsl_permutation->loc_ColorFringe >= 0) qglUniform1f(r_glsl_permutation->loc_ColorFringe, r_colorfringe.value );
5399 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5400 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
5403 matrix4x4_t r_waterscrollmatrix;
5405 void R_UpdateFog(void)
5408 if (gamemode == GAME_NEHAHRA)
5410 if (gl_fogenable.integer)
5412 r_refdef.oldgl_fogenable = true;
5413 r_refdef.fog_density = gl_fogdensity.value;
5414 r_refdef.fog_red = gl_fogred.value;
5415 r_refdef.fog_green = gl_foggreen.value;
5416 r_refdef.fog_blue = gl_fogblue.value;
5417 r_refdef.fog_alpha = 1;
5418 r_refdef.fog_start = 0;
5419 r_refdef.fog_end = gl_skyclip.value;
5420 r_refdef.fog_height = 1<<30;
5421 r_refdef.fog_fadedepth = 128;
5423 else if (r_refdef.oldgl_fogenable)
5425 r_refdef.oldgl_fogenable = false;
5426 r_refdef.fog_density = 0;
5427 r_refdef.fog_red = 0;
5428 r_refdef.fog_green = 0;
5429 r_refdef.fog_blue = 0;
5430 r_refdef.fog_alpha = 0;
5431 r_refdef.fog_start = 0;
5432 r_refdef.fog_end = 0;
5433 r_refdef.fog_height = 1<<30;
5434 r_refdef.fog_fadedepth = 128;
5439 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
5440 r_refdef.fog_start = max(0, r_refdef.fog_start);
5441 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
5443 if (r_refdef.fog_density && r_drawfog.integer)
5445 r_refdef.fogenabled = true;
5446 // this is the point where the fog reaches 0.9986 alpha, which we
5447 // consider a good enough cutoff point for the texture
5448 // (0.9986 * 256 == 255.6)
5449 if (r_fog_exp2.integer)
5450 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
5452 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
5453 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
5454 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
5455 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
5456 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
5457 R_BuildFogHeightTexture();
5458 // fog color was already set
5459 // update the fog texture
5460 if (r_refdef.fogmasktable_start != r_refdef.fog_start || r_refdef.fogmasktable_alpha != r_refdef.fog_alpha || r_refdef.fogmasktable_density != r_refdef.fog_density || r_refdef.fogmasktable_range != r_refdef.fogrange)
5461 R_BuildFogTexture();
5462 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
5463 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
5466 r_refdef.fogenabled = false;
5469 if (r_refdef.fog_density)
5471 r_refdef.fogcolor[0] = r_refdef.fog_red;
5472 r_refdef.fogcolor[1] = r_refdef.fog_green;
5473 r_refdef.fogcolor[2] = r_refdef.fog_blue;
5475 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
5476 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
5477 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
5478 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
5482 VectorCopy(r_refdef.fogcolor, fogvec);
5483 // color.rgb *= ContrastBoost * SceneBrightness;
5484 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
5485 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
5486 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
5487 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
5492 void R_UpdateVariables(void)
5496 r_refdef.scene.ambientintensity = r_ambient.value * (1.0f / 64.0f);
5498 r_refdef.farclip = r_farclip_base.value;
5499 if (r_refdef.scene.worldmodel)
5500 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
5501 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
5503 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
5504 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
5505 r_refdef.polygonfactor = 0;
5506 r_refdef.polygonoffset = 0;
5508 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
5509 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
5510 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
5511 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
5512 r_refdef.scene.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
5513 if (r_refdef.scene.worldmodel)
5515 r_refdef.scene.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
5517 // Apply the default lightstyle to the lightmap even on q3bsp
5518 if (cl.worldmodel && cl.worldmodel->type == mod_brushq3) {
5519 r_refdef.scene.lightmapintensity *= r_refdef.scene.rtlightstylevalue[0];
5522 if (r_showsurfaces.integer)
5524 r_refdef.scene.rtworld = false;
5525 r_refdef.scene.rtworldshadows = false;
5526 r_refdef.scene.rtdlight = false;
5527 r_refdef.scene.rtdlightshadows = false;
5528 r_refdef.scene.lightmapintensity = 0;
5531 r_gpuskeletal = false;
5532 switch(vid.renderpath)
5534 case RENDERPATH_GL32:
5535 r_gpuskeletal = r_glsl_skeletal.integer && !r_showsurfaces.integer;
5536 case RENDERPATH_GLES2:
5537 if(!vid_gammatables_trivial)
5539 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
5541 // build GLSL gamma texture
5542 #define RAMPWIDTH 256
5543 unsigned short ramp[RAMPWIDTH * 3];
5544 unsigned char rampbgr[RAMPWIDTH][4];
5547 r_texture_gammaramps_serial = vid_gammatables_serial;
5549 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
5550 for(i = 0; i < RAMPWIDTH; ++i)
5552 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5553 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5554 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
5557 if (r_texture_gammaramps)
5559 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1, 0);
5563 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
5569 // remove GLSL gamma texture
5575 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
5576 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
5582 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
5583 if( scenetype != r_currentscenetype ) {
5584 // store the old scenetype
5585 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
5586 r_currentscenetype = scenetype;
5587 // move in the new scene
5588 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
5597 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
5599 // of course, we could also add a qbool that provides a lock state and a ReleaseScenePointer function..
5600 if( scenetype == r_currentscenetype ) {
5601 return &r_refdef.scene;
5603 return &r_scenes_store[ scenetype ];
5607 static int R_SortEntities_Compare(const void *ap, const void *bp)
5609 const entity_render_t *a = *(const entity_render_t **)ap;
5610 const entity_render_t *b = *(const entity_render_t **)bp;
5613 if(a->model < b->model)
5615 if(a->model > b->model)
5619 // TODO possibly calculate the REAL skinnum here first using
5621 if(a->skinnum < b->skinnum)
5623 if(a->skinnum > b->skinnum)
5626 // everything we compared is equal
5629 static void R_SortEntities(void)
5631 // below or equal 2 ents, sorting never gains anything
5632 if(r_refdef.scene.numentities <= 2)
5635 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
5643 extern cvar_t r_shadow_bouncegrid;
5644 extern cvar_t v_isometric;
5645 extern void V_MakeViewIsometric(void);
5646 void R_RenderView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int x, int y, int width, int height)
5648 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
5650 rtexture_t *viewdepthtexture = NULL;
5651 rtexture_t *viewcolortexture = NULL;
5652 int viewx = r_refdef.view.x, viewy = r_refdef.view.y, viewwidth = r_refdef.view.width, viewheight = r_refdef.view.height;
5655 // finish any 2D rendering that was queued
5658 if (r_timereport_active)
5659 R_TimeReport("start");
5660 r_textureframe++; // used only by R_GetCurrentTexture
5661 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
5663 if(R_CompileShader_CheckStaticParms())
5664 R_GLSL_Restart_f(cmd_local);
5666 if (!r_drawentities.integer)
5667 r_refdef.scene.numentities = 0;
5668 else if (r_sortentities.integer)
5671 R_AnimCache_ClearCache();
5673 /* adjust for stereo display */
5674 if(R_Stereo_Active())
5676 Matrix4x4_CreateFromQuakeEntity(&offsetmatrix, 0, r_stereo_separation.value * (0.5f - r_stereo_side), 0, 0, r_stereo_angle.value * (0.5f - r_stereo_side), 0, 1);
5677 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
5680 if (r_refdef.view.isoverlay)
5682 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
5683 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
5684 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
5685 R_TimeReport("depthclear");
5687 r_refdef.view.showdebug = false;
5689 r_fb.water.enabled = false;
5690 r_fb.water.numwaterplanes = 0;
5692 R_RenderScene(0, NULL, NULL, r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5694 r_refdef.view.matrix = originalmatrix;
5700 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
5702 r_refdef.view.matrix = originalmatrix;
5706 r_refdef.view.usevieworiginculling = !r_trippy.value && r_refdef.view.useperspective;
5707 if (v_isometric.integer && r_refdef.view.ismain)
5708 V_MakeViewIsometric();
5710 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
5712 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
5713 // in sRGB fallback, behave similar to true sRGB: convert this
5714 // value from linear to sRGB
5715 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
5717 R_RenderView_UpdateViewVectors();
5719 R_Shadow_UpdateWorldLightSelection();
5721 // this will set up r_fb.rt_screen
5722 R_Bloom_StartFrame();
5724 // apply bloom brightness offset
5726 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
5728 skipblend = R_BlendView_IsTrivial(r_fb.rt_screen->texturewidth, r_fb.rt_screen->textureheight, width, height);
5731 // Render to the screen right away.
5733 viewdepthtexture = depthtexture;
5734 viewcolortexture = colortexture;
5738 viewheight = height;
5740 else if (r_fb.rt_screen)
5742 // R_Bloom_StartFrame probably set up an fbo for us to render into, it will be rendered to the window later in R_BlendView
5743 viewfbo = r_fb.rt_screen->fbo;
5744 viewdepthtexture = r_fb.rt_screen->depthtexture;
5745 viewcolortexture = r_fb.rt_screen->colortexture[0];
5748 viewwidth = r_fb.rt_screen->texturewidth;
5749 viewheight = r_fb.rt_screen->textureheight;
5752 R_Water_StartFrame(viewwidth, viewheight);
5755 if (r_timereport_active)
5756 R_TimeReport("viewsetup");
5758 R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5760 // clear the whole fbo every frame - otherwise the driver will consider
5761 // it to be an inter-frame texture and stall in multi-gpu configurations
5763 GL_ScissorTest(false);
5764 R_ClearScreen(r_refdef.fogenabled);
5765 if (r_timereport_active)
5766 R_TimeReport("viewclear");
5768 r_refdef.view.clear = true;
5770 r_refdef.view.showdebug = true;
5772 R_View_Update(NULL);
5773 if (r_timereport_active)
5774 R_TimeReport("visibility");
5776 R_AnimCache_CacheVisibleEntities();
5777 if (r_timereport_active)
5778 R_TimeReport("animcache");
5780 R_Shadow_UpdateBounceGridTexture();
5781 // R_Shadow_UpdateBounceGridTexture called R_TimeReport a few times internally, so we don't need to do that here.
5783 r_fb.water.numwaterplanes = 0;
5784 if (r_fb.water.enabled)
5785 R_RenderWaterPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5787 // for the actual view render we use scissoring a fair amount, so scissor
5788 // test needs to be on
5790 GL_ScissorTest(true);
5791 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5792 R_RenderScene(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5793 r_fb.water.numwaterplanes = 0;
5795 // postprocess uses textures that are not aligned with the viewport we're rendering, so no scissoring
5796 GL_ScissorTest(false);
5798 R_MotionBlurView(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5800 R_BlendView(viewcolortexture, fbo, depthtexture, colortexture, x, y, width, height);
5801 if (r_timereport_active)
5802 R_TimeReport("blendview");
5804 r_refdef.view.matrix = originalmatrix;
5808 // go back to 2d rendering
5812 void R_RenderWaterPlanes(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5814 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
5816 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
5817 if (r_timereport_active)
5818 R_TimeReport("waterworld");
5821 // don't let sound skip if going slow
5822 if (r_refdef.scene.extraupdate)
5825 R_DrawModelsAddWaterPlanes();
5826 if (r_timereport_active)
5827 R_TimeReport("watermodels");
5829 if (r_fb.water.numwaterplanes)
5831 R_Water_ProcessPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5832 if (r_timereport_active)
5833 R_TimeReport("waterscenes");
5837 extern cvar_t cl_locs_show;
5838 static void R_DrawLocs(void);
5839 static void R_DrawEntityBBoxes(prvm_prog_t *prog);
5840 static void R_DrawModelDecals(void);
5841 extern qbool r_shadow_usingdeferredprepass;
5842 extern int r_shadow_shadowmapatlas_modelshadows_size;
5843 void R_RenderScene(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5845 qbool shadowmapping = false;
5847 if (r_timereport_active)
5848 R_TimeReport("beginscene");
5850 r_refdef.stats[r_stat_renders]++;
5854 // don't let sound skip if going slow
5855 if (r_refdef.scene.extraupdate)
5858 R_MeshQueue_BeginScene();
5862 Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.scene.time) * 0.025 * r_waterscroll.value, sin(r_refdef.scene.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
5864 if (r_timereport_active)
5865 R_TimeReport("skystartframe");
5867 if (cl.csqc_vidvars.drawworld)
5869 // don't let sound skip if going slow
5870 if (r_refdef.scene.extraupdate)
5873 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
5875 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
5876 if (r_timereport_active)
5877 R_TimeReport("worldsky");
5880 if (R_DrawBrushModelsSky() && r_timereport_active)
5881 R_TimeReport("bmodelsky");
5883 if (skyrendermasked && skyrenderlater)
5885 // we have to force off the water clipping plane while rendering sky
5886 R_SetupView(false, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5888 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5889 if (r_timereport_active)
5890 R_TimeReport("sky");
5894 // save the framebuffer info for R_Shadow_RenderMode_Reset during this view render
5895 r_shadow_viewfbo = viewfbo;
5896 r_shadow_viewdepthtexture = viewdepthtexture;
5897 r_shadow_viewcolortexture = viewcolortexture;
5898 r_shadow_viewx = viewx;
5899 r_shadow_viewy = viewy;
5900 r_shadow_viewwidth = viewwidth;
5901 r_shadow_viewheight = viewheight;
5903 R_Shadow_PrepareModelShadows();
5904 R_Shadow_PrepareLights();
5905 if (r_timereport_active)
5906 R_TimeReport("preparelights");
5908 // render all the shadowmaps that will be used for this view
5909 shadowmapping = R_Shadow_ShadowMappingEnabled();
5910 if (shadowmapping || r_shadow_shadowmapatlas_modelshadows_size)
5912 R_Shadow_DrawShadowMaps();
5913 if (r_timereport_active)
5914 R_TimeReport("shadowmaps");
5917 // render prepass deferred lighting if r_shadow_deferred is on, this produces light buffers that will be sampled in forward pass
5918 if (r_shadow_usingdeferredprepass)
5919 R_Shadow_DrawPrepass();
5921 // now we begin the forward pass of the view render
5922 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
5924 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
5925 if (r_timereport_active)
5926 R_TimeReport("worlddepth");
5928 if (r_depthfirst.integer >= 2)
5930 R_DrawModelsDepth();
5931 if (r_timereport_active)
5932 R_TimeReport("modeldepth");
5935 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
5937 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
5938 if (r_timereport_active)
5939 R_TimeReport("world");
5942 // don't let sound skip if going slow
5943 if (r_refdef.scene.extraupdate)
5947 if (r_timereport_active)
5948 R_TimeReport("models");
5950 // don't let sound skip if going slow
5951 if (r_refdef.scene.extraupdate)
5954 if (!r_shadow_usingdeferredprepass)
5956 R_Shadow_DrawLights();
5957 if (r_timereport_active)
5958 R_TimeReport("rtlights");
5961 // don't let sound skip if going slow
5962 if (r_refdef.scene.extraupdate)
5965 if (cl.csqc_vidvars.drawworld)
5967 R_DrawModelDecals();
5968 if (r_timereport_active)
5969 R_TimeReport("modeldecals");
5972 if (r_timereport_active)
5973 R_TimeReport("particles");
5976 if (r_timereport_active)
5977 R_TimeReport("explosions");
5980 if (r_refdef.view.showdebug)
5982 if (cl_locs_show.integer)
5985 if (r_timereport_active)
5986 R_TimeReport("showlocs");
5989 if (r_drawportals.integer)
5992 if (r_timereport_active)
5993 R_TimeReport("portals");
5996 if (r_showbboxes_client.value > 0)
5998 R_DrawEntityBBoxes(CLVM_prog);
5999 if (r_timereport_active)
6000 R_TimeReport("clbboxes");
6002 if (r_showbboxes.value > 0)
6004 R_DrawEntityBBoxes(SVVM_prog);
6005 if (r_timereport_active)
6006 R_TimeReport("svbboxes");
6010 if (r_transparent.integer)
6012 R_MeshQueue_RenderTransparent();
6013 if (r_timereport_active)
6014 R_TimeReport("drawtrans");
6017 if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value != 0 || r_showcollisionbrushes.value > 0 || r_showoverdraw.value > 0))
6019 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
6020 if (r_timereport_active)
6021 R_TimeReport("worlddebug");
6022 R_DrawModelsDebug();
6023 if (r_timereport_active)
6024 R_TimeReport("modeldebug");
6027 if (cl.csqc_vidvars.drawworld)
6029 R_Shadow_DrawCoronas();
6030 if (r_timereport_active)
6031 R_TimeReport("coronas");
6034 // don't let sound skip if going slow
6035 if (r_refdef.scene.extraupdate)
6039 static const unsigned short bboxelements[36] =
6049 #define BBOXEDGES 13
6050 static const float bboxedges[BBOXEDGES][6] =
6053 { 0, 0, 0, 1, 1, 1 },
6055 { 0, 0, 0, 0, 1, 0 },
6056 { 0, 0, 0, 1, 0, 0 },
6057 { 0, 1, 0, 1, 1, 0 },
6058 { 1, 0, 0, 1, 1, 0 },
6060 { 0, 0, 1, 0, 1, 1 },
6061 { 0, 0, 1, 1, 0, 1 },
6062 { 0, 1, 1, 1, 1, 1 },
6063 { 1, 0, 1, 1, 1, 1 },
6065 { 0, 0, 0, 0, 0, 1 },
6066 { 1, 0, 0, 1, 0, 1 },
6067 { 0, 1, 0, 0, 1, 1 },
6068 { 1, 1, 0, 1, 1, 1 },
6071 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
6073 int numvertices = BBOXEDGES * 8;
6074 float vertex3f[BBOXEDGES * 8 * 3], color4f[BBOXEDGES * 8 * 4];
6075 int numtriangles = BBOXEDGES * 12;
6076 unsigned short elements[BBOXEDGES * 36];
6078 float *v, *c, f1, f2, edgemins[3], edgemaxs[3];
6080 RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false);
6082 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6083 GL_DepthMask(false);
6084 GL_DepthRange(0, 1);
6085 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6087 for (edge = 0; edge < BBOXEDGES; edge++)
6089 for (i = 0; i < 3; i++)
6091 edgemins[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][i] - 0.25f;
6092 edgemaxs[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][3 + i] + 0.25f;
6094 vertex3f[edge * 24 + 0] = edgemins[0]; vertex3f[edge * 24 + 1] = edgemins[1]; vertex3f[edge * 24 + 2] = edgemins[2];
6095 vertex3f[edge * 24 + 3] = edgemaxs[0]; vertex3f[edge * 24 + 4] = edgemins[1]; vertex3f[edge * 24 + 5] = edgemins[2];
6096 vertex3f[edge * 24 + 6] = edgemins[0]; vertex3f[edge * 24 + 7] = edgemaxs[1]; vertex3f[edge * 24 + 8] = edgemins[2];
6097 vertex3f[edge * 24 + 9] = edgemaxs[0]; vertex3f[edge * 24 + 10] = edgemaxs[1]; vertex3f[edge * 24 + 11] = edgemins[2];
6098 vertex3f[edge * 24 + 12] = edgemins[0]; vertex3f[edge * 24 + 13] = edgemins[1]; vertex3f[edge * 24 + 14] = edgemaxs[2];
6099 vertex3f[edge * 24 + 15] = edgemaxs[0]; vertex3f[edge * 24 + 16] = edgemins[1]; vertex3f[edge * 24 + 17] = edgemaxs[2];
6100 vertex3f[edge * 24 + 18] = edgemins[0]; vertex3f[edge * 24 + 19] = edgemaxs[1]; vertex3f[edge * 24 + 20] = edgemaxs[2];
6101 vertex3f[edge * 24 + 21] = edgemaxs[0]; vertex3f[edge * 24 + 22] = edgemaxs[1]; vertex3f[edge * 24 + 23] = edgemaxs[2];
6102 for (i = 0; i < 36; i++)
6103 elements[edge * 36 + i] = edge * 8 + bboxelements[i];
6105 R_FillColors(color4f, numvertices, cr, cg, cb, ca);
6106 if (r_refdef.fogenabled)
6108 for (i = 0, v = vertex3f, c = color4f; i < numvertices; i++, v += 3, c += 4)
6110 f1 = RSurf_FogVertex(v);
6112 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
6113 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
6114 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
6117 R_Mesh_PrepareVertices_Generic_Arrays(numvertices, vertex3f, color4f, NULL);
6118 R_Mesh_ResetTextureState();
6119 R_SetupShader_Generic_NoTexture(false, false);
6120 R_Mesh_Draw(0, numvertices, 0, numtriangles, NULL, NULL, 0, elements, NULL, 0);
6123 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6125 // hacky overloading of the parameters
6126 prvm_prog_t *prog = (prvm_prog_t *)rtlight;
6129 prvm_edict_t *edict;
6131 GL_CullFace(GL_NONE);
6132 R_SetupShader_Generic_NoTexture(false, false);
6134 for (i = 0;i < numsurfaces;i++)
6136 edict = PRVM_EDICT_NUM(surfacelist[i]);
6137 switch ((int)PRVM_serveredictfloat(edict, solid))
6139 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
6140 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
6141 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
6142 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
6143 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
6144 case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break;
6145 default: Vector4Set(color, 0, 0, 0, 0.50);break;
6147 if (prog == CLVM_prog)
6148 color[3] *= r_showbboxes_client.value;
6150 color[3] *= r_showbboxes.value;
6151 color[3] = bound(0, color[3], 1);
6152 GL_DepthTest(!r_showdisabledepthtest.integer);
6153 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
6157 static void R_DrawEntityBBoxes(prvm_prog_t *prog)
6160 prvm_edict_t *edict;
6166 for (i = 0; i < prog->num_edicts; i++)
6168 edict = PRVM_EDICT_NUM(i);
6171 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
6172 if (PRVM_gameedictedict(edict, tag_entity) != 0)
6174 if (prog == SVVM_prog && PRVM_serveredictedict(edict, viewmodelforclient) != 0)
6176 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
6177 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)prog);
6181 static const int nomodelelement3i[24] =
6193 static const unsigned short nomodelelement3s[24] =
6205 static const float nomodelvertex3f[6*3] =
6215 static const float nomodelcolor4f[6*4] =
6217 0.0f, 0.0f, 0.5f, 1.0f,
6218 0.0f, 0.0f, 0.5f, 1.0f,
6219 0.0f, 0.5f, 0.0f, 1.0f,
6220 0.0f, 0.5f, 0.0f, 1.0f,
6221 0.5f, 0.0f, 0.0f, 1.0f,
6222 0.5f, 0.0f, 0.0f, 1.0f
6225 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6231 RSurf_ActiveCustomEntity(&ent->matrix, &ent->inversematrix, ent->flags, ent->shadertime, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha, 6, nomodelvertex3f, NULL, NULL, NULL, NULL, nomodelcolor4f, 8, nomodelelement3i, nomodelelement3s, false, false);
6233 // this is only called once per entity so numsurfaces is always 1, and
6234 // surfacelist is always {0}, so this code does not handle batches
6236 if (rsurface.ent_flags & RENDER_ADDITIVE)
6238 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
6239 GL_DepthMask(false);
6241 else if (ent->alpha < 1)
6243 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6244 GL_DepthMask(false);
6248 GL_BlendFunc(GL_ONE, GL_ZERO);
6251 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
6252 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
6253 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
6254 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
6255 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
6256 for (i = 0, c = color4f;i < 6;i++, c += 4)
6258 c[0] *= ent->render_fullbright[0] * r_refdef.view.colorscale;
6259 c[1] *= ent->render_fullbright[1] * r_refdef.view.colorscale;
6260 c[2] *= ent->render_fullbright[2] * r_refdef.view.colorscale;
6263 if (r_refdef.fogenabled)
6265 for (i = 0, c = color4f;i < 6;i++, c += 4)
6267 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
6269 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
6270 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
6271 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
6274 // R_Mesh_ResetTextureState();
6275 R_SetupShader_Generic_NoTexture(false, false);
6276 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
6277 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
6280 void R_DrawNoModel(entity_render_t *ent)
6283 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6284 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
6285 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
6287 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
6290 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
6292 vec3_t right1, right2, diff, normal;
6294 VectorSubtract (org2, org1, normal);
6296 // calculate 'right' vector for start
6297 VectorSubtract (r_refdef.view.origin, org1, diff);
6298 CrossProduct (normal, diff, right1);
6299 VectorNormalize (right1);
6301 // calculate 'right' vector for end
6302 VectorSubtract (r_refdef.view.origin, org2, diff);
6303 CrossProduct (normal, diff, right2);
6304 VectorNormalize (right2);
6306 vert[ 0] = org1[0] + width * right1[0];
6307 vert[ 1] = org1[1] + width * right1[1];
6308 vert[ 2] = org1[2] + width * right1[2];
6309 vert[ 3] = org1[0] - width * right1[0];
6310 vert[ 4] = org1[1] - width * right1[1];
6311 vert[ 5] = org1[2] - width * right1[2];
6312 vert[ 6] = org2[0] - width * right2[0];
6313 vert[ 7] = org2[1] - width * right2[1];
6314 vert[ 8] = org2[2] - width * right2[2];
6315 vert[ 9] = org2[0] + width * right2[0];
6316 vert[10] = org2[1] + width * right2[1];
6317 vert[11] = org2[2] + width * right2[2];
6320 void R_CalcSprite_Vertex3f(float *vertex3f, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2)
6322 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
6323 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
6324 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
6325 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
6326 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
6327 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
6328 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
6329 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
6330 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
6331 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
6332 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
6333 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
6336 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
6341 VectorSet(v, x, y, z);
6342 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
6343 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
6345 if (i == mesh->numvertices)
6347 if (mesh->numvertices < mesh->maxvertices)
6349 VectorCopy(v, vertex3f);
6350 mesh->numvertices++;
6352 return mesh->numvertices;
6358 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
6362 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6363 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6364 e = mesh->element3i + mesh->numtriangles * 3;
6365 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
6367 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
6368 if (mesh->numtriangles < mesh->maxtriangles)
6373 mesh->numtriangles++;
6375 element[1] = element[2];
6379 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
6383 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6384 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6385 e = mesh->element3i + mesh->numtriangles * 3;
6386 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
6388 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
6389 if (mesh->numtriangles < mesh->maxtriangles)
6394 mesh->numtriangles++;
6396 element[1] = element[2];
6400 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
6401 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
6403 int planenum, planenum2;
6406 mplane_t *plane, *plane2;
6408 double temppoints[2][256*3];
6409 // figure out how large a bounding box we need to properly compute this brush
6411 for (w = 0;w < numplanes;w++)
6412 maxdist = max(maxdist, fabs(planes[w].dist));
6413 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
6414 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
6415 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
6419 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
6420 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
6422 if (planenum2 == planenum)
6424 PolygonD_Divide(tempnumpoints, temppoints[w], plane2->normal[0], plane2->normal[1], plane2->normal[2], plane2->dist, R_MESH_PLANE_DIST_EPSILON, 0, NULL, NULL, 256, temppoints[!w], &tempnumpoints, NULL);
6427 if (tempnumpoints < 3)
6429 // generate elements forming a triangle fan for this polygon
6430 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
6434 static qbool R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
6436 if(parms[0] == 0 && parms[1] == 0)
6438 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6439 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
6444 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
6447 index = parms[2] + rsurface.shadertime * parms[3];
6448 index -= floor(index);
6449 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
6452 case Q3WAVEFUNC_NONE:
6453 case Q3WAVEFUNC_NOISE:
6454 case Q3WAVEFUNC_COUNT:
6457 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
6458 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
6459 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
6460 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
6461 case Q3WAVEFUNC_TRIANGLE:
6463 f = index - floor(index);
6476 f = parms[0] + parms[1] * f;
6477 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6478 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
6482 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
6489 matrix4x4_t matrix, temp;
6490 // if shadertime exceeds about 9 hours (32768 seconds), just wrap it,
6491 // it's better to have one huge fixup every 9 hours than gradual
6492 // degradation over time which looks consistently bad after many hours.
6494 // tcmod scroll in particular suffers from this degradation which can't be
6495 // effectively worked around even with floor() tricks because we don't
6496 // know if tcmod scroll is the last tcmod being applied, and for clampmap
6497 // a workaround involving floor() would be incorrect anyway...
6498 shadertime = rsurface.shadertime;
6499 if (shadertime >= 32768.0f)
6500 shadertime -= floor(rsurface.shadertime * (1.0f / 32768.0f)) * 32768.0f;
6501 switch(tcmod->tcmod)
6505 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6506 matrix = r_waterscrollmatrix;
6508 matrix = identitymatrix;
6510 case Q3TCMOD_ENTITYTRANSLATE:
6511 // this is used in Q3 to allow the gamecode to control texcoord
6512 // scrolling on the entity, which is not supported in darkplaces yet.
6513 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
6515 case Q3TCMOD_ROTATE:
6516 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
6517 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1);
6518 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
6521 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
6523 case Q3TCMOD_SCROLL:
6524 // this particular tcmod is a "bug for bug" compatible one with regards to
6525 // Quake3, the wrapping is unnecessary with our shadetime fix but quake3
6526 // specifically did the wrapping and so we must mimic that...
6527 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
6528 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
6529 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
6531 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
6532 w = (int) tcmod->parms[0];
6533 h = (int) tcmod->parms[1];
6534 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
6536 idx = (int) floor(f * w * h);
6537 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
6539 case Q3TCMOD_STRETCH:
6540 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
6541 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
6543 case Q3TCMOD_TRANSFORM:
6544 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
6545 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
6546 VectorSet(tcmat + 6, 0 , 0 , 1);
6547 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
6548 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
6550 case Q3TCMOD_TURBULENT:
6551 // this is handled in the RSurf_PrepareVertices function
6552 matrix = identitymatrix;
6556 Matrix4x4_Concat(texmatrix, &matrix, &temp);
6559 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
6561 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
6562 char name[MAX_QPATH];
6563 skinframe_t *skinframe;
6564 unsigned char pixels[296*194];
6565 dp_strlcpy(cache->name, skinname, sizeof(cache->name));
6566 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
6567 if (developer_loading.integer)
6568 Con_Printf("loading %s\n", name);
6569 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6570 if (!skinframe || !skinframe->base)
6573 fs_offset_t filesize;
6575 f = FS_LoadFile(name, tempmempool, true, &filesize);
6578 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
6579 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
6583 cache->skinframe = skinframe;
6586 texture_t *R_GetCurrentTexture(texture_t *t)
6589 const entity_render_t *ent = rsurface.entity;
6590 model_t *model = ent->model; // when calling this, ent must not be NULL
6591 q3shaderinfo_layer_tcmod_t *tcmod;
6592 float specularscale = 0.0f;
6594 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
6595 return t->currentframe;
6596 t->update_lastrenderframe = r_textureframe;
6597 t->update_lastrenderentity = (void *)ent;
6599 if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
6600 t->camera_entity = ent->entitynumber;
6602 t->camera_entity = 0;
6604 // switch to an alternate material if this is a q1bsp animated material
6606 texture_t *texture = t;
6607 int s = rsurface.ent_skinnum;
6608 if ((unsigned int)s >= (unsigned int)model->numskins)
6610 if (model->skinscenes)
6612 if (model->skinscenes[s].framecount > 1)
6613 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
6615 s = model->skinscenes[s].firstframe;
6618 t = t + s * model->num_surfaces;
6621 // use an alternate animation if the entity's frame is not 0,
6622 // and only if the texture has an alternate animation
6623 if (t->animated == 2) // q2bsp
6624 t = t->anim_frames[0][ent->framegroupblend[0].frame % t->anim_total[0]];
6625 else if (rsurface.ent_alttextures && t->anim_total[1])
6626 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
6628 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
6630 texture->currentframe = t;
6633 // update currentskinframe to be a qw skin or animation frame
6634 if (rsurface.ent_qwskin >= 0)
6636 i = rsurface.ent_qwskin;
6637 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
6639 r_qwskincache_size = cl.maxclients;
6641 Mem_Free(r_qwskincache);
6642 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
6644 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
6645 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
6646 t->currentskinframe = r_qwskincache[i].skinframe;
6647 if (t->materialshaderpass && t->currentskinframe == NULL)
6648 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6650 else if (t->materialshaderpass && t->materialshaderpass->numframes >= 2)
6651 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6652 if (t->backgroundshaderpass && t->backgroundshaderpass->numframes >= 2)
6653 t->backgroundcurrentskinframe = t->backgroundshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundshaderpass->framerate, t->backgroundshaderpass->numframes)];
6655 t->currentmaterialflags = t->basematerialflags;
6656 t->currentalpha = rsurface.entity->alpha * t->basealpha;
6657 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_water.integer || r_novis.integer || r_trippy.integer))
6658 t->currentalpha *= r_wateralpha.value;
6659 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
6660 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
6661 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
6662 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
6664 // decide on which type of lighting to use for this surface
6665 if (rsurface.entity->render_modellight_forced)
6666 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
6667 if (rsurface.entity->render_rtlight_disabled)
6668 t->currentmaterialflags |= MATERIALFLAG_NORTLIGHT;
6669 if (rsurface.entity->render_lightgrid)
6670 t->currentmaterialflags |= MATERIALFLAG_LIGHTGRID;
6671 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND && !(R_BlendFuncFlags(t->customblendfunc[0], t->customblendfunc[1]) & BLENDFUNC_ALLOWS_COLORMOD))
6673 // some CUSTOMBLEND blendfuncs are too weird, we have to ignore colormod and view colorscale
6674 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NORTLIGHT) & ~MATERIALFLAG_LIGHTGRID;
6675 for (q = 0; q < 3; q++)
6677 t->render_glowmod[q] = rsurface.entity->glowmod[q];
6678 t->render_modellight_lightdir_world[q] = q == 2;
6679 t->render_modellight_lightdir_local[q] = q == 2;
6680 t->render_modellight_ambient[q] = 1;
6681 t->render_modellight_diffuse[q] = 0;
6682 t->render_modellight_specular[q] = 0;
6683 t->render_lightmap_ambient[q] = 0;
6684 t->render_lightmap_diffuse[q] = 0;
6685 t->render_lightmap_specular[q] = 0;
6686 t->render_rtlight_diffuse[q] = 0;
6687 t->render_rtlight_specular[q] = 0;
6690 else if ((t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || !(rsurface.ent_flags & RENDER_LIGHT))
6692 // fullbright is basically MATERIALFLAG_MODELLIGHT but with ambient locked to 1,1,1 and no shading
6693 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_NORTLIGHT | MATERIALFLAG_MODELLIGHT) & ~MATERIALFLAG_LIGHTGRID;
6694 for (q = 0; q < 3; q++)
6696 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6697 t->render_modellight_ambient[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6698 t->render_modellight_lightdir_world[q] = q == 2;
6699 t->render_modellight_lightdir_local[q] = q == 2;
6700 t->render_modellight_diffuse[q] = 0;
6701 t->render_modellight_specular[q] = 0;
6702 t->render_lightmap_ambient[q] = 0;
6703 t->render_lightmap_diffuse[q] = 0;
6704 t->render_lightmap_specular[q] = 0;
6705 t->render_rtlight_diffuse[q] = 0;
6706 t->render_rtlight_specular[q] = 0;
6709 else if (t->currentmaterialflags & MATERIALFLAG_LIGHTGRID)
6711 t->currentmaterialflags &= ~MATERIALFLAG_MODELLIGHT;
6712 for (q = 0; q < 3; q++)
6714 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6715 t->render_modellight_lightdir_world[q] = q == 2;
6716 t->render_modellight_lightdir_local[q] = q == 2;
6717 t->render_modellight_ambient[q] = 0;
6718 t->render_modellight_diffuse[q] = 0;
6719 t->render_modellight_specular[q] = 0;
6720 t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
6721 t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
6722 t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
6723 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6724 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6727 else if ((rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT)) || rsurface.modeltexcoordlightmap2f == NULL)
6729 // ambient + single direction light (modellight)
6730 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_MODELLIGHT) & ~MATERIALFLAG_LIGHTGRID;
6731 for (q = 0; q < 3; q++)
6733 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6734 t->render_modellight_lightdir_world[q] = rsurface.entity->render_modellight_lightdir_world[q];
6735 t->render_modellight_lightdir_local[q] = rsurface.entity->render_modellight_lightdir_local[q];
6736 t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
6737 t->render_modellight_diffuse[q] = rsurface.entity->render_modellight_diffuse[q] * r_refdef.view.colorscale;
6738 t->render_modellight_specular[q] = rsurface.entity->render_modellight_specular[q] * r_refdef.view.colorscale;
6739 t->render_lightmap_ambient[q] = 0;
6740 t->render_lightmap_diffuse[q] = 0;
6741 t->render_lightmap_specular[q] = 0;
6742 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6743 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6748 // lightmap - 2x diffuse and specular brightness because bsp files have 0-2 colors as 0-1
6749 for (q = 0; q < 3; q++)
6751 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6752 t->render_modellight_lightdir_world[q] = q == 2;
6753 t->render_modellight_lightdir_local[q] = q == 2;
6754 t->render_modellight_ambient[q] = 0;
6755 t->render_modellight_diffuse[q] = 0;
6756 t->render_modellight_specular[q] = 0;
6757 t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
6758 t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
6759 t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
6760 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6761 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6765 if (t->currentmaterialflags & MATERIALFLAG_VERTEXCOLOR)
6767 // since MATERIALFLAG_VERTEXCOLOR uses the lightmapcolor4f vertex
6768 // attribute, we punt it to the lightmap path and hope for the best,
6769 // but lighting doesn't work.
6771 // FIXME: this is fine for effects but CSQC polygons should be subject
6773 t->currentmaterialflags &= ~(MATERIALFLAG_MODELLIGHT | MATERIALFLAG_LIGHTGRID);
6774 for (q = 0; q < 3; q++)
6776 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6777 t->render_modellight_lightdir_world[q] = q == 2;
6778 t->render_modellight_lightdir_local[q] = q == 2;
6779 t->render_modellight_ambient[q] = 0;
6780 t->render_modellight_diffuse[q] = 0;
6781 t->render_modellight_specular[q] = 0;
6782 t->render_lightmap_ambient[q] = 0;
6783 t->render_lightmap_diffuse[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6784 t->render_lightmap_specular[q] = 0;
6785 t->render_rtlight_diffuse[q] = 0;
6786 t->render_rtlight_specular[q] = 0;
6790 for (q = 0; q < 3; q++)
6792 t->render_colormap_pants[q] = rsurface.entity->colormap_pantscolor[q];
6793 t->render_colormap_shirt[q] = rsurface.entity->colormap_shirtcolor[q];
6796 if (rsurface.ent_flags & RENDER_ADDITIVE)
6797 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6798 else if (t->currentalpha < 1)
6799 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6800 // LadyHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
6801 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6802 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
6803 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
6804 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
6805 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
6806 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
6807 if (t->backgroundshaderpass)
6808 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
6809 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
6811 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
6812 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
6815 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
6816 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
6818 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
6819 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
6821 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
6822 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
6824 // there is no tcmod
6825 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6827 t->currenttexmatrix = r_waterscrollmatrix;
6828 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
6830 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
6832 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
6833 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
6836 if (t->materialshaderpass)
6837 for (i = 0, tcmod = t->materialshaderpass->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
6838 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
6840 t->colormapping = VectorLength2(t->render_colormap_pants) + VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f);
6841 if (t->currentskinframe->qpixels)
6842 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
6843 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
6844 if (!t->basetexture)
6845 t->basetexture = r_texture_notexture;
6846 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
6847 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
6848 t->nmaptexture = t->currentskinframe->nmap;
6849 if (!t->nmaptexture)
6850 t->nmaptexture = r_texture_blanknormalmap;
6851 t->glosstexture = r_texture_black;
6852 t->glowtexture = t->currentskinframe->glow;
6853 t->fogtexture = t->currentskinframe->fog;
6854 t->reflectmasktexture = t->currentskinframe->reflect;
6855 if (t->backgroundshaderpass)
6857 for (i = 0, tcmod = t->backgroundshaderpass->tcmods; i < Q3MAXTCMODS && tcmod->tcmod; i++, tcmod++)
6858 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
6859 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
6860 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
6861 t->backgroundglosstexture = r_texture_black;
6862 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
6863 if (!t->backgroundnmaptexture)
6864 t->backgroundnmaptexture = r_texture_blanknormalmap;
6865 // make sure that if glow is going to be used, both textures are not NULL
6866 if (!t->backgroundglowtexture && t->glowtexture)
6867 t->backgroundglowtexture = r_texture_black;
6868 if (!t->glowtexture && t->backgroundglowtexture)
6869 t->glowtexture = r_texture_black;
6873 t->backgroundbasetexture = r_texture_white;
6874 t->backgroundnmaptexture = r_texture_blanknormalmap;
6875 t->backgroundglosstexture = r_texture_black;
6876 t->backgroundglowtexture = NULL;
6878 t->specularpower = r_shadow_glossexponent.value;
6879 // TODO: store reference values for these in the texture?
6880 if (r_shadow_gloss.integer > 0)
6882 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
6884 if (r_shadow_glossintensity.value > 0)
6886 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
6887 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
6888 specularscale = r_shadow_glossintensity.value;
6891 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
6893 t->glosstexture = r_texture_white;
6894 t->backgroundglosstexture = r_texture_white;
6895 specularscale = r_shadow_gloss2intensity.value;
6896 t->specularpower = r_shadow_gloss2exponent.value;
6899 specularscale *= t->specularscalemod;
6900 t->specularpower *= t->specularpowermod;
6902 // lightmaps mode looks bad with dlights using actual texturing, so turn
6903 // off the colormap and glossmap, but leave the normalmap on as it still
6904 // accurately represents the shading involved
6905 if (gl_lightmaps.integer && ent != &cl_meshentities[MESH_UI].render)
6907 t->basetexture = r_texture_grey128;
6908 t->pantstexture = r_texture_black;
6909 t->shirttexture = r_texture_black;
6910 if (gl_lightmaps.integer < 2)
6911 t->nmaptexture = r_texture_blanknormalmap;
6912 t->glosstexture = r_texture_black;
6913 t->glowtexture = NULL;
6914 t->fogtexture = NULL;
6915 t->reflectmasktexture = NULL;
6916 t->backgroundbasetexture = NULL;
6917 if (gl_lightmaps.integer < 2)
6918 t->backgroundnmaptexture = r_texture_blanknormalmap;
6919 t->backgroundglosstexture = r_texture_black;
6920 t->backgroundglowtexture = NULL;
6922 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
6925 if (specularscale != 1.0f)
6927 for (q = 0; q < 3; q++)
6929 t->render_modellight_specular[q] *= specularscale;
6930 t->render_lightmap_specular[q] *= specularscale;
6931 t->render_rtlight_specular[q] *= specularscale;
6935 t->currentblendfunc[0] = GL_ONE;
6936 t->currentblendfunc[1] = GL_ZERO;
6937 if (t->currentmaterialflags & MATERIALFLAG_ADD)
6939 t->currentblendfunc[0] = GL_SRC_ALPHA;
6940 t->currentblendfunc[1] = GL_ONE;
6942 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
6944 t->currentblendfunc[0] = GL_SRC_ALPHA;
6945 t->currentblendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
6947 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6949 t->currentblendfunc[0] = t->customblendfunc[0];
6950 t->currentblendfunc[1] = t->customblendfunc[1];
6956 rsurfacestate_t rsurface;
6958 void RSurf_ActiveModelEntity(const entity_render_t *ent, qbool wantnormals, qbool wanttangents, qbool prepass)
6960 model_t *model = ent->model;
6961 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
6963 rsurface.entity = (entity_render_t *)ent;
6964 rsurface.skeleton = ent->skeleton;
6965 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
6966 rsurface.ent_skinnum = ent->skinnum;
6967 rsurface.ent_qwskin = (ent->entitynumber <= cl.maxclients && ent->entitynumber >= 1 && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[ent->entitynumber - 1].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl")) ? (ent->entitynumber - 1) : -1;
6968 rsurface.ent_flags = ent->flags;
6969 if (r_fullbright_directed.integer && (r_fullbright.integer || !model->lit))
6970 rsurface.ent_flags |= RENDER_LIGHT | RENDER_DYNAMICMODELLIGHT;
6971 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
6972 rsurface.matrix = ent->matrix;
6973 rsurface.inversematrix = ent->inversematrix;
6974 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
6975 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
6976 R_EntityMatrix(&rsurface.matrix);
6977 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
6978 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
6979 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist * rsurface.inversematrixscale;
6980 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
6981 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
6982 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
6983 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
6984 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
6985 rsurface.basepolygonfactor = r_refdef.polygonfactor;
6986 rsurface.basepolygonoffset = r_refdef.polygonoffset;
6987 if (ent->model->brush.submodel && !prepass)
6989 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
6990 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
6992 // if the animcache code decided it should use the shader path, skip the deform step
6993 rsurface.entityskeletaltransform3x4 = ent->animcache_skeletaltransform3x4;
6994 rsurface.entityskeletaltransform3x4buffer = ent->animcache_skeletaltransform3x4buffer;
6995 rsurface.entityskeletaltransform3x4offset = ent->animcache_skeletaltransform3x4offset;
6996 rsurface.entityskeletaltransform3x4size = ent->animcache_skeletaltransform3x4size;
6997 rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
6998 if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
7000 if (ent->animcache_vertex3f)
7002 r_refdef.stats[r_stat_batch_entitycache_count]++;
7003 r_refdef.stats[r_stat_batch_entitycache_surfaces] += model->num_surfaces;
7004 r_refdef.stats[r_stat_batch_entitycache_vertices] += model->surfmesh.num_vertices;
7005 r_refdef.stats[r_stat_batch_entitycache_triangles] += model->surfmesh.num_triangles;
7006 rsurface.modelvertex3f = ent->animcache_vertex3f;
7007 rsurface.modelvertex3f_vertexbuffer = ent->animcache_vertex3f_vertexbuffer;
7008 rsurface.modelvertex3f_bufferoffset = ent->animcache_vertex3f_bufferoffset;
7009 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
7010 rsurface.modelsvector3f_vertexbuffer = wanttangents ? ent->animcache_svector3f_vertexbuffer : NULL;
7011 rsurface.modelsvector3f_bufferoffset = wanttangents ? ent->animcache_svector3f_bufferoffset : 0;
7012 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
7013 rsurface.modeltvector3f_vertexbuffer = wanttangents ? ent->animcache_tvector3f_vertexbuffer : NULL;
7014 rsurface.modeltvector3f_bufferoffset = wanttangents ? ent->animcache_tvector3f_bufferoffset : 0;
7015 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
7016 rsurface.modelnormal3f_vertexbuffer = wantnormals ? ent->animcache_normal3f_vertexbuffer : NULL;
7017 rsurface.modelnormal3f_bufferoffset = wantnormals ? ent->animcache_normal3f_bufferoffset : 0;
7019 else if (wanttangents)
7021 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7022 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7023 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7024 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7025 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7026 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7027 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7028 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7029 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
7030 rsurface.modelvertex3f_vertexbuffer = NULL;
7031 rsurface.modelvertex3f_bufferoffset = 0;
7032 rsurface.modelvertex3f_vertexbuffer = 0;
7033 rsurface.modelvertex3f_bufferoffset = 0;
7034 rsurface.modelsvector3f_vertexbuffer = 0;
7035 rsurface.modelsvector3f_bufferoffset = 0;
7036 rsurface.modeltvector3f_vertexbuffer = 0;
7037 rsurface.modeltvector3f_bufferoffset = 0;
7038 rsurface.modelnormal3f_vertexbuffer = 0;
7039 rsurface.modelnormal3f_bufferoffset = 0;
7041 else if (wantnormals)
7043 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7044 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7045 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7046 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7047 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7048 rsurface.modelsvector3f = NULL;
7049 rsurface.modeltvector3f = NULL;
7050 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7051 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
7052 rsurface.modelvertex3f_vertexbuffer = NULL;
7053 rsurface.modelvertex3f_bufferoffset = 0;
7054 rsurface.modelvertex3f_vertexbuffer = 0;
7055 rsurface.modelvertex3f_bufferoffset = 0;
7056 rsurface.modelsvector3f_vertexbuffer = 0;
7057 rsurface.modelsvector3f_bufferoffset = 0;
7058 rsurface.modeltvector3f_vertexbuffer = 0;
7059 rsurface.modeltvector3f_bufferoffset = 0;
7060 rsurface.modelnormal3f_vertexbuffer = 0;
7061 rsurface.modelnormal3f_bufferoffset = 0;
7065 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7066 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7067 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7068 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7069 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7070 rsurface.modelsvector3f = NULL;
7071 rsurface.modeltvector3f = NULL;
7072 rsurface.modelnormal3f = NULL;
7073 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
7074 rsurface.modelvertex3f_vertexbuffer = NULL;
7075 rsurface.modelvertex3f_bufferoffset = 0;
7076 rsurface.modelvertex3f_vertexbuffer = 0;
7077 rsurface.modelvertex3f_bufferoffset = 0;
7078 rsurface.modelsvector3f_vertexbuffer = 0;
7079 rsurface.modelsvector3f_bufferoffset = 0;
7080 rsurface.modeltvector3f_vertexbuffer = 0;
7081 rsurface.modeltvector3f_bufferoffset = 0;
7082 rsurface.modelnormal3f_vertexbuffer = 0;
7083 rsurface.modelnormal3f_bufferoffset = 0;
7085 rsurface.modelgeneratedvertex = true;
7089 if (rsurface.entityskeletaltransform3x4)
7091 r_refdef.stats[r_stat_batch_entityskeletal_count]++;
7092 r_refdef.stats[r_stat_batch_entityskeletal_surfaces] += model->num_surfaces;
7093 r_refdef.stats[r_stat_batch_entityskeletal_vertices] += model->surfmesh.num_vertices;
7094 r_refdef.stats[r_stat_batch_entityskeletal_triangles] += model->surfmesh.num_triangles;
7098 r_refdef.stats[r_stat_batch_entitystatic_count]++;
7099 r_refdef.stats[r_stat_batch_entitystatic_surfaces] += model->num_surfaces;
7100 r_refdef.stats[r_stat_batch_entitystatic_vertices] += model->surfmesh.num_vertices;
7101 r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles;
7103 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
7104 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.data_vertex3f_vertexbuffer;
7105 rsurface.modelvertex3f_bufferoffset = model->surfmesh.data_vertex3f_bufferoffset;
7106 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
7107 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.data_svector3f_vertexbuffer;
7108 rsurface.modelsvector3f_bufferoffset = model->surfmesh.data_svector3f_bufferoffset;
7109 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
7110 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.data_tvector3f_vertexbuffer;
7111 rsurface.modeltvector3f_bufferoffset = model->surfmesh.data_tvector3f_bufferoffset;
7112 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
7113 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.data_normal3f_vertexbuffer;
7114 rsurface.modelnormal3f_bufferoffset = model->surfmesh.data_normal3f_bufferoffset;
7115 rsurface.modelgeneratedvertex = false;
7117 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
7118 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.data_lightmapcolor4f_vertexbuffer;
7119 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.data_lightmapcolor4f_bufferoffset;
7120 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
7121 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.data_texcoordtexture2f_vertexbuffer;
7122 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.data_texcoordtexture2f_bufferoffset;
7123 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
7124 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.data_texcoordlightmap2f_vertexbuffer;
7125 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.data_texcoordlightmap2f_bufferoffset;
7126 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
7127 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.data_skeletalindex4ub_vertexbuffer;
7128 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.data_skeletalindex4ub_bufferoffset;
7129 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
7130 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.data_skeletalweight4ub_vertexbuffer;
7131 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.data_skeletalweight4ub_bufferoffset;
7132 rsurface.modelelement3i = model->surfmesh.data_element3i;
7133 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
7134 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
7135 rsurface.modelelement3s = model->surfmesh.data_element3s;
7136 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
7137 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
7138 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
7139 rsurface.modelnumvertices = model->surfmesh.num_vertices;
7140 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
7141 rsurface.modelsurfaces = model->data_surfaces;
7142 rsurface.batchgeneratedvertex = false;
7143 rsurface.batchfirstvertex = 0;
7144 rsurface.batchnumvertices = 0;
7145 rsurface.batchfirsttriangle = 0;
7146 rsurface.batchnumtriangles = 0;
7147 rsurface.batchvertex3f = NULL;
7148 rsurface.batchvertex3f_vertexbuffer = NULL;
7149 rsurface.batchvertex3f_bufferoffset = 0;
7150 rsurface.batchsvector3f = NULL;
7151 rsurface.batchsvector3f_vertexbuffer = NULL;
7152 rsurface.batchsvector3f_bufferoffset = 0;
7153 rsurface.batchtvector3f = NULL;
7154 rsurface.batchtvector3f_vertexbuffer = NULL;
7155 rsurface.batchtvector3f_bufferoffset = 0;
7156 rsurface.batchnormal3f = NULL;
7157 rsurface.batchnormal3f_vertexbuffer = NULL;
7158 rsurface.batchnormal3f_bufferoffset = 0;
7159 rsurface.batchlightmapcolor4f = NULL;
7160 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7161 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7162 rsurface.batchtexcoordtexture2f = NULL;
7163 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7164 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7165 rsurface.batchtexcoordlightmap2f = NULL;
7166 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7167 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7168 rsurface.batchskeletalindex4ub = NULL;
7169 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7170 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7171 rsurface.batchskeletalweight4ub = NULL;
7172 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7173 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7174 rsurface.batchelement3i = NULL;
7175 rsurface.batchelement3i_indexbuffer = NULL;
7176 rsurface.batchelement3i_bufferoffset = 0;
7177 rsurface.batchelement3s = NULL;
7178 rsurface.batchelement3s_indexbuffer = NULL;
7179 rsurface.batchelement3s_bufferoffset = 0;
7180 rsurface.forcecurrenttextureupdate = false;
7183 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qbool wantnormals, qbool wanttangents)
7185 rsurface.entity = r_refdef.scene.worldentity;
7186 if (r != 1.0f || g != 1.0f || b != 1.0f || a != 1.0f) {
7187 // HACK to provide a valid entity with modded colors to R_GetCurrentTexture.
7188 // A better approach could be making this copy only once per frame.
7189 static entity_render_t custom_entity;
7191 custom_entity = *rsurface.entity;
7192 for (q = 0; q < 3; ++q) {
7193 float colormod = q == 0 ? r : q == 1 ? g : b;
7194 custom_entity.render_fullbright[q] *= colormod;
7195 custom_entity.render_modellight_ambient[q] *= colormod;
7196 custom_entity.render_modellight_diffuse[q] *= colormod;
7197 custom_entity.render_lightmap_ambient[q] *= colormod;
7198 custom_entity.render_lightmap_diffuse[q] *= colormod;
7199 custom_entity.render_rtlight_diffuse[q] *= colormod;
7201 custom_entity.alpha *= a;
7202 rsurface.entity = &custom_entity;
7204 rsurface.skeleton = NULL;
7205 rsurface.ent_skinnum = 0;
7206 rsurface.ent_qwskin = -1;
7207 rsurface.ent_flags = entflags;
7208 rsurface.shadertime = r_refdef.scene.time - shadertime;
7209 rsurface.modelnumvertices = numvertices;
7210 rsurface.modelnumtriangles = numtriangles;
7211 rsurface.matrix = *matrix;
7212 rsurface.inversematrix = *inversematrix;
7213 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
7214 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
7215 R_EntityMatrix(&rsurface.matrix);
7216 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
7217 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
7218 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
7219 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
7220 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
7221 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7222 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
7223 rsurface.frameblend[0].lerp = 1;
7224 rsurface.ent_alttextures = false;
7225 rsurface.basepolygonfactor = r_refdef.polygonfactor;
7226 rsurface.basepolygonoffset = r_refdef.polygonoffset;
7227 rsurface.entityskeletaltransform3x4 = NULL;
7228 rsurface.entityskeletaltransform3x4buffer = NULL;
7229 rsurface.entityskeletaltransform3x4offset = 0;
7230 rsurface.entityskeletaltransform3x4size = 0;
7231 rsurface.entityskeletalnumtransforms = 0;
7232 r_refdef.stats[r_stat_batch_entitycustom_count]++;
7233 r_refdef.stats[r_stat_batch_entitycustom_surfaces] += 1;
7234 r_refdef.stats[r_stat_batch_entitycustom_vertices] += rsurface.modelnumvertices;
7235 r_refdef.stats[r_stat_batch_entitycustom_triangles] += rsurface.modelnumtriangles;
7238 rsurface.modelvertex3f = (float *)vertex3f;
7239 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7240 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7241 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7243 else if (wantnormals)
7245 rsurface.modelvertex3f = (float *)vertex3f;
7246 rsurface.modelsvector3f = NULL;
7247 rsurface.modeltvector3f = NULL;
7248 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7252 rsurface.modelvertex3f = (float *)vertex3f;
7253 rsurface.modelsvector3f = NULL;
7254 rsurface.modeltvector3f = NULL;
7255 rsurface.modelnormal3f = NULL;
7257 rsurface.modelvertex3f_vertexbuffer = 0;
7258 rsurface.modelvertex3f_bufferoffset = 0;
7259 rsurface.modelsvector3f_vertexbuffer = 0;
7260 rsurface.modelsvector3f_bufferoffset = 0;
7261 rsurface.modeltvector3f_vertexbuffer = 0;
7262 rsurface.modeltvector3f_bufferoffset = 0;
7263 rsurface.modelnormal3f_vertexbuffer = 0;
7264 rsurface.modelnormal3f_bufferoffset = 0;
7265 rsurface.modelgeneratedvertex = true;
7266 rsurface.modellightmapcolor4f = (float *)color4f;
7267 rsurface.modellightmapcolor4f_vertexbuffer = 0;
7268 rsurface.modellightmapcolor4f_bufferoffset = 0;
7269 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
7270 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
7271 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
7272 rsurface.modeltexcoordlightmap2f = NULL;
7273 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
7274 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
7275 rsurface.modelskeletalindex4ub = NULL;
7276 rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
7277 rsurface.modelskeletalindex4ub_bufferoffset = 0;
7278 rsurface.modelskeletalweight4ub = NULL;
7279 rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
7280 rsurface.modelskeletalweight4ub_bufferoffset = 0;
7281 rsurface.modelelement3i = (int *)element3i;
7282 rsurface.modelelement3i_indexbuffer = NULL;
7283 rsurface.modelelement3i_bufferoffset = 0;
7284 rsurface.modelelement3s = (unsigned short *)element3s;
7285 rsurface.modelelement3s_indexbuffer = NULL;
7286 rsurface.modelelement3s_bufferoffset = 0;
7287 rsurface.modellightmapoffsets = NULL;
7288 rsurface.modelsurfaces = NULL;
7289 rsurface.batchgeneratedvertex = false;
7290 rsurface.batchfirstvertex = 0;
7291 rsurface.batchnumvertices = 0;
7292 rsurface.batchfirsttriangle = 0;
7293 rsurface.batchnumtriangles = 0;
7294 rsurface.batchvertex3f = NULL;
7295 rsurface.batchvertex3f_vertexbuffer = NULL;
7296 rsurface.batchvertex3f_bufferoffset = 0;
7297 rsurface.batchsvector3f = NULL;
7298 rsurface.batchsvector3f_vertexbuffer = NULL;
7299 rsurface.batchsvector3f_bufferoffset = 0;
7300 rsurface.batchtvector3f = NULL;
7301 rsurface.batchtvector3f_vertexbuffer = NULL;
7302 rsurface.batchtvector3f_bufferoffset = 0;
7303 rsurface.batchnormal3f = NULL;
7304 rsurface.batchnormal3f_vertexbuffer = NULL;
7305 rsurface.batchnormal3f_bufferoffset = 0;
7306 rsurface.batchlightmapcolor4f = NULL;
7307 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7308 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7309 rsurface.batchtexcoordtexture2f = NULL;
7310 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7311 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7312 rsurface.batchtexcoordlightmap2f = NULL;
7313 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7314 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7315 rsurface.batchskeletalindex4ub = NULL;
7316 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7317 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7318 rsurface.batchskeletalweight4ub = NULL;
7319 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7320 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7321 rsurface.batchelement3i = NULL;
7322 rsurface.batchelement3i_indexbuffer = NULL;
7323 rsurface.batchelement3i_bufferoffset = 0;
7324 rsurface.batchelement3s = NULL;
7325 rsurface.batchelement3s_indexbuffer = NULL;
7326 rsurface.batchelement3s_bufferoffset = 0;
7327 rsurface.forcecurrenttextureupdate = true;
7329 if (rsurface.modelnumvertices && rsurface.modelelement3i)
7331 if ((wantnormals || wanttangents) && !normal3f)
7333 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7334 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
7336 if (wanttangents && !svector3f)
7338 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7339 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7340 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
7345 float RSurf_FogPoint(const float *v)
7347 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7348 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
7349 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
7350 float FogHeightFade = r_refdef.fogheightfade;
7352 unsigned int fogmasktableindex;
7353 if (r_refdef.fogplaneviewabove)
7354 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7356 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7357 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
7358 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7361 float RSurf_FogVertex(const float *v)
7363 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7364 float FogPlaneViewDist = rsurface.fogplaneviewdist;
7365 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
7366 float FogHeightFade = rsurface.fogheightfade;
7368 unsigned int fogmasktableindex;
7369 if (r_refdef.fogplaneviewabove)
7370 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7372 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7373 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
7374 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7377 void RSurf_UploadBuffersForBatch(void)
7379 // upload buffer data for generated vertex data (dynamicvertex case) or index data (copytriangles case) and models that lack it to begin with (e.g. DrawQ_FlushUI)
7380 // note that if rsurface.batchvertex3f_vertexbuffer is NULL, dynamicvertex is forced as we don't account for the proper base vertex here.
7381 if (rsurface.batchvertex3f && !rsurface.batchvertex3f_vertexbuffer)
7382 rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
7383 if (rsurface.batchsvector3f && !rsurface.batchsvector3f_vertexbuffer)
7384 rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
7385 if (rsurface.batchtvector3f && !rsurface.batchtvector3f_vertexbuffer)
7386 rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
7387 if (rsurface.batchnormal3f && !rsurface.batchnormal3f_vertexbuffer)
7388 rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
7389 if (rsurface.batchlightmapcolor4f && !rsurface.batchlightmapcolor4f_vertexbuffer)
7390 rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
7391 if (rsurface.batchtexcoordtexture2f && !rsurface.batchtexcoordtexture2f_vertexbuffer)
7392 rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
7393 if (rsurface.batchtexcoordlightmap2f && !rsurface.batchtexcoordlightmap2f_vertexbuffer)
7394 rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
7395 if (rsurface.batchskeletalindex4ub && !rsurface.batchskeletalindex4ub_vertexbuffer)
7396 rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
7397 if (rsurface.batchskeletalweight4ub && !rsurface.batchskeletalweight4ub_vertexbuffer)
7398 rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
7400 if (rsurface.batchelement3s && !rsurface.batchelement3s_indexbuffer)
7401 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
7402 else if (rsurface.batchelement3i && !rsurface.batchelement3i_indexbuffer)
7403 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
7405 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
7406 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
7407 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
7408 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
7409 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
7410 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
7411 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
7412 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
7413 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
7414 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
7417 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
7420 for (i = 0;i < numelements;i++)
7421 outelement3i[i] = inelement3i[i] + adjust;
7424 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
7425 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
7433 int surfacefirsttriangle;
7434 int surfacenumtriangles;
7435 int surfacefirstvertex;
7436 int surfaceendvertex;
7437 int surfacenumvertices;
7438 int batchnumsurfaces = texturenumsurfaces;
7439 int batchnumvertices;
7440 int batchnumtriangles;
7443 qbool dynamicvertex;
7446 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
7449 q3shaderinfo_deform_t *deform;
7450 const msurface_t *surface, *firstsurface;
7451 if (!texturenumsurfaces)
7453 // find vertex range of this surface batch
7455 firstsurface = texturesurfacelist[0];
7456 firsttriangle = firstsurface->num_firsttriangle;
7457 batchnumvertices = 0;
7458 batchnumtriangles = 0;
7459 firstvertex = endvertex = firstsurface->num_firstvertex;
7460 for (i = 0;i < texturenumsurfaces;i++)
7462 surface = texturesurfacelist[i];
7463 if (surface != firstsurface + i)
7465 surfacefirstvertex = surface->num_firstvertex;
7466 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
7467 surfacenumvertices = surface->num_vertices;
7468 surfacenumtriangles = surface->num_triangles;
7469 if (firstvertex > surfacefirstvertex)
7470 firstvertex = surfacefirstvertex;
7471 if (endvertex < surfaceendvertex)
7472 endvertex = surfaceendvertex;
7473 batchnumvertices += surfacenumvertices;
7474 batchnumtriangles += surfacenumtriangles;
7477 r_refdef.stats[r_stat_batch_batches]++;
7479 r_refdef.stats[r_stat_batch_withgaps]++;
7480 r_refdef.stats[r_stat_batch_surfaces] += batchnumsurfaces;
7481 r_refdef.stats[r_stat_batch_vertices] += batchnumvertices;
7482 r_refdef.stats[r_stat_batch_triangles] += batchnumtriangles;
7484 // we now know the vertex range used, and if there are any gaps in it
7485 rsurface.batchfirstvertex = firstvertex;
7486 rsurface.batchnumvertices = endvertex - firstvertex;
7487 rsurface.batchfirsttriangle = firsttriangle;
7488 rsurface.batchnumtriangles = batchnumtriangles;
7490 // check if any dynamic vertex processing must occur
7491 dynamicvertex = false;
7493 // we must use vertexbuffers for rendering, we can upload vertex buffers
7494 // easily enough but if the basevertex is non-zero it becomes more
7495 // difficult, so force dynamicvertex path in that case - it's suboptimal
7496 // but the most optimal case is to have the geometry sources provide their
7498 if (!rsurface.modelvertex3f_vertexbuffer && firstvertex != 0)
7499 dynamicvertex = true;
7501 // a cvar to force the dynamic vertex path to be taken, for debugging
7502 if (r_batch_debugdynamicvertexpath.integer)
7506 r_refdef.stats[r_stat_batch_dynamic_batches_because_cvar] += 1;
7507 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_cvar] += batchnumsurfaces;
7508 r_refdef.stats[r_stat_batch_dynamic_vertices_because_cvar] += batchnumvertices;
7509 r_refdef.stats[r_stat_batch_dynamic_triangles_because_cvar] += batchnumtriangles;
7511 dynamicvertex = true;
7514 // if there is a chance of animated vertex colors, it's a dynamic batch
7515 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
7519 r_refdef.stats[r_stat_batch_dynamic_batches_because_lightmapvertex] += 1;
7520 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_lightmapvertex] += batchnumsurfaces;
7521 r_refdef.stats[r_stat_batch_dynamic_vertices_because_lightmapvertex] += batchnumvertices;
7522 r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
7524 dynamicvertex = true;
7527 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
7529 switch (deform->deform)
7532 case Q3DEFORM_PROJECTIONSHADOW:
7533 case Q3DEFORM_TEXT0:
7534 case Q3DEFORM_TEXT1:
7535 case Q3DEFORM_TEXT2:
7536 case Q3DEFORM_TEXT3:
7537 case Q3DEFORM_TEXT4:
7538 case Q3DEFORM_TEXT5:
7539 case Q3DEFORM_TEXT6:
7540 case Q3DEFORM_TEXT7:
7543 case Q3DEFORM_AUTOSPRITE:
7546 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite] += 1;
7547 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite] += batchnumsurfaces;
7548 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite] += batchnumvertices;
7549 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite] += batchnumtriangles;
7551 dynamicvertex = true;
7552 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
7554 case Q3DEFORM_AUTOSPRITE2:
7557 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite2] += 1;
7558 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite2] += batchnumsurfaces;
7559 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite2] += batchnumvertices;
7560 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite2] += batchnumtriangles;
7562 dynamicvertex = true;
7563 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7565 case Q3DEFORM_NORMAL:
7568 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_normal] += 1;
7569 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_normal] += batchnumsurfaces;
7570 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_normal] += batchnumvertices;
7571 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_normal] += batchnumtriangles;
7573 dynamicvertex = true;
7574 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7577 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7578 break; // if wavefunc is a nop, ignore this transform
7581 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_wave] += 1;
7582 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_wave] += batchnumsurfaces;
7583 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_wave] += batchnumvertices;
7584 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_wave] += batchnumtriangles;
7586 dynamicvertex = true;
7587 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7589 case Q3DEFORM_BULGE:
7592 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_bulge] += 1;
7593 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_bulge] += batchnumsurfaces;
7594 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_bulge] += batchnumvertices;
7595 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_bulge] += batchnumtriangles;
7597 dynamicvertex = true;
7598 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7601 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7602 break; // if wavefunc is a nop, ignore this transform
7605 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_move] += 1;
7606 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_move] += batchnumsurfaces;
7607 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_move] += batchnumvertices;
7608 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_move] += batchnumtriangles;
7610 dynamicvertex = true;
7611 batchneed |= BATCHNEED_ARRAY_VERTEX;
7615 if (rsurface.texture->materialshaderpass)
7617 switch (rsurface.texture->materialshaderpass->tcgen.tcgen)
7620 case Q3TCGEN_TEXTURE:
7622 case Q3TCGEN_LIGHTMAP:
7625 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1;
7626 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces;
7627 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices;
7628 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles;
7630 dynamicvertex = true;
7631 batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
7633 case Q3TCGEN_VECTOR:
7636 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1;
7637 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces;
7638 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices;
7639 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles;
7641 dynamicvertex = true;
7642 batchneed |= BATCHNEED_ARRAY_VERTEX;
7644 case Q3TCGEN_ENVIRONMENT:
7647 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1;
7648 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces;
7649 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices;
7650 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles;
7652 dynamicvertex = true;
7653 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
7656 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
7660 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1;
7661 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces;
7662 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices;
7663 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles;
7665 dynamicvertex = true;
7666 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7670 // the caller can specify BATCHNEED_NOGAPS to force a batch with
7671 // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
7672 // we ensure this by treating the vertex batch as dynamic...
7673 if ((batchneed & BATCHNEED_ALWAYSCOPY) || ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0)))
7677 r_refdef.stats[r_stat_batch_dynamic_batches_because_nogaps] += 1;
7678 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_nogaps] += batchnumsurfaces;
7679 r_refdef.stats[r_stat_batch_dynamic_vertices_because_nogaps] += batchnumvertices;
7680 r_refdef.stats[r_stat_batch_dynamic_triangles_because_nogaps] += batchnumtriangles;
7682 dynamicvertex = true;
7685 // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
7686 if (dynamicvertex && rsurface.entityskeletaltransform3x4)
7687 batchneed |= BATCHNEED_ARRAY_SKELETAL;
7689 rsurface.batchvertex3f = rsurface.modelvertex3f;
7690 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
7691 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
7692 rsurface.batchsvector3f = rsurface.modelsvector3f;
7693 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
7694 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
7695 rsurface.batchtvector3f = rsurface.modeltvector3f;
7696 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
7697 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
7698 rsurface.batchnormal3f = rsurface.modelnormal3f;
7699 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
7700 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
7701 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
7702 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
7703 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7704 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
7705 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
7706 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
7707 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
7708 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
7709 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
7710 rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
7711 rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
7712 rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
7713 rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
7714 rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
7715 rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
7716 rsurface.batchelement3i = rsurface.modelelement3i;
7717 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
7718 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
7719 rsurface.batchelement3s = rsurface.modelelement3s;
7720 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
7721 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
7722 rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4;
7723 rsurface.batchskeletaltransform3x4buffer = rsurface.entityskeletaltransform3x4buffer;
7724 rsurface.batchskeletaltransform3x4offset = rsurface.entityskeletaltransform3x4offset;
7725 rsurface.batchskeletaltransform3x4size = rsurface.entityskeletaltransform3x4size;
7726 rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms;
7728 // if any dynamic vertex processing has to occur in software, we copy the
7729 // entire surface list together before processing to rebase the vertices
7730 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
7732 // if any gaps exist and we do not have a static vertex buffer, we have to
7733 // copy the surface list together to avoid wasting upload bandwidth on the
7734 // vertices in the gaps.
7736 // if gaps exist and we have a static vertex buffer, we can choose whether
7737 // to combine the index buffer ranges into one dynamic index buffer or
7738 // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
7740 // in many cases the batch is reduced to one draw call.
7742 rsurface.batchmultidraw = false;
7743 rsurface.batchmultidrawnumsurfaces = 0;
7744 rsurface.batchmultidrawsurfacelist = NULL;
7748 // static vertex data, just set pointers...
7749 rsurface.batchgeneratedvertex = false;
7750 // if there are gaps, we want to build a combined index buffer,
7751 // otherwise use the original static buffer with an appropriate offset
7754 r_refdef.stats[r_stat_batch_copytriangles_batches] += 1;
7755 r_refdef.stats[r_stat_batch_copytriangles_surfaces] += batchnumsurfaces;
7756 r_refdef.stats[r_stat_batch_copytriangles_vertices] += batchnumvertices;
7757 r_refdef.stats[r_stat_batch_copytriangles_triangles] += batchnumtriangles;
7758 if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
7760 rsurface.batchmultidraw = true;
7761 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
7762 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
7765 // build a new triangle elements array for this batch
7766 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7767 rsurface.batchfirsttriangle = 0;
7769 for (i = 0;i < texturenumsurfaces;i++)
7771 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7772 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7773 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
7774 numtriangles += surfacenumtriangles;
7776 rsurface.batchelement3i_indexbuffer = NULL;
7777 rsurface.batchelement3i_bufferoffset = 0;
7778 rsurface.batchelement3s = NULL;
7779 rsurface.batchelement3s_indexbuffer = NULL;
7780 rsurface.batchelement3s_bufferoffset = 0;
7781 if (endvertex <= 65536)
7783 // make a 16bit (unsigned short) index array if possible
7784 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
7785 for (i = 0;i < numtriangles*3;i++)
7786 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
7791 r_refdef.stats[r_stat_batch_fast_batches] += 1;
7792 r_refdef.stats[r_stat_batch_fast_surfaces] += batchnumsurfaces;
7793 r_refdef.stats[r_stat_batch_fast_vertices] += batchnumvertices;
7794 r_refdef.stats[r_stat_batch_fast_triangles] += batchnumtriangles;
7799 // something needs software processing, do it for real...
7800 // we only directly handle separate array data in this case and then
7801 // generate interleaved data if needed...
7802 rsurface.batchgeneratedvertex = true;
7803 r_refdef.stats[r_stat_batch_dynamic_batches] += 1;
7804 r_refdef.stats[r_stat_batch_dynamic_surfaces] += batchnumsurfaces;
7805 r_refdef.stats[r_stat_batch_dynamic_vertices] += batchnumvertices;
7806 r_refdef.stats[r_stat_batch_dynamic_triangles] += batchnumtriangles;
7808 // now copy the vertex data into a combined array and make an index array
7809 // (this is what Quake3 does all the time)
7810 // we also apply any skeletal animation here that would have been done in
7811 // the vertex shader, because most of the dynamic vertex animation cases
7812 // need actual vertex positions and normals
7813 //if (dynamicvertex)
7815 rsurface.batchvertex3f = NULL;
7816 rsurface.batchvertex3f_vertexbuffer = NULL;
7817 rsurface.batchvertex3f_bufferoffset = 0;
7818 rsurface.batchsvector3f = NULL;
7819 rsurface.batchsvector3f_vertexbuffer = NULL;
7820 rsurface.batchsvector3f_bufferoffset = 0;
7821 rsurface.batchtvector3f = NULL;
7822 rsurface.batchtvector3f_vertexbuffer = NULL;
7823 rsurface.batchtvector3f_bufferoffset = 0;
7824 rsurface.batchnormal3f = NULL;
7825 rsurface.batchnormal3f_vertexbuffer = NULL;
7826 rsurface.batchnormal3f_bufferoffset = 0;
7827 rsurface.batchlightmapcolor4f = NULL;
7828 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7829 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7830 rsurface.batchtexcoordtexture2f = NULL;
7831 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7832 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7833 rsurface.batchtexcoordlightmap2f = NULL;
7834 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7835 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7836 rsurface.batchskeletalindex4ub = NULL;
7837 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7838 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7839 rsurface.batchskeletalweight4ub = NULL;
7840 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7841 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7842 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7843 rsurface.batchelement3i_indexbuffer = NULL;
7844 rsurface.batchelement3i_bufferoffset = 0;
7845 rsurface.batchelement3s = NULL;
7846 rsurface.batchelement3s_indexbuffer = NULL;
7847 rsurface.batchelement3s_bufferoffset = 0;
7848 rsurface.batchskeletaltransform3x4buffer = NULL;
7849 rsurface.batchskeletaltransform3x4offset = 0;
7850 rsurface.batchskeletaltransform3x4size = 0;
7851 // we'll only be setting up certain arrays as needed
7852 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7853 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7854 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7855 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7856 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7858 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7859 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7861 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7862 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
7863 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7864 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7865 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7866 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7867 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7869 rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7870 rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7874 for (i = 0;i < texturenumsurfaces;i++)
7876 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
7877 surfacenumvertices = texturesurfacelist[i]->num_vertices;
7878 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7879 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7880 // copy only the data requested
7881 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
7883 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7885 if (rsurface.batchvertex3f)
7886 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7888 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7890 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7892 if (rsurface.modelnormal3f)
7893 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7895 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7897 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7899 if (rsurface.modelsvector3f)
7901 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7902 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7906 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7907 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7910 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7912 if (rsurface.modellightmapcolor4f)
7913 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
7915 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
7917 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7919 if (rsurface.modeltexcoordtexture2f)
7920 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7922 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7924 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7926 if (rsurface.modeltexcoordlightmap2f)
7927 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7929 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7931 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7933 if (rsurface.modelskeletalindex4ub)
7935 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
7936 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
7940 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
7941 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
7942 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
7943 for (j = 0;j < surfacenumvertices;j++)
7948 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
7949 numvertices += surfacenumvertices;
7950 numtriangles += surfacenumtriangles;
7953 // generate a 16bit index array as well if possible
7954 // (in general, dynamic batches fit)
7955 if (numvertices <= 65536)
7957 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
7958 for (i = 0;i < numtriangles*3;i++)
7959 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
7962 // since we've copied everything, the batch now starts at 0
7963 rsurface.batchfirstvertex = 0;
7964 rsurface.batchnumvertices = batchnumvertices;
7965 rsurface.batchfirsttriangle = 0;
7966 rsurface.batchnumtriangles = batchnumtriangles;
7969 // apply skeletal animation that would have been done in the vertex shader
7970 if (rsurface.batchskeletaltransform3x4)
7972 const unsigned char *si;
7973 const unsigned char *sw;
7975 const float *b = rsurface.batchskeletaltransform3x4;
7976 float *vp, *vs, *vt, *vn;
7978 float m[3][4], n[3][4];
7979 float tp[3], ts[3], tt[3], tn[3];
7980 r_refdef.stats[r_stat_batch_dynamicskeletal_batches] += 1;
7981 r_refdef.stats[r_stat_batch_dynamicskeletal_surfaces] += batchnumsurfaces;
7982 r_refdef.stats[r_stat_batch_dynamicskeletal_vertices] += batchnumvertices;
7983 r_refdef.stats[r_stat_batch_dynamicskeletal_triangles] += batchnumtriangles;
7984 si = rsurface.batchskeletalindex4ub;
7985 sw = rsurface.batchskeletalweight4ub;
7986 vp = rsurface.batchvertex3f;
7987 vs = rsurface.batchsvector3f;
7988 vt = rsurface.batchtvector3f;
7989 vn = rsurface.batchnormal3f;
7990 memset(m[0], 0, sizeof(m));
7991 memset(n[0], 0, sizeof(n));
7992 for (i = 0;i < batchnumvertices;i++)
7994 t[0] = b + si[0]*12;
7997 // common case - only one matrix
8011 else if (sw[2] + sw[3])
8014 t[1] = b + si[1]*12;
8015 t[2] = b + si[2]*12;
8016 t[3] = b + si[3]*12;
8017 w[0] = sw[0] * (1.0f / 255.0f);
8018 w[1] = sw[1] * (1.0f / 255.0f);
8019 w[2] = sw[2] * (1.0f / 255.0f);
8020 w[3] = sw[3] * (1.0f / 255.0f);
8021 // blend the matrices
8022 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
8023 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
8024 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
8025 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
8026 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
8027 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
8028 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
8029 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
8030 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
8031 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
8032 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
8033 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
8038 t[1] = b + si[1]*12;
8039 w[0] = sw[0] * (1.0f / 255.0f);
8040 w[1] = sw[1] * (1.0f / 255.0f);
8041 // blend the matrices
8042 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
8043 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
8044 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
8045 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
8046 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
8047 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
8048 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
8049 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
8050 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
8051 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
8052 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
8053 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
8057 // modify the vertex
8059 vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
8060 vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
8061 vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
8065 // the normal transformation matrix is a set of cross products...
8066 CrossProduct(m[1], m[2], n[0]);
8067 CrossProduct(m[2], m[0], n[1]);
8068 CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
8070 vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
8071 vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
8072 vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
8073 VectorNormalize(vn);
8078 vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
8079 vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
8080 vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
8081 VectorNormalize(vs);
8084 vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
8085 vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
8086 vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
8087 VectorNormalize(vt);
8092 rsurface.batchskeletaltransform3x4 = NULL;
8093 rsurface.batchskeletalnumtransforms = 0;
8096 // q1bsp surfaces rendered in vertex color mode have to have colors
8097 // calculated based on lightstyles
8098 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
8100 // generate color arrays for the surfaces in this list
8105 const unsigned char *lm;
8106 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8107 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8108 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8110 for (i = 0;i < texturenumsurfaces;i++)
8112 surface = texturesurfacelist[i];
8113 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8114 surfacenumvertices = surface->num_vertices;
8115 if (surface->lightmapinfo->samples)
8117 for (j = 0;j < surfacenumvertices;j++)
8119 lm = surface->lightmapinfo->samples + offsets[j];
8120 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8121 VectorScale(lm, scale, c);
8122 if (surface->lightmapinfo->styles[1] != 255)
8124 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8126 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8127 VectorMA(c, scale, lm, c);
8128 if (surface->lightmapinfo->styles[2] != 255)
8131 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8132 VectorMA(c, scale, lm, c);
8133 if (surface->lightmapinfo->styles[3] != 255)
8136 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8137 VectorMA(c, scale, lm, c);
8144 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, min(c[0], 255) * (1.0f / 255.0f), min(c[1], 255) * (1.0f / 255.0f), min(c[2], 255) * (1.0f / 255.0f), 1);
8150 for (j = 0;j < surfacenumvertices;j++)
8152 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
8159 // if vertices are deformed (sprite flares and things in maps, possibly
8160 // water waves, bulges and other deformations), modify the copied vertices
8162 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8165 switch (deform->deform)
8168 case Q3DEFORM_PROJECTIONSHADOW:
8169 case Q3DEFORM_TEXT0:
8170 case Q3DEFORM_TEXT1:
8171 case Q3DEFORM_TEXT2:
8172 case Q3DEFORM_TEXT3:
8173 case Q3DEFORM_TEXT4:
8174 case Q3DEFORM_TEXT5:
8175 case Q3DEFORM_TEXT6:
8176 case Q3DEFORM_TEXT7:
8179 case Q3DEFORM_AUTOSPRITE:
8180 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8181 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8182 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8183 VectorNormalize(newforward);
8184 VectorNormalize(newright);
8185 VectorNormalize(newup);
8186 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8187 // rsurface.batchvertex3f_vertexbuffer = NULL;
8188 // rsurface.batchvertex3f_bufferoffset = 0;
8189 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
8190 // rsurface.batchsvector3f_vertexbuffer = NULL;
8191 // rsurface.batchsvector3f_bufferoffset = 0;
8192 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
8193 // rsurface.batchtvector3f_vertexbuffer = NULL;
8194 // rsurface.batchtvector3f_bufferoffset = 0;
8195 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8196 // rsurface.batchnormal3f_vertexbuffer = NULL;
8197 // rsurface.batchnormal3f_bufferoffset = 0;
8198 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
8199 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
8200 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8201 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
8202 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
8203 // a single autosprite surface can contain multiple sprites...
8204 for (j = 0;j < batchnumvertices - 3;j += 4)
8206 VectorClear(center);
8207 for (i = 0;i < 4;i++)
8208 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8209 VectorScale(center, 0.25f, center);
8210 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
8211 VectorCopy(rsurface.batchsvector3f + 3*j, right);
8212 VectorCopy(rsurface.batchtvector3f + 3*j, up);
8213 for (i = 0;i < 4;i++)
8215 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
8216 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
8219 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
8220 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8221 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
8223 case Q3DEFORM_AUTOSPRITE2:
8224 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8225 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8226 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8227 VectorNormalize(newforward);
8228 VectorNormalize(newright);
8229 VectorNormalize(newup);
8230 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8231 // rsurface.batchvertex3f_vertexbuffer = NULL;
8232 // rsurface.batchvertex3f_bufferoffset = 0;
8234 const float *v1, *v2;
8244 memset(shortest, 0, sizeof(shortest));
8245 // a single autosprite surface can contain multiple sprites...
8246 for (j = 0;j < batchnumvertices - 3;j += 4)
8248 VectorClear(center);
8249 for (i = 0;i < 4;i++)
8250 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8251 VectorScale(center, 0.25f, center);
8252 // find the two shortest edges, then use them to define the
8253 // axis vectors for rotating around the central axis
8254 for (i = 0;i < 6;i++)
8256 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
8257 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
8258 l = VectorDistance2(v1, v2);
8259 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
8261 l += (1.0f / 1024.0f);
8262 if (shortest[0].length2 > l || i == 0)
8264 shortest[1] = shortest[0];
8265 shortest[0].length2 = l;
8266 shortest[0].v1 = v1;
8267 shortest[0].v2 = v2;
8269 else if (shortest[1].length2 > l || i == 1)
8271 shortest[1].length2 = l;
8272 shortest[1].v1 = v1;
8273 shortest[1].v2 = v2;
8276 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
8277 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
8278 // this calculates the right vector from the shortest edge
8279 // and the up vector from the edge midpoints
8280 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
8281 VectorNormalize(right);
8282 VectorSubtract(end, start, up);
8283 VectorNormalize(up);
8284 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
8285 VectorSubtract(rsurface.localvieworigin, center, forward);
8286 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
8287 VectorNegate(forward, forward);
8288 VectorReflect(forward, 0, up, forward);
8289 VectorNormalize(forward);
8290 CrossProduct(up, forward, newright);
8291 VectorNormalize(newright);
8292 // rotate the quad around the up axis vector, this is made
8293 // especially easy by the fact we know the quad is flat,
8294 // so we only have to subtract the center position and
8295 // measure distance along the right vector, and then
8296 // multiply that by the newright vector and add back the
8298 // we also need to subtract the old position to undo the
8299 // displacement from the center, which we do with a
8300 // DotProduct, the subtraction/addition of center is also
8301 // optimized into DotProducts here
8302 l = DotProduct(right, center);
8303 for (i = 0;i < 4;i++)
8305 v1 = rsurface.batchvertex3f + 3*(j+i);
8306 f = DotProduct(right, v1) - l;
8307 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
8311 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
8313 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8314 // rsurface.batchnormal3f_vertexbuffer = NULL;
8315 // rsurface.batchnormal3f_bufferoffset = 0;
8316 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8318 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8320 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8321 // rsurface.batchsvector3f_vertexbuffer = NULL;
8322 // rsurface.batchsvector3f_bufferoffset = 0;
8323 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8324 // rsurface.batchtvector3f_vertexbuffer = NULL;
8325 // rsurface.batchtvector3f_bufferoffset = 0;
8326 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
8329 case Q3DEFORM_NORMAL:
8330 // deform the normals to make reflections wavey
8331 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8332 rsurface.batchnormal3f_vertexbuffer = NULL;
8333 rsurface.batchnormal3f_bufferoffset = 0;
8334 for (j = 0;j < batchnumvertices;j++)
8337 float *normal = rsurface.batchnormal3f + 3*j;
8338 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
8339 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8340 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8341 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8342 VectorNormalize(normal);
8344 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8346 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8347 // rsurface.batchsvector3f_vertexbuffer = NULL;
8348 // rsurface.batchsvector3f_bufferoffset = 0;
8349 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8350 // rsurface.batchtvector3f_vertexbuffer = NULL;
8351 // rsurface.batchtvector3f_bufferoffset = 0;
8352 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
8356 // deform vertex array to make wavey water and flags and such
8357 waveparms[0] = deform->waveparms[0];
8358 waveparms[1] = deform->waveparms[1];
8359 waveparms[2] = deform->waveparms[2];
8360 waveparms[3] = deform->waveparms[3];
8361 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
8362 break; // if wavefunc is a nop, don't make a dynamic vertex array
8363 // this is how a divisor of vertex influence on deformation
8364 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
8365 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8366 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8367 // rsurface.batchvertex3f_vertexbuffer = NULL;
8368 // rsurface.batchvertex3f_bufferoffset = 0;
8369 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8370 // rsurface.batchnormal3f_vertexbuffer = NULL;
8371 // rsurface.batchnormal3f_bufferoffset = 0;
8372 for (j = 0;j < batchnumvertices;j++)
8374 // if the wavefunc depends on time, evaluate it per-vertex
8377 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
8378 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8380 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8382 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8383 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8384 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8386 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8387 // rsurface.batchsvector3f_vertexbuffer = NULL;
8388 // rsurface.batchsvector3f_bufferoffset = 0;
8389 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8390 // rsurface.batchtvector3f_vertexbuffer = NULL;
8391 // rsurface.batchtvector3f_bufferoffset = 0;
8392 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
8395 case Q3DEFORM_BULGE:
8396 // deform vertex array to make the surface have moving bulges
8397 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8398 // rsurface.batchvertex3f_vertexbuffer = NULL;
8399 // rsurface.batchvertex3f_bufferoffset = 0;
8400 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8401 // rsurface.batchnormal3f_vertexbuffer = NULL;
8402 // rsurface.batchnormal3f_bufferoffset = 0;
8403 for (j = 0;j < batchnumvertices;j++)
8405 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
8406 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8408 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8409 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8410 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8412 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8413 // rsurface.batchsvector3f_vertexbuffer = NULL;
8414 // rsurface.batchsvector3f_bufferoffset = 0;
8415 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8416 // rsurface.batchtvector3f_vertexbuffer = NULL;
8417 // rsurface.batchtvector3f_bufferoffset = 0;
8418 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
8422 // deform vertex array
8423 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8424 break; // if wavefunc is a nop, don't make a dynamic vertex array
8425 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
8426 VectorScale(deform->parms, scale, waveparms);
8427 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8428 // rsurface.batchvertex3f_vertexbuffer = NULL;
8429 // rsurface.batchvertex3f_bufferoffset = 0;
8430 for (j = 0;j < batchnumvertices;j++)
8431 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
8436 if (rsurface.batchtexcoordtexture2f && rsurface.texture->materialshaderpass)
8438 // generate texcoords based on the chosen texcoord source
8439 switch(rsurface.texture->materialshaderpass->tcgen.tcgen)
8442 case Q3TCGEN_TEXTURE:
8444 case Q3TCGEN_LIGHTMAP:
8445 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8446 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8447 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8448 if (rsurface.batchtexcoordlightmap2f)
8449 memcpy(rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f, batchnumvertices * sizeof(float[2]));
8451 case Q3TCGEN_VECTOR:
8452 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8453 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8454 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8455 for (j = 0;j < batchnumvertices;j++)
8457 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms);
8458 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms + 3);
8461 case Q3TCGEN_ENVIRONMENT:
8462 // make environment reflections using a spheremap
8463 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8464 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8465 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8466 for (j = 0;j < batchnumvertices;j++)
8468 // identical to Q3A's method, but executed in worldspace so
8469 // carried models can be shiny too
8471 float viewer[3], d, reflected[3], worldreflected[3];
8473 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
8474 // VectorNormalize(viewer);
8476 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
8478 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
8479 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
8480 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
8481 // note: this is proportinal to viewer, so we can normalize later
8483 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
8484 VectorNormalize(worldreflected);
8486 // note: this sphere map only uses world x and z!
8487 // so positive and negative y will LOOK THE SAME.
8488 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
8489 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
8493 // the only tcmod that needs software vertex processing is turbulent, so
8494 // check for it here and apply the changes if needed
8495 // and we only support that as the first one
8496 // (handling a mixture of turbulent and other tcmods would be problematic
8497 // without punting it entirely to a software path)
8498 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8500 amplitude = rsurface.texture->materialshaderpass->tcmods[0].parms[1];
8501 animpos = rsurface.texture->materialshaderpass->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->materialshaderpass->tcmods[0].parms[3];
8502 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8503 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8504 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8505 for (j = 0;j < batchnumvertices;j++)
8507 rsurface.batchtexcoordtexture2f[j*2+0] += amplitude * sin(((rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
8508 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
8514 void RSurf_DrawBatch(void)
8516 // sometimes a zero triangle surface (usually a degenerate patch) makes it
8517 // through the pipeline, killing it earlier in the pipeline would have
8518 // per-surface overhead rather than per-batch overhead, so it's best to
8519 // reject it here, before it hits glDraw.
8520 if (rsurface.batchnumtriangles == 0)
8523 // batch debugging code
8524 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
8530 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
8531 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
8534 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
8536 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
8538 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
8539 Sys_Error("RSurf_DrawBatch: index %i uses different texture (%s) than surface %i which it belongs to (which uses %s)\n", c, rsurface.texture->name, j, rsurface.modelsurfaces[j].texture->name);
8546 if (rsurface.batchmultidraw)
8548 // issue multiple draws rather than copying index data
8549 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
8550 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
8551 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
8552 for (i = 0;i < numsurfaces;)
8554 // combine consecutive surfaces as one draw
8555 for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
8556 if (surfacelist[j] != surfacelist[k] + 1)
8558 firstvertex = surfacelist[i]->num_firstvertex;
8559 endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
8560 firsttriangle = surfacelist[i]->num_firsttriangle;
8561 endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
8562 R_Mesh_Draw(firstvertex, endvertex - firstvertex, firsttriangle, endtriangle - firsttriangle, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
8568 // there is only one consecutive run of index data (may have been combined)
8569 R_Mesh_Draw(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchfirsttriangle, rsurface.batchnumtriangles, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
8573 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
8575 // pick the closest matching water plane
8576 int planeindex, vertexindex, bestplaneindex = -1;
8580 r_waterstate_waterplane_t *p;
8581 qbool prepared = false;
8583 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
8585 if(p->camera_entity != rsurface.texture->camera_entity)
8590 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
8592 if(rsurface.batchnumvertices == 0)
8595 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
8597 Matrix4x4_Transform(&rsurface.matrix, v, vert);
8598 d += fabs(PlaneDiff(vert, &p->plane));
8600 if (bestd > d || bestplaneindex < 0)
8603 bestplaneindex = planeindex;
8606 return bestplaneindex;
8607 // NOTE: this MAY return a totally unrelated water plane; we can ignore
8608 // this situation though, as it might be better to render single larger
8609 // batches with useless stuff (backface culled for example) than to
8610 // render multiple smaller batches
8613 void RSurf_SetupDepthAndCulling(bool ui)
8615 // submodels are biased to avoid z-fighting with world surfaces that they
8616 // may be exactly overlapping (avoids z-fighting artifacts on certain
8617 // doors and things in Quake maps)
8618 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
8619 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
8620 GL_DepthTest(!ui && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
8621 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
8624 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8628 float p[3], mins[3], maxs[3];
8630 // transparent sky would be ridiculous
8631 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
8633 R_SetupShader_Generic_NoTexture(false, false);
8634 skyrenderlater = true;
8635 RSurf_SetupDepthAndCulling(false);
8638 // add the vertices of the surfaces to a world bounding box so we can scissor the sky render later
8639 if (r_sky_scissor.integer)
8641 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
8642 for (j = 0, v = rsurface.batchvertex3f + 3 * rsurface.batchfirstvertex; j < rsurface.batchnumvertices; j++, v += 3)
8644 Matrix4x4_Transform(&rsurface.matrix, v, p);
8647 if (mins[0] > p[0]) mins[0] = p[0];
8648 if (mins[1] > p[1]) mins[1] = p[1];
8649 if (mins[2] > p[2]) mins[2] = p[2];
8650 if (maxs[0] < p[0]) maxs[0] = p[0];
8651 if (maxs[1] < p[1]) maxs[1] = p[1];
8652 if (maxs[2] < p[2]) maxs[2] = p[2];
8656 VectorCopy(p, mins);
8657 VectorCopy(p, maxs);
8660 if (!R_ScissorForBBox(mins, maxs, scissor))
8664 if (skyscissor[0] > scissor[0])
8666 skyscissor[2] += skyscissor[0] - scissor[0];
8667 skyscissor[0] = scissor[0];
8669 if (skyscissor[1] > scissor[1])
8671 skyscissor[3] += skyscissor[1] - scissor[1];
8672 skyscissor[1] = scissor[1];
8674 if (skyscissor[0] + skyscissor[2] < scissor[0] + scissor[2])
8675 skyscissor[2] = scissor[0] + scissor[2] - skyscissor[0];
8676 if (skyscissor[1] + skyscissor[3] < scissor[1] + scissor[3])
8677 skyscissor[3] = scissor[1] + scissor[3] - skyscissor[1];
8680 Vector4Copy(scissor, skyscissor);
8684 // LadyHavoc: HalfLife maps have freaky skypolys so don't use
8685 // skymasking on them, and Quake3 never did sky masking (unlike
8686 // software Quake and software Quake2), so disable the sky masking
8687 // in Quake3 maps as it causes problems with q3map2 sky tricks,
8688 // and skymasking also looks very bad when noclipping outside the
8689 // level, so don't use it then either.
8690 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.skymasking && (r_refdef.scene.worldmodel->brush.isq3bsp ? r_q3bsp_renderskydepth.integer : r_q1bsp_skymasking.integer) && !r_refdef.viewcache.world_novis && !r_trippy.integer)
8692 R_Mesh_ResetTextureState();
8693 if (skyrendermasked)
8695 R_SetupShader_DepthOrShadow(false, false, false);
8696 // depth-only (masking)
8697 GL_ColorMask(0, 0, 0, 0);
8698 // just to make sure that braindead drivers don't draw
8699 // anything despite that colormask...
8700 GL_BlendFunc(GL_ZERO, GL_ONE);
8701 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8702 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8706 R_SetupShader_Generic_NoTexture(false, false);
8708 GL_BlendFunc(GL_ONE, GL_ZERO);
8709 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
8710 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
8711 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
8714 if (skyrendermasked)
8715 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8717 R_Mesh_ResetTextureState();
8718 GL_Color(1, 1, 1, 1);
8721 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
8722 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
8723 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qbool writedepth, qbool prepass, qbool ui)
8725 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
8729 // render screenspace normalmap to texture
8731 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false, false);
8736 // bind lightmap texture
8738 // water/refraction/reflection/camera surfaces have to be handled specially
8739 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
8741 int start, end, startplaneindex;
8742 for (start = 0;start < texturenumsurfaces;start = end)
8744 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
8745 if(startplaneindex < 0)
8747 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
8748 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
8752 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
8754 // now that we have a batch using the same planeindex, render it
8755 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
8757 // render water or distortion background
8759 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false, false);
8761 // blend surface on top
8762 GL_DepthMask(false);
8763 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false, false);
8766 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
8768 // render surface with reflection texture as input
8769 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8770 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false, false);
8777 // render surface batch normally
8778 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8779 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0 || ui, ui);
8783 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qbool writedepth)
8787 int texturesurfaceindex;
8789 const msurface_t *surface;
8790 float surfacecolor4f[4];
8792 texture_t *t = rsurface.texture;
8794 // R_Mesh_ResetTextureState();
8795 R_SetupShader_Generic_NoTexture(false, false);
8797 GL_BlendFunc(GL_ONE, GL_ZERO);
8798 GL_DepthMask(writedepth);
8800 switch (r_showsurfaces.integer)
8804 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ALWAYSCOPY, texturenumsurfaces, texturesurfacelist);
8806 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
8808 surface = texturesurfacelist[texturesurfaceindex];
8809 k = (int)(((size_t)surface) / sizeof(msurface_t));
8810 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
8811 for (j = 0;j < surface->num_vertices;j++)
8813 Vector4Copy(surfacecolor4f, rsurface.batchlightmapcolor4f + 4 * vi);
8819 if(t && t->currentskinframe)
8821 Vector4Copy(t->currentskinframe->avgcolor, c);
8822 c[3] *= t->currentalpha;
8826 Vector4Set(c, 1, 0, 1, 1);
8828 if (t && (t->pantstexture || t->shirttexture))
8830 VectorMAM(0.7, t->render_colormap_pants, 0.3, t->render_colormap_shirt, c);
8832 VectorScale(c, 2 * r_refdef.view.colorscale, c);
8833 if(t->currentmaterialflags & MATERIALFLAG_WATERALPHA)
8834 c[3] *= r_wateralpha.value;
8835 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ALWAYSCOPY, texturenumsurfaces, texturesurfacelist);
8837 if (rsurface.modellightmapcolor4f)
8839 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
8841 surface = texturesurfacelist[texturesurfaceindex];
8842 for (j = 0;j < surface->num_vertices;j++)
8844 float *ptr = rsurface.batchlightmapcolor4f + 4 * vi;
8845 Vector4Multiply(ptr, c, ptr);
8852 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
8854 surface = texturesurfacelist[texturesurfaceindex];
8855 for (j = 0;j < surface->num_vertices;j++)
8857 float *ptr = rsurface.batchlightmapcolor4f + 4 * vi;
8858 Vector4Copy(c, ptr);
8865 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f);
8869 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qbool writedepth, qbool prepass, qbool ui)
8872 RSurf_SetupDepthAndCulling(ui);
8873 if (r_showsurfaces.integer && r_refdef.view.showdebug)
8875 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
8878 switch (vid.renderpath)
8880 case RENDERPATH_GL32:
8881 case RENDERPATH_GLES2:
8882 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
8888 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8891 int texturenumsurfaces, endsurface;
8893 const msurface_t *surface;
8894 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
8896 RSurf_ActiveModelEntity(ent, true, true, false);
8898 if (r_transparentdepthmasking.integer)
8900 qbool setup = false;
8901 for (i = 0;i < numsurfaces;i = j)
8904 surface = rsurface.modelsurfaces + surfacelist[i];
8905 texture = surface->texture;
8906 rsurface.texture = R_GetCurrentTexture(texture);
8907 rsurface.lightmaptexture = NULL;
8908 rsurface.deluxemaptexture = NULL;
8909 rsurface.uselightmaptexture = false;
8910 // scan ahead until we find a different texture
8911 endsurface = min(i + 1024, numsurfaces);
8912 texturenumsurfaces = 0;
8913 texturesurfacelist[texturenumsurfaces++] = surface;
8914 for (;j < endsurface;j++)
8916 surface = rsurface.modelsurfaces + surfacelist[j];
8917 if (texture != surface->texture)
8919 texturesurfacelist[texturenumsurfaces++] = surface;
8921 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
8923 // render the range of surfaces as depth
8927 GL_ColorMask(0,0,0,0);
8930 GL_BlendFunc(GL_ONE, GL_ZERO);
8932 // R_Mesh_ResetTextureState();
8934 RSurf_SetupDepthAndCulling(false);
8935 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8936 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
8937 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8941 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8944 for (i = 0;i < numsurfaces;i = j)
8947 surface = rsurface.modelsurfaces + surfacelist[i];
8948 texture = surface->texture;
8949 rsurface.texture = R_GetCurrentTexture(texture);
8950 // scan ahead until we find a different texture
8951 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
8952 texturenumsurfaces = 0;
8953 texturesurfacelist[texturenumsurfaces++] = surface;
8954 rsurface.lightmaptexture = surface->lightmaptexture;
8955 rsurface.deluxemaptexture = surface->deluxemaptexture;
8956 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
8957 for (;j < endsurface;j++)
8959 surface = rsurface.modelsurfaces + surfacelist[j];
8960 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
8962 texturesurfacelist[texturenumsurfaces++] = surface;
8964 // render the range of surfaces
8965 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false, false);
8967 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
8970 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8972 // transparent surfaces get pushed off into the transparent queue
8973 int surfacelistindex;
8974 const msurface_t *surface;
8975 vec3_t tempcenter, center;
8976 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
8978 surface = texturesurfacelist[surfacelistindex];
8979 if (r_transparent_sortsurfacesbynearest.integer)
8981 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
8982 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
8983 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
8987 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
8988 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
8989 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
8991 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
8992 if (rsurface.entity->transparent_offset) // transparent offset
8994 center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
8995 center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
8996 center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
8998 R_MeshQueue_AddTransparent((rsurface.entity->flags & RENDER_WORLDOBJECT) ? TRANSPARENTSORT_SKY : (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) ? TRANSPARENTSORT_HUD : rsurface.texture->transparentsort, center, R_DrawSurface_TransparentCallback, rsurface.entity, surface - rsurface.modelsurfaces, rsurface.rtlight);
9002 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9004 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
9006 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
9008 RSurf_SetupDepthAndCulling(false);
9009 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
9010 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9011 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
9015 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qbool writedepth, qbool depthonly, qbool prepass, qbool ui)
9019 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
9021 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
9024 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
9026 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9027 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
9029 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
9031 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
9032 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
9033 else if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
9035 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
9037 // in the deferred case, transparent surfaces were queued during prepass
9038 if (!r_shadow_usingdeferredprepass)
9039 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
9043 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
9044 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass, ui);
9049 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qbool writedepth, qbool depthonly, qbool prepass, qbool ui)
9053 R_FrameData_SetMark();
9054 // break the surface list down into batches by texture and use of lightmapping
9055 for (i = 0;i < numsurfaces;i = j)
9058 // texture is the base texture pointer, rsurface.texture is the
9059 // current frame/skin the texture is directing us to use (for example
9060 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
9061 // use skin 1 instead)
9062 texture = surfacelist[i]->texture;
9063 rsurface.texture = R_GetCurrentTexture(texture);
9064 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
9066 // if this texture is not the kind we want, skip ahead to the next one
9067 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
9071 if(depthonly || prepass)
9073 rsurface.lightmaptexture = NULL;
9074 rsurface.deluxemaptexture = NULL;
9075 rsurface.uselightmaptexture = false;
9076 // simply scan ahead until we find a different texture or lightmap state
9077 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
9082 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
9083 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
9084 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
9085 // simply scan ahead until we find a different texture or lightmap state
9086 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
9089 // render the range of surfaces
9090 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass, ui);
9092 R_FrameData_ReturnToMark();
9095 float locboxvertex3f[6*4*3] =
9097 1,0,1, 1,0,0, 1,1,0, 1,1,1,
9098 0,1,1, 0,1,0, 0,0,0, 0,0,1,
9099 1,1,1, 1,1,0, 0,1,0, 0,1,1,
9100 0,0,1, 0,0,0, 1,0,0, 1,0,1,
9101 0,0,1, 1,0,1, 1,1,1, 0,1,1,
9102 1,0,0, 0,0,0, 0,1,0, 1,1,0
9105 unsigned short locboxelements[6*2*3] =
9115 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9118 cl_locnode_t *loc = (cl_locnode_t *)ent;
9120 float vertex3f[6*4*3];
9122 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9123 GL_DepthMask(false);
9124 GL_DepthRange(0, 1);
9125 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9127 GL_CullFace(GL_NONE);
9128 R_EntityMatrix(&identitymatrix);
9130 // R_Mesh_ResetTextureState();
9133 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9134 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9135 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9136 surfacelist[0] < 0 ? 0.5f : 0.125f);
9138 if (VectorCompare(loc->mins, loc->maxs))
9140 VectorSet(size, 2, 2, 2);
9141 VectorMA(loc->mins, -0.5f, size, mins);
9145 VectorCopy(loc->mins, mins);
9146 VectorSubtract(loc->maxs, loc->mins, size);
9149 for (i = 0;i < 6*4*3;)
9150 for (j = 0;j < 3;j++, i++)
9151 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
9153 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
9154 R_SetupShader_Generic_NoTexture(false, false);
9155 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
9158 void R_DrawLocs(void)
9161 cl_locnode_t *loc, *nearestloc;
9163 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
9164 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
9166 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
9167 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
9171 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
9173 if (decalsystem->decals)
9174 Mem_Free(decalsystem->decals);
9175 memset(decalsystem, 0, sizeof(*decalsystem));
9178 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, unsigned int decalsequence)
9184 // expand or initialize the system
9185 if (decalsystem->maxdecals <= decalsystem->numdecals)
9187 decalsystem_t old = *decalsystem;
9188 qbool useshortelements;
9189 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
9190 useshortelements = decalsystem->maxdecals * 3 <= 65536;
9191 decalsystem->decals = (tridecal_t *)Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
9192 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
9193 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
9194 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
9195 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
9196 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
9197 if (decalsystem->numdecals)
9198 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
9200 Mem_Free(old.decals);
9201 for (i = 0;i < decalsystem->maxdecals*3;i++)
9202 decalsystem->element3i[i] = i;
9203 if (useshortelements)
9204 for (i = 0;i < decalsystem->maxdecals*3;i++)
9205 decalsystem->element3s[i] = i;
9208 // grab a decal and search for another free slot for the next one
9209 decals = decalsystem->decals;
9210 decal = decalsystem->decals + (i = decalsystem->freedecal++);
9211 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
9213 decalsystem->freedecal = i;
9214 if (decalsystem->numdecals <= i)
9215 decalsystem->numdecals = i + 1;
9217 // initialize the decal
9219 decal->triangleindex = triangleindex;
9220 decal->surfaceindex = surfaceindex;
9221 decal->decalsequence = decalsequence;
9222 decal->color4f[0][0] = c0[0];
9223 decal->color4f[0][1] = c0[1];
9224 decal->color4f[0][2] = c0[2];
9225 decal->color4f[0][3] = 1;
9226 decal->color4f[1][0] = c1[0];
9227 decal->color4f[1][1] = c1[1];
9228 decal->color4f[1][2] = c1[2];
9229 decal->color4f[1][3] = 1;
9230 decal->color4f[2][0] = c2[0];
9231 decal->color4f[2][1] = c2[1];
9232 decal->color4f[2][2] = c2[2];
9233 decal->color4f[2][3] = 1;
9234 decal->vertex3f[0][0] = v0[0];
9235 decal->vertex3f[0][1] = v0[1];
9236 decal->vertex3f[0][2] = v0[2];
9237 decal->vertex3f[1][0] = v1[0];
9238 decal->vertex3f[1][1] = v1[1];
9239 decal->vertex3f[1][2] = v1[2];
9240 decal->vertex3f[2][0] = v2[0];
9241 decal->vertex3f[2][1] = v2[1];
9242 decal->vertex3f[2][2] = v2[2];
9243 decal->texcoord2f[0][0] = t0[0];
9244 decal->texcoord2f[0][1] = t0[1];
9245 decal->texcoord2f[1][0] = t1[0];
9246 decal->texcoord2f[1][1] = t1[1];
9247 decal->texcoord2f[2][0] = t2[0];
9248 decal->texcoord2f[2][1] = t2[1];
9249 TriangleNormal(v0, v1, v2, decal->plane);
9250 VectorNormalize(decal->plane);
9251 decal->plane[3] = DotProduct(v0, decal->plane);
9254 extern cvar_t cl_decals_bias;
9255 extern cvar_t cl_decals_models;
9256 extern cvar_t cl_decals_newsystem_intensitymultiplier;
9257 // baseparms, parms, temps
9258 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, unsigned int decalsequence, qbool dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
9263 const float *vertex3f;
9264 const float *normal3f;
9266 float points[2][9][3];
9273 e = rsurface.modelelement3i + 3*triangleindex;
9275 vertex3f = rsurface.modelvertex3f;
9276 normal3f = rsurface.modelnormal3f;
9280 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9282 index = 3*e[cornerindex];
9283 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
9288 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9290 index = 3*e[cornerindex];
9291 VectorCopy(vertex3f + index, v[cornerindex]);
9296 //TriangleNormal(v[0], v[1], v[2], normal);
9297 //if (DotProduct(normal, localnormal) < 0.0f)
9299 // clip by each of the box planes formed from the projection matrix
9300 // if anything survives, we emit the decal
9301 numpoints = PolygonF_Clip(3 , v[0] , planes[0][0], planes[0][1], planes[0][2], planes[0][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
9304 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[1][0], planes[1][1], planes[1][2], planes[1][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
9307 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[2][0], planes[2][1], planes[2][2], planes[2][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
9310 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[3][0], planes[3][1], planes[3][2], planes[3][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
9313 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[4][0], planes[4][1], planes[4][2], planes[4][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
9316 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[5][0], planes[5][1], planes[5][2], planes[5][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), v[0]);
9319 // some part of the triangle survived, so we have to accept it...
9322 // dynamic always uses the original triangle
9324 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9326 index = 3*e[cornerindex];
9327 VectorCopy(vertex3f + index, v[cornerindex]);
9330 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
9332 // convert vertex positions to texcoords
9333 Matrix4x4_Transform(projection, v[cornerindex], temp);
9334 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
9335 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
9336 // calculate distance fade from the projection origin
9337 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
9338 f = bound(0.0f, f, 1.0f);
9339 c[cornerindex][0] = r * f;
9340 c[cornerindex][1] = g * f;
9341 c[cornerindex][2] = b * f;
9342 c[cornerindex][3] = 1.0f;
9343 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
9346 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex, surfaceindex, decalsequence);
9348 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
9349 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[cornerindex+1], v[cornerindex+2], tc[0], tc[cornerindex+1], tc[cornerindex+2], c[0], c[cornerindex+1], c[cornerindex+2], -1, surfaceindex, decalsequence);
9351 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, unsigned int decalsequence)
9353 matrix4x4_t projection;
9354 decalsystem_t *decalsystem;
9357 const msurface_t *surface;
9358 const msurface_t *surfaces;
9359 const texture_t *texture;
9363 float localorigin[3];
9364 float localnormal[3];
9372 int bih_triangles_count;
9373 int bih_triangles[256];
9374 int bih_surfaces[256];
9376 decalsystem = &ent->decalsystem;
9378 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
9380 R_DecalSystem_Reset(&ent->decalsystem);
9384 if (!model->brush.data_leafs && !cl_decals_models.integer)
9386 if (decalsystem->model)
9387 R_DecalSystem_Reset(decalsystem);
9391 if (decalsystem->model != model)
9392 R_DecalSystem_Reset(decalsystem);
9393 decalsystem->model = model;
9395 RSurf_ActiveModelEntity(ent, true, false, false);
9397 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
9398 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
9399 VectorNormalize(localnormal);
9400 localsize = worldsize*rsurface.inversematrixscale;
9401 localmins[0] = localorigin[0] - localsize;
9402 localmins[1] = localorigin[1] - localsize;
9403 localmins[2] = localorigin[2] - localsize;
9404 localmaxs[0] = localorigin[0] + localsize;
9405 localmaxs[1] = localorigin[1] + localsize;
9406 localmaxs[2] = localorigin[2] + localsize;
9408 //VectorCopy(localnormal, planes[4]);
9409 //VectorVectors(planes[4], planes[2], planes[0]);
9410 AnglesFromVectors(angles, localnormal, NULL, false);
9411 AngleVectors(angles, planes[0], planes[2], planes[4]);
9412 VectorNegate(planes[0], planes[1]);
9413 VectorNegate(planes[2], planes[3]);
9414 VectorNegate(planes[4], planes[5]);
9415 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
9416 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
9417 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
9418 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
9419 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
9420 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
9425 matrix4x4_t forwardprojection;
9426 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
9427 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
9432 float projectionvector[4][3];
9433 VectorScale(planes[0], ilocalsize, projectionvector[0]);
9434 VectorScale(planes[2], ilocalsize, projectionvector[1]);
9435 VectorScale(planes[4], ilocalsize, projectionvector[2]);
9436 projectionvector[0][0] = planes[0][0] * ilocalsize;
9437 projectionvector[0][1] = planes[1][0] * ilocalsize;
9438 projectionvector[0][2] = planes[2][0] * ilocalsize;
9439 projectionvector[1][0] = planes[0][1] * ilocalsize;
9440 projectionvector[1][1] = planes[1][1] * ilocalsize;
9441 projectionvector[1][2] = planes[2][1] * ilocalsize;
9442 projectionvector[2][0] = planes[0][2] * ilocalsize;
9443 projectionvector[2][1] = planes[1][2] * ilocalsize;
9444 projectionvector[2][2] = planes[2][2] * ilocalsize;
9445 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
9446 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
9447 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
9448 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
9452 dynamic = model->surfmesh.isanimated;
9453 surfaces = model->data_surfaces;
9456 bih_triangles_count = -1;
9459 if(model->render_bih.numleafs)
9460 bih = &model->render_bih;
9461 else if(model->collision_bih.numleafs)
9462 bih = &model->collision_bih;
9465 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
9466 if(bih_triangles_count == 0)
9468 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
9470 if(bih_triangles_count > 0)
9472 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
9474 surfaceindex = bih_surfaces[triangleindex];
9475 surface = surfaces + surfaceindex;
9476 texture = surface->texture;
9479 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9481 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9483 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
9488 for (surfaceindex = model->submodelsurfaces_start;surfaceindex < model->submodelsurfaces_end;surfaceindex++)
9490 surface = surfaces + surfaceindex;
9491 // check cull box first because it rejects more than any other check
9492 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
9494 // skip transparent surfaces
9495 texture = surface->texture;
9498 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9500 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9502 numtriangles = surface->num_triangles;
9503 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
9504 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
9509 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
9510 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, unsigned int decalsequence)
9512 int renderentityindex;
9515 entity_render_t *ent;
9517 worldmins[0] = worldorigin[0] - worldsize;
9518 worldmins[1] = worldorigin[1] - worldsize;
9519 worldmins[2] = worldorigin[2] - worldsize;
9520 worldmaxs[0] = worldorigin[0] + worldsize;
9521 worldmaxs[1] = worldorigin[1] + worldsize;
9522 worldmaxs[2] = worldorigin[2] + worldsize;
9524 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9526 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
9528 ent = r_refdef.scene.entities[renderentityindex];
9529 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
9532 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9536 typedef struct r_decalsystem_splatqueue_s
9543 unsigned int decalsequence;
9545 r_decalsystem_splatqueue_t;
9547 int r_decalsystem_numqueued = 0;
9548 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
9550 void R_DecalSystem_SplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize)
9552 r_decalsystem_splatqueue_t *queue;
9554 if (r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
9557 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
9558 VectorCopy(worldorigin, queue->worldorigin);
9559 VectorCopy(worldnormal, queue->worldnormal);
9560 Vector4Set(queue->color, r, g, b, a);
9561 Vector4Set(queue->tcrange, s1, t1, s2, t2);
9562 queue->worldsize = worldsize;
9563 queue->decalsequence = cl.decalsequence++;
9566 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
9569 r_decalsystem_splatqueue_t *queue;
9571 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
9572 R_DecalSystem_ApplySplatEntities(queue->worldorigin, queue->worldnormal, queue->color[0], queue->color[1], queue->color[2], queue->color[3], queue->tcrange[0], queue->tcrange[1], queue->tcrange[2], queue->tcrange[3], queue->worldsize, queue->decalsequence);
9573 r_decalsystem_numqueued = 0;
9576 extern cvar_t cl_decals_max;
9577 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
9580 decalsystem_t *decalsystem = &ent->decalsystem;
9582 unsigned int killsequence;
9587 if (!decalsystem->numdecals)
9590 if (r_showsurfaces.integer)
9593 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9595 R_DecalSystem_Reset(decalsystem);
9599 killsequence = cl.decalsequence - bound(1, (unsigned int) cl_decals_max.integer, cl.decalsequence);
9600 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
9602 if (decalsystem->lastupdatetime)
9603 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
9606 decalsystem->lastupdatetime = r_refdef.scene.time;
9607 numdecals = decalsystem->numdecals;
9609 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9611 if (decal->color4f[0][3])
9613 decal->lived += frametime;
9614 if (killsequence > decal->decalsequence || decal->lived >= lifetime)
9616 memset(decal, 0, sizeof(*decal));
9617 if (decalsystem->freedecal > i)
9618 decalsystem->freedecal = i;
9622 decal = decalsystem->decals;
9623 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
9626 // collapse the array by shuffling the tail decals into the gaps
9629 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
9630 decalsystem->freedecal++;
9631 if (decalsystem->freedecal == numdecals)
9633 decal[decalsystem->freedecal] = decal[--numdecals];
9636 decalsystem->numdecals = numdecals;
9640 // if there are no decals left, reset decalsystem
9641 R_DecalSystem_Reset(decalsystem);
9645 extern skinframe_t *decalskinframe;
9646 static void R_DrawModelDecals_Entity(entity_render_t *ent)
9649 decalsystem_t *decalsystem = &ent->decalsystem;
9658 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
9661 numdecals = decalsystem->numdecals;
9665 if (r_showsurfaces.integer)
9668 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9670 R_DecalSystem_Reset(decalsystem);
9674 // if the model is static it doesn't matter what value we give for
9675 // wantnormals and wanttangents, so this logic uses only rules applicable
9676 // to a model, knowing that they are meaningless otherwise
9677 RSurf_ActiveModelEntity(ent, false, false, false);
9679 decalsystem->lastupdatetime = r_refdef.scene.time;
9681 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
9683 // update vertex positions for animated models
9684 v3f = decalsystem->vertex3f;
9685 c4f = decalsystem->color4f;
9686 t2f = decalsystem->texcoord2f;
9687 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9689 if (!decal->color4f[0][3])
9692 if (surfacevisible && !surfacevisible[decal->surfaceindex])
9696 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
9699 // update color values for fading decals
9700 if (decal->lived >= cl_decals_time.value)
9701 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
9705 c4f[ 0] = decal->color4f[0][0] * alpha;
9706 c4f[ 1] = decal->color4f[0][1] * alpha;
9707 c4f[ 2] = decal->color4f[0][2] * alpha;
9709 c4f[ 4] = decal->color4f[1][0] * alpha;
9710 c4f[ 5] = decal->color4f[1][1] * alpha;
9711 c4f[ 6] = decal->color4f[1][2] * alpha;
9713 c4f[ 8] = decal->color4f[2][0] * alpha;
9714 c4f[ 9] = decal->color4f[2][1] * alpha;
9715 c4f[10] = decal->color4f[2][2] * alpha;
9718 t2f[0] = decal->texcoord2f[0][0];
9719 t2f[1] = decal->texcoord2f[0][1];
9720 t2f[2] = decal->texcoord2f[1][0];
9721 t2f[3] = decal->texcoord2f[1][1];
9722 t2f[4] = decal->texcoord2f[2][0];
9723 t2f[5] = decal->texcoord2f[2][1];
9725 // update vertex positions for animated models
9726 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
9728 e = rsurface.modelelement3i + 3*decal->triangleindex;
9729 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
9730 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
9731 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
9735 VectorCopy(decal->vertex3f[0], v3f);
9736 VectorCopy(decal->vertex3f[1], v3f + 3);
9737 VectorCopy(decal->vertex3f[2], v3f + 6);
9740 if (r_refdef.fogenabled)
9742 alpha = RSurf_FogVertex(v3f);
9743 VectorScale(c4f, alpha, c4f);
9744 alpha = RSurf_FogVertex(v3f + 3);
9745 VectorScale(c4f + 4, alpha, c4f + 4);
9746 alpha = RSurf_FogVertex(v3f + 6);
9747 VectorScale(c4f + 8, alpha, c4f + 8);
9758 r_refdef.stats[r_stat_drawndecals] += numtris;
9760 // now render the decals all at once
9761 // (this assumes they all use one particle font texture!)
9762 RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, ent->shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numtris, decalsystem->element3i, decalsystem->element3s, false, false);
9763 // R_Mesh_ResetTextureState();
9764 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
9765 GL_DepthMask(false);
9766 GL_DepthRange(0, 1);
9767 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
9769 GL_CullFace(GL_NONE);
9770 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
9771 R_SetupShader_Generic(decalskinframe->base, false, false, false);
9772 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
9776 static void R_DrawModelDecals(void)
9780 // fade faster when there are too many decals
9781 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9782 for (i = 0;i < r_refdef.scene.numentities;i++)
9783 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9785 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
9786 for (i = 0;i < r_refdef.scene.numentities;i++)
9787 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9788 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
9790 R_DecalSystem_ApplySplatEntitiesQueue();
9792 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9793 for (i = 0;i < r_refdef.scene.numentities;i++)
9794 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9796 r_refdef.stats[r_stat_totaldecals] += numdecals;
9798 if (r_showsurfaces.integer || !r_drawdecals.integer)
9801 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
9803 for (i = 0;i < r_refdef.scene.numentities;i++)
9805 if (!r_refdef.viewcache.entityvisible[i])
9807 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9808 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
9812 static void R_DrawDebugModel(void)
9814 entity_render_t *ent = rsurface.entity;
9816 const msurface_t *surface;
9817 model_t *model = ent->model;
9819 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
9822 if (r_showoverdraw.value > 0)
9824 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
9825 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9826 R_SetupShader_Generic_NoTexture(false, false);
9827 GL_DepthTest(false);
9828 GL_DepthMask(false);
9829 GL_DepthRange(0, 1);
9830 GL_BlendFunc(GL_ONE, GL_ONE);
9831 for (j = model->submodelsurfaces_start;j < model->submodelsurfaces_end;j++)
9833 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9835 surface = model->data_surfaces + j;
9836 rsurface.texture = R_GetCurrentTexture(surface->texture);
9837 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9839 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9840 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9841 if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
9842 GL_Color(c, 0, 0, 1.0f);
9843 else if (ent == r_refdef.scene.worldentity)
9844 GL_Color(c, c, c, 1.0f);
9846 GL_Color(0, c, 0, 1.0f);
9847 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9851 rsurface.texture = NULL;
9854 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9856 // R_Mesh_ResetTextureState();
9857 R_SetupShader_Generic_NoTexture(false, false);
9858 GL_DepthRange(0, 1);
9859 GL_DepthTest(!r_showdisabledepthtest.integer);
9860 GL_DepthMask(false);
9861 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9863 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
9867 qbool cullbox = false;
9868 const q3mbrush_t *brush;
9869 const bih_t *bih = &model->collision_bih;
9870 const bih_leaf_t *bihleaf;
9871 float vertex3f[3][3];
9872 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
9873 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
9875 if (cullbox && R_CullFrustum(bihleaf->mins, bihleaf->maxs))
9877 switch (bihleaf->type)
9880 brush = model->brush.data_brushes + bihleaf->itemindex;
9881 if (brush->colbrushf && brush->colbrushf->numtriangles)
9883 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
9884 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
9885 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
9888 case BIH_COLLISIONTRIANGLE:
9889 triangleindex = bihleaf->itemindex;
9890 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
9891 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
9892 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
9893 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
9894 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9895 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9897 case BIH_RENDERTRIANGLE:
9898 triangleindex = bihleaf->itemindex;
9899 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
9900 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
9901 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
9902 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
9903 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9904 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9910 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9913 if (r_showtris.value > 0 && qglPolygonMode)
9915 if (r_showdisabledepthtest.integer)
9917 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9918 GL_DepthMask(false);
9922 GL_BlendFunc(GL_ONE, GL_ZERO);
9925 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
9926 for (j = model->submodelsurfaces_start; j < model->submodelsurfaces_end; j++)
9928 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9930 surface = model->data_surfaces + j;
9931 rsurface.texture = R_GetCurrentTexture(surface->texture);
9932 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9934 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
9935 if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
9936 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
9937 else if (ent == r_refdef.scene.worldentity)
9938 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
9940 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
9941 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9945 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
9946 rsurface.texture = NULL;
9950 // FIXME! implement r_shownormals with just triangles
9951 if (r_shownormals.value != 0 && qglBegin)
9955 if (r_showdisabledepthtest.integer)
9957 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9958 GL_DepthMask(false);
9962 GL_BlendFunc(GL_ONE, GL_ZERO);
9965 for (j = model->submodelsurfaces_start; j < model->submodelsurfaces_end; j++)
9967 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9969 surface = model->data_surfaces + j;
9970 rsurface.texture = R_GetCurrentTexture(surface->texture);
9971 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9973 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
9975 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
9977 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9979 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9980 GL_Color(0, 0, r_refdef.view.colorscale, 1);
9981 qglVertex3f(v[0], v[1], v[2]);
9982 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
9983 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9984 qglVertex3f(v[0], v[1], v[2]);
9987 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
9989 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9991 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9992 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
9993 qglVertex3f(v[0], v[1], v[2]);
9994 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
9995 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9996 qglVertex3f(v[0], v[1], v[2]);
9999 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
10001 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
10003 VectorCopy(rsurface.batchvertex3f + l * 3, v);
10004 GL_Color(0, r_refdef.view.colorscale, 0, 1);
10005 qglVertex3f(v[0], v[1], v[2]);
10006 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
10007 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10008 qglVertex3f(v[0], v[1], v[2]);
10011 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
10013 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
10015 VectorCopy(rsurface.batchvertex3f + l * 3, v);
10016 GL_Color(0, 0, r_refdef.view.colorscale, 1);
10017 qglVertex3f(v[0], v[1], v[2]);
10018 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
10019 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10020 qglVertex3f(v[0], v[1], v[2]);
10027 rsurface.texture = NULL;
10033 int r_maxsurfacelist = 0;
10034 const msurface_t **r_surfacelist = NULL;
10035 void R_DrawModelSurfaces(entity_render_t *ent, qbool skysurfaces, qbool writedepth, qbool depthonly, qbool debug, qbool prepass, qbool ui)
10037 int i, j, flagsmask;
10038 model_t *model = ent->model;
10039 msurface_t *surfaces;
10040 unsigned char *update;
10041 int numsurfacelist = 0;
10045 if (r_maxsurfacelist < model->num_surfaces)
10047 r_maxsurfacelist = model->num_surfaces;
10049 Mem_Free((msurface_t **)r_surfacelist);
10050 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
10053 if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10054 RSurf_ActiveModelEntity(ent, false, false, false);
10056 RSurf_ActiveModelEntity(ent, true, true, true);
10057 else if (depthonly)
10058 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
10060 RSurf_ActiveModelEntity(ent, true, true, false);
10062 surfaces = model->data_surfaces;
10063 update = model->brushq1.lightmapupdateflags;
10065 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
10069 R_DrawDebugModel();
10070 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10074 // check if this is an empty model
10075 if (model->submodelsurfaces_start >= model->submodelsurfaces_end)
10078 rsurface.lightmaptexture = NULL;
10079 rsurface.deluxemaptexture = NULL;
10080 rsurface.uselightmaptexture = false;
10081 rsurface.texture = NULL;
10082 rsurface.rtlight = NULL;
10083 numsurfacelist = 0;
10085 // add visible surfaces to draw list
10086 if (ent == r_refdef.scene.worldentity)
10088 // for the world entity, check surfacevisible
10089 for (i = model->submodelsurfaces_start;i < model->submodelsurfaces_end;i++)
10091 j = model->modelsurfaces_sorted[i];
10092 if (r_refdef.viewcache.world_surfacevisible[j])
10093 r_surfacelist[numsurfacelist++] = surfaces + j;
10096 // don't do anything if there were no surfaces added (none of the world entity is visible)
10097 if (!numsurfacelist)
10099 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10105 // for ui we have to preserve the order of surfaces (not using modelsurfaces_sorted)
10106 for (i = model->submodelsurfaces_start; i < model->submodelsurfaces_end; i++)
10107 r_surfacelist[numsurfacelist++] = surfaces + i;
10111 // add all surfaces
10112 for (i = model->submodelsurfaces_start; i < model->submodelsurfaces_end; i++)
10113 r_surfacelist[numsurfacelist++] = surfaces + model->modelsurfaces_sorted[i];
10117 * Mark lightmaps as dirty if their lightstyle's value changed. We do this by
10118 * using style chains because most styles do not change on most frames, and most
10119 * surfaces do not have styles on them. Mods like Arcane Dimensions (e.g. ad_necrokeep)
10120 * break this rule and animate most surfaces.
10122 if (update && !skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.scene.lightmapintensity > 0 && r_q1bsp_lightmap_updates_enabled.integer)
10124 model_brush_lightstyleinfo_t *style;
10126 // For each lightstyle, check if its value changed and mark the lightmaps as dirty if so
10127 for (i = 0, style = model->brushq1.data_lightstyleinfo; i < model->brushq1.num_lightstyles; i++, style++)
10129 if (style->value != r_refdef.scene.lightstylevalue[style->style])
10131 int* list = style->surfacelist;
10132 style->value = r_refdef.scene.lightstylevalue[style->style];
10133 // Value changed - mark the surfaces belonging to this style chain as dirty
10134 for (j = 0; j < style->numsurfaces; j++)
10135 update[list[j]] = true;
10138 // Now check if update flags are set on any surfaces that are visible
10139 if (r_q1bsp_lightmap_updates_hidden_surfaces.integer)
10142 * We can do less frequent texture uploads (approximately 10hz for animated
10143 * lightstyles) by rebuilding lightmaps on surfaces that are not currently visible.
10144 * For optimal efficiency, this includes the submodels of the worldmodel, so we
10145 * use model->num_surfaces, not nummodelsurfaces.
10147 for (i = 0; i < model->num_surfaces;i++)
10149 R_BuildLightMap(ent, surfaces + i, r_q1bsp_lightmap_updates_combine.integer);
10153 for (i = 0; i < numsurfacelist; i++)
10154 if (update[r_surfacelist[i] - surfaces])
10155 R_BuildLightMap(ent, (msurface_t *)r_surfacelist[i], r_q1bsp_lightmap_updates_combine.integer);
10159 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass, ui);
10161 // add to stats if desired
10162 if (r_speeds.integer && !skysurfaces && !depthonly)
10164 r_refdef.stats[r_stat_entities_surfaces] += numsurfacelist;
10165 for (j = 0;j < numsurfacelist;j++)
10166 r_refdef.stats[r_stat_entities_triangles] += r_surfacelist[j]->num_triangles;
10169 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10172 void R_DebugLine(vec3_t start, vec3_t end)
10174 model_t *mod = CL_Mesh_UI();
10176 int e0, e1, e2, e3;
10177 float offsetx, offsety, x1, y1, x2, y2, width = 1.0f;
10178 float r1 = 1.0f, g1 = 0.0f, b1 = 0.0f, alpha1 = 0.25f;
10179 float r2 = 1.0f, g2 = 1.0f, b2 = 0.0f, alpha2 = 0.25f;
10182 // transform to screen coords first
10183 Vector4Set(w[0], start[0], start[1], start[2], 1);
10184 Vector4Set(w[1], end[0], end[1], end[2], 1);
10185 R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[0], s[0]);
10186 R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[1], s[1]);
10187 x1 = s[0][0] * vid_conwidth.value / vid.mode.width;
10188 y1 = (vid.mode.height - s[0][1]) * vid_conheight.value / vid.mode.height;
10189 x2 = s[1][0] * vid_conwidth.value / vid.mode.width;
10190 y2 = (vid.mode.height - s[1][1]) * vid_conheight.value / vid.mode.height;
10191 //Con_DPrintf("R_DebugLine: %.0f,%.0f to %.0f,%.0f\n", x1, y1, x2, y2);
10193 // add the line to the UI mesh for drawing later
10195 // width is measured in real pixels
10196 if (fabs(x2 - x1) > fabs(y2 - y1))
10199 offsety = 0.5f * width * vid_conheight.value / vid.mode.height;
10203 offsetx = 0.5f * width * vid_conwidth.value / vid.mode.width;
10206 surf = Mod_Mesh_AddSurface(mod, Mod_Mesh_GetTexture(mod, "white", 0, 0, MATERIALFLAG_WALL | MATERIALFLAG_VERTEXCOLOR | MATERIALFLAG_ALPHAGEN_VERTEX | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW), true);
10207 e0 = Mod_Mesh_IndexForVertex(mod, surf, x1 - offsetx, y1 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10208 e1 = Mod_Mesh_IndexForVertex(mod, surf, x2 - offsetx, y2 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10209 e2 = Mod_Mesh_IndexForVertex(mod, surf, x2 + offsetx, y2 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10210 e3 = Mod_Mesh_IndexForVertex(mod, surf, x1 + offsetx, y1 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10211 Mod_Mesh_AddTriangle(mod, surf, e0, e1, e2);
10212 Mod_Mesh_AddTriangle(mod, surf, e0, e2, e3);
10217 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qbool writedepth, qbool prepass, qbool ui)
10219 static texture_t texture;
10221 // fake enough texture and surface state to render this geometry
10223 texture.update_lastrenderframe = -1; // regenerate this texture
10224 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
10225 texture.basealpha = 1.0f;
10226 texture.currentskinframe = skinframe;
10227 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
10228 texture.offsetmapping = OFFSETMAPPING_OFF;
10229 texture.offsetscale = 1;
10230 texture.specularscalemod = 1;
10231 texture.specularpowermod = 1;
10232 texture.transparentsort = TRANSPARENTSORT_DISTANCE;
10234 R_DrawCustomSurface_Texture(&texture, texmatrix, materialflags, firstvertex, numvertices, firsttriangle, numtriangles, writedepth, prepass, ui);
10237 void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qbool writedepth, qbool prepass, qbool ui)
10239 static msurface_t surface;
10240 const msurface_t *surfacelist = &surface;
10242 // fake enough texture and surface state to render this geometry
10243 surface.texture = texture;
10244 surface.num_triangles = numtriangles;
10245 surface.num_firsttriangle = firsttriangle;
10246 surface.num_vertices = numvertices;
10247 surface.num_firstvertex = firstvertex;
10250 rsurface.texture = R_GetCurrentTexture(surface.texture);
10251 rsurface.lightmaptexture = NULL;
10252 rsurface.deluxemaptexture = NULL;
10253 rsurface.uselightmaptexture = false;
10254 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass, ui);