[quake3-commits] r2329 - in trunk: . code code/rend2
DONOTREPLY at icculus.org
DONOTREPLY at icculus.org
Thu Oct 25 21:23:06 EDT 2012
Author: smiletheory
Date: 2012-10-25 21:23:06 -0400 (Thu, 25 Oct 2012)
New Revision: 2329
Added:
trunk/code/rend2/
trunk/code/rend2/qgl.h
trunk/code/rend2/tr_animation.c
trunk/code/rend2/tr_backend.c
trunk/code/rend2/tr_bsp.c
trunk/code/rend2/tr_cmds.c
trunk/code/rend2/tr_curve.c
trunk/code/rend2/tr_extensions.c
trunk/code/rend2/tr_extramath.c
trunk/code/rend2/tr_extramath.h
trunk/code/rend2/tr_extratypes.h
trunk/code/rend2/tr_fbo.c
trunk/code/rend2/tr_fbo.h
trunk/code/rend2/tr_flares.c
trunk/code/rend2/tr_font.c
trunk/code/rend2/tr_glsl.c
trunk/code/rend2/tr_image.c
trunk/code/rend2/tr_image_bmp.c
trunk/code/rend2/tr_image_jpg.c
trunk/code/rend2/tr_image_pcx.c
trunk/code/rend2/tr_image_png.c
trunk/code/rend2/tr_image_tga.c
trunk/code/rend2/tr_init.c
trunk/code/rend2/tr_light.c
trunk/code/rend2/tr_local.h
trunk/code/rend2/tr_main.c
trunk/code/rend2/tr_marks.c
trunk/code/rend2/tr_mesh.c
trunk/code/rend2/tr_model.c
trunk/code/rend2/tr_model_iqm.c
trunk/code/rend2/tr_noise.c
trunk/code/rend2/tr_postprocess.c
trunk/code/rend2/tr_postprocess.h
trunk/code/rend2/tr_scene.c
trunk/code/rend2/tr_shade.c
trunk/code/rend2/tr_shade_calc.c
trunk/code/rend2/tr_shader.c
trunk/code/rend2/tr_shadows.c
trunk/code/rend2/tr_sky.c
trunk/code/rend2/tr_subs.c
trunk/code/rend2/tr_surface.c
trunk/code/rend2/tr_vbo.c
trunk/code/rend2/tr_world.c
trunk/rend2-readme.txt
Modified:
trunk/Makefile
Log:
Added Rend2, an alternate renderer. (Bug #4358)
Modified: trunk/Makefile
===================================================================
--- trunk/Makefile 2012-10-17 21:20:29 UTC (rev 2328)
+++ trunk/Makefile 2012-10-26 01:23:06 UTC (rev 2329)
@@ -50,6 +50,9 @@
ifndef BUILD_MISSIONPACK
BUILD_MISSIONPACK=
endif
+ifndef BUILD_RENDERER_REND2
+ BUILD_RENDERER_REND2=
+endif
ifneq ($(PLATFORM),darwin)
BUILD_CLIENT_SMP = 0
@@ -216,6 +219,7 @@
CDIR=$(MOUNT_DIR)/client
SDIR=$(MOUNT_DIR)/server
RDIR=$(MOUNT_DIR)/renderer
+R2DIR=$(MOUNT_DIR)/rend2
CMDIR=$(MOUNT_DIR)/qcommon
SDLDIR=$(MOUNT_DIR)/sdl
ASMDIR=$(MOUNT_DIR)/asm
@@ -865,6 +869,12 @@
ifneq ($(BUILD_CLIENT_SMP),0)
TARGETS += $(B)/renderer_opengl1_smp_$(SHLIBNAME)
endif
+ ifneq ($(BUILD_RENDERER_REND2), 0)
+ TARGETS += $(B)/renderer_rend2_$(SHLIBNAME)
+ ifneq ($(BUILD_CLIENT_SMP),0)
+ TARGETS += $(B)/renderer_rend2_smp_$(SHLIBNAME)
+ endif
+ endif
else
TARGETS += $(B)/$(CLIENTBIN)$(FULLBINEXT)
ifneq ($(BUILD_CLIENT_SMP),0)
@@ -1173,6 +1183,7 @@
@if [ ! -d $(B) ];then $(MKDIR) $(B);fi
@if [ ! -d $(B)/client ];then $(MKDIR) $(B)/client;fi
@if [ ! -d $(B)/renderer ];then $(MKDIR) $(B)/renderer;fi
+ @if [ ! -d $(B)/rend2 ];then $(MKDIR) $(B)/rend2;fi
@if [ ! -d $(B)/renderersmp ];then $(MKDIR) $(B)/renderersmp;fi
@if [ ! -d $(B)/ded ];then $(MKDIR) $(B)/ded;fi
@if [ ! -d $(B)/$(BASEGAME) ];then $(MKDIR) $(B)/$(BASEGAME);fi
@@ -1478,6 +1489,46 @@
$(B)/client/con_tty.o
endif
+Q3R2OBJ = \
+ $(B)/rend2/tr_animation.o \
+ $(B)/rend2/tr_backend.o \
+ $(B)/rend2/tr_bsp.o \
+ $(B)/rend2/tr_cmds.o \
+ $(B)/rend2/tr_curve.o \
+ $(B)/rend2/tr_extramath.o \
+ $(B)/rend2/tr_extensions.o \
+ $(B)/rend2/tr_fbo.o \
+ $(B)/rend2/tr_flares.o \
+ $(B)/rend2/tr_font.o \
+ $(B)/rend2/tr_glsl.o \
+ $(B)/rend2/tr_image.o \
+ $(B)/rend2/tr_image_png.o \
+ $(B)/rend2/tr_image_jpg.o \
+ $(B)/rend2/tr_image_bmp.o \
+ $(B)/rend2/tr_image_tga.o \
+ $(B)/rend2/tr_image_pcx.o \
+ $(B)/rend2/tr_init.o \
+ $(B)/rend2/tr_light.o \
+ $(B)/rend2/tr_main.o \
+ $(B)/rend2/tr_marks.o \
+ $(B)/rend2/tr_mesh.o \
+ $(B)/rend2/tr_model.o \
+ $(B)/rend2/tr_model_iqm.o \
+ $(B)/rend2/tr_noise.o \
+ $(B)/rend2/tr_postprocess.o \
+ $(B)/rend2/tr_scene.o \
+ $(B)/rend2/tr_shade.o \
+ $(B)/rend2/tr_shade_calc.o \
+ $(B)/rend2/tr_shader.o \
+ $(B)/rend2/tr_shadows.o \
+ $(B)/rend2/tr_sky.o \
+ $(B)/rend2/tr_surface.o \
+ $(B)/rend2/tr_vbo.o \
+ $(B)/rend2/tr_world.o \
+ \
+ $(B)/renderer/sdl_gamma.o \
+ $(B)/renderer/sdl_glimp.o
+
Q3ROBJ = \
$(B)/renderer/tr_animation.o \
$(B)/renderer/tr_backend.o \
@@ -1509,18 +1560,25 @@
$(B)/renderer/tr_surface.o \
$(B)/renderer/tr_world.o \
\
- $(B)/renderer/sdl_gamma.o
-
+ $(B)/renderer/sdl_gamma.o \
+ $(B)/renderer/sdl_glimp.o
+
ifneq ($(USE_RENDERER_DLOPEN), 0)
Q3ROBJ += \
$(B)/renderer/q_shared.o \
$(B)/renderer/puff.o \
$(B)/renderer/q_math.o \
$(B)/renderer/tr_subs.o
+
+ Q3R2OBJ += \
+ $(B)/renderer/q_shared.o \
+ $(B)/renderer/puff.o \
+ $(B)/renderer/q_math.o \
+ $(B)/renderer/tr_subs.o
endif
ifneq ($(USE_INTERNAL_JPEG),0)
- Q3ROBJ += \
+ JPGOBJ = \
$(B)/renderer/jaricom.o \
$(B)/renderer/jcapimin.o \
$(B)/renderer/jcapistd.o \
@@ -1724,12 +1782,6 @@
$(B)/client/libmumblelink.o
endif
-Q3POBJ += \
- $(B)/renderer/sdl_glimp.o
-
-Q3POBJ_SMP += \
- $(B)/renderersmp/sdl_glimp.o
-
ifneq ($(USE_RENDERER_DLOPEN),0)
$(B)/$(CLIENTBIN)$(FULLBINEXT): $(Q3OBJ) $(LIBSDLMAIN)
$(echo_cmd) "LD $@"
@@ -1737,26 +1789,37 @@
-o $@ $(Q3OBJ) \
$(LIBSDLMAIN) $(CLIENT_LIBS) $(LIBS)
-$(B)/renderer_opengl1_$(SHLIBNAME): $(Q3ROBJ) $(Q3POBJ)
+$(B)/renderer_opengl1_$(SHLIBNAME): $(Q3ROBJ) $(JPGOBJ)
$(echo_cmd) "LD $@"
- $(Q)$(CC) $(CFLAGS) $(SHLIBLDFLAGS) -o $@ $(Q3ROBJ) $(Q3POBJ) \
+ $(Q)$(CC) $(CFLAGS) $(SHLIBLDFLAGS) -o $@ $(Q3ROBJ) $(JPGOBJ) \
$(THREAD_LIBS) $(LIBSDLMAIN) $(RENDERER_LIBS) $(LIBS)
-$(B)/renderer_opengl1_smp_$(SHLIBNAME): $(Q3ROBJ) $(Q3POBJ_SMP)
+$(B)/renderer_opengl1_smp_$(SHLIBNAME): $(Q3ROBJ) $(JPGOBJ)
$(echo_cmd) "LD $@"
- $(Q)$(CC) $(CFLAGS) $(SHLIBLDFLAGS) -o $@ $(Q3ROBJ) $(Q3POBJ_SMP) \
+ $(Q)$(CC) $(CFLAGS) $(SHLIBLDFLAGS) -o $@ $(Q3ROBJ) $(JPGOBJ) \
$(THREAD_LIBS) $(LIBSDLMAIN) $(RENDERER_LIBS) $(LIBS)
+
+$(B)/renderer_rend2_$(SHLIBNAME): $(Q3R2OBJ) $(JPGOBJ)
+ $(echo_cmd) "LD $@"
+ $(Q)$(CC) $(CFLAGS) $(SHLIBLDFLAGS) -o $@ $(Q3R2OBJ) $(JPGOBJ) \
+ $(THREAD_LIBS) $(LIBSDLMAIN) $(RENDERER_LIBS) $(LIBS)
+
+$(B)/renderer_rend2_smp_$(SHLIBNAME): $(Q3R2OBJ) $(JPGOBJ)
+ $(echo_cmd) "LD $@"
+ $(Q)$(CC) $(CFLAGS) $(SHLIBLDFLAGS) -o $@ $(Q3R2OBJ) $(JPGOBJ) \
+ $(THREAD_LIBS) $(LIBSDLMAIN) $(RENDERER_LIBS) $(LIBS)
+
else
-$(B)/$(CLIENTBIN)$(FULLBINEXT): $(Q3OBJ) $(Q3ROBJ) $(Q3POBJ) $(LIBSDLMAIN)
+$(B)/$(CLIENTBIN)$(FULLBINEXT): $(Q3OBJ) $(Q3R2OBJ) $(JPGOBJ) $(LIBSDLMAIN)
$(echo_cmd) "LD $@"
$(Q)$(CC) $(CLIENT_CFLAGS) $(CFLAGS) $(CLIENT_LDFLAGS) $(LDFLAGS) \
- -o $@ $(Q3OBJ) $(Q3ROBJ) $(Q3POBJ) \
+ -o $@ $(Q3OBJ) $(Q3R2OBJ) $(JPGOBJ) \
$(LIBSDLMAIN) $(CLIENT_LIBS) $(RENDERER_LIBS) $(LIBS)
-$(B)/$(CLIENTBIN)-smp$(FULLBINEXT): $(Q3OBJ) $(Q3ROBJ) $(Q3POBJ_SMP) $(LIBSDLMAIN)
+$(B)/$(CLIENTBIN)-smp$(FULLBINEXT): $(Q3OBJ) $(Q3R2OBJ) $(JPGOBJ) $(LIBSDLMAIN)
$(echo_cmd) "LD $@"
$(Q)$(CC) $(CLIENT_CFLAGS) $(CFLAGS) $(CLIENT_LDFLAGS) $(LDFLAGS) $(THREAD_LDFLAGS) \
- -o $@ $(Q3OBJ) $(Q3ROBJ) $(Q3POBJ_SMP) \
+ -o $@ $(Q3OBJ) $(Q3R2OBJ) $(JPGOBJ) \
$(THREAD_LIBS) $(LIBSDLMAIN) $(CLIENT_LIBS) $(RENDERER_LIBS) $(LIBS)
endif
@@ -2295,6 +2358,9 @@
$(B)/renderer/%.o: $(RDIR)/%.c
$(DO_REF_CC)
+
+$(B)/rend2/%.o: $(R2DIR)/%.c
+ $(DO_REF_CC)
$(B)/ded/%.o: $(ASMDIR)/%.s
@@ -2420,7 +2486,7 @@
# MISC
#############################################################################
-OBJ = $(Q3OBJ) $(Q3POBJ) $(Q3POBJ_SMP) $(Q3ROBJ) $(Q3DOBJ) \
+OBJ = $(Q3OBJ) $(Q3ROBJ) $(Q3R2OBJ) $(Q3DOBJ) $(JPGOBJ) \
$(MPGOBJ) $(Q3GOBJ) $(Q3CGOBJ) $(MPCGOBJ) $(Q3UIOBJ) $(MPUIOBJ) \
$(MPGVMOBJ) $(Q3GVMOBJ) $(Q3CGVMOBJ) $(MPCGVMOBJ) $(Q3UIVMOBJ) $(MPUIVMOBJ)
TOOLSOBJ = $(LBURGOBJ) $(Q3CPPOBJ) $(Q3RCCOBJ) $(Q3LCCOBJ) $(Q3ASMOBJ)
@@ -2441,6 +2507,9 @@
$(INSTALL) $(STRIP_FLAG) -m 0755 $(BR)/$(CLIENTBIN)$(FULLBINEXT) $(COPYBINDIR)/$(CLIENTBIN)$(FULLBINEXT)
ifneq ($(USE_RENDERER_DLOPEN),0)
$(INSTALL) $(STRIP_FLAG) -m 0755 $(BR)/renderer_opengl1_$(SHLIBNAME) $(COPYBINDIR)/renderer_opengl1_$(SHLIBNAME)
+ ifneq ($(BUILD_RENDERER_REND2),0)
+ $(INSTALL) $(STRIP_FLAG) -m 0755 $(BR)/renderer_rend2_$(SHLIBNAME) $(COPYBINDIR)/renderer_rend2_$(SHLIBNAME)
+ endif
endif
endif
Added: trunk/code/rend2/qgl.h
===================================================================
--- trunk/code/rend2/qgl.h (rev 0)
+++ trunk/code/rend2/qgl.h 2012-10-26 01:23:06 UTC (rev 2329)
@@ -0,0 +1,755 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Quake III Arena source code is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Quake III Arena source code; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+/*
+** QGL.H
+*/
+
+#ifndef __QGL_H__
+#define __QGL_H__
+
+#ifdef USE_LOCAL_HEADERS
+# include "SDL_opengl.h"
+#else
+# include <SDL_opengl.h>
+#endif
+
+extern void (APIENTRYP qglActiveTextureARB) (GLenum texture);
+extern void (APIENTRYP qglClientActiveTextureARB) (GLenum texture);
+extern void (APIENTRYP qglMultiTexCoord2fARB) (GLenum target, GLfloat s, GLfloat t);
+
+extern void (APIENTRYP qglLockArraysEXT) (GLint first, GLsizei count);
+extern void (APIENTRYP qglUnlockArraysEXT) (void);
+
+// GL_EXT_draw_range_elements
+extern void (APIENTRY * qglDrawRangeElementsEXT) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices);
+
+// GL_EXT_multi_draw_arrays
+extern void (APIENTRY * qglMultiDrawArraysEXT) (GLenum, GLint *, GLsizei *, GLsizei);
+extern void (APIENTRY * qglMultiDrawElementsEXT) (GLenum, const GLsizei *, GLenum, const GLvoid **, GLsizei);
+
+// GL_ARB_shading_language_100
+#ifndef GL_ARB_shading_language_100
+#define GL_ARB_shading_language_100
+#define GL_SHADING_LANGUAGE_VERSION_ARB 0x8B8C
+#endif
+
+// GL_ARB_vertex_program
+extern void (APIENTRY * qglVertexAttrib4fARB) (GLuint, GLfloat, GLfloat, GLfloat, GLfloat);
+extern void (APIENTRY * qglVertexAttrib4fvARB) (GLuint, const GLfloat *);
+extern void (APIENTRY * qglVertexAttribPointerARB) (GLuint index, GLint size, GLenum type, GLboolean normalized,
+ GLsizei stride, const GLvoid * pointer);
+extern void (APIENTRY * qglEnableVertexAttribArrayARB) (GLuint index);
+extern void (APIENTRY * qglDisableVertexAttribArrayARB) (GLuint index);
+
+// GL_ARB_vertex_buffer_object
+extern void (APIENTRY * qglBindBufferARB) (GLenum target, GLuint buffer);
+extern void (APIENTRY * qglDeleteBuffersARB) (GLsizei n, const GLuint * buffers);
+extern void (APIENTRY * qglGenBuffersARB) (GLsizei n, GLuint * buffers);
+extern GLboolean(APIENTRY * qglIsBufferARB) (GLuint buffer);
+extern void (APIENTRY * qglBufferDataARB) (GLenum target, GLsizeiptrARB size, const GLvoid * data, GLenum usage);
+extern void (APIENTRY * qglBufferSubDataARB) (GLenum target, GLintptrARB offset, GLsizeiptrARB size, const GLvoid * data);
+extern void (APIENTRY * qglGetBufferSubDataARB) (GLenum target, GLintptrARB offset, GLsizeiptrARB size, GLvoid * data);
+extern void (APIENTRY * qglGetBufferParameterivARB) (GLenum target, GLenum pname, GLint * params);
+extern void (APIENTRY * qglGetBufferPointervARB) (GLenum target, GLenum pname, GLvoid * *params);
+
+// GL_ARB_shader_objects
+extern void (APIENTRY * qglDeleteObjectARB) (GLhandleARB obj);
+extern GLhandleARB(APIENTRY * qglGetHandleARB) (GLenum pname);
+extern void (APIENTRY * qglDetachObjectARB) (GLhandleARB containerObj, GLhandleARB attachedObj);
+extern GLhandleARB(APIENTRY * qglCreateShaderObjectARB) (GLenum shaderType);
+extern void (APIENTRY * qglShaderSourceARB) (GLhandleARB shaderObj, GLsizei count, const GLcharARB * *string,
+ const GLint * length);
+extern void (APIENTRY * qglCompileShaderARB) (GLhandleARB shaderObj);
+extern GLhandleARB(APIENTRY * qglCreateProgramObjectARB) (void);
+extern void (APIENTRY * qglAttachObjectARB) (GLhandleARB containerObj, GLhandleARB obj);
+extern void (APIENTRY * qglLinkProgramARB) (GLhandleARB programObj);
+extern void (APIENTRY * qglUseProgramObjectARB) (GLhandleARB programObj);
+extern void (APIENTRY * qglValidateProgramARB) (GLhandleARB programObj);
+extern void (APIENTRY * qglUniform1fARB) (GLint location, GLfloat v0);
+extern void (APIENTRY * qglUniform2fARB) (GLint location, GLfloat v0, GLfloat v1);
+extern void (APIENTRY * qglUniform3fARB) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
+extern void (APIENTRY * qglUniform4fARB) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
+extern void (APIENTRY * qglUniform1iARB) (GLint location, GLint v0);
+extern void (APIENTRY * qglUniform2iARB) (GLint location, GLint v0, GLint v1);
+extern void (APIENTRY * qglUniform3iARB) (GLint location, GLint v0, GLint v1, GLint v2);
+extern void (APIENTRY * qglUniform4iARB) (GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
+extern void (APIENTRY * qglUniform1fvARB) (GLint location, GLsizei count, const GLfloat * value);
+extern void (APIENTRY * qglUniform2fvARB) (GLint location, GLsizei count, const GLfloat * value);
+extern void (APIENTRY * qglUniform3fvARB) (GLint location, GLsizei count, const GLfloat * value);
+extern void (APIENTRY * qglUniform4fvARB) (GLint location, GLsizei count, const GLfloat * value);
+extern void (APIENTRY * qglUniform2ivARB) (GLint location, GLsizei count, const GLint * value);
+extern void (APIENTRY * qglUniform3ivARB) (GLint location, GLsizei count, const GLint * value);
+extern void (APIENTRY * qglUniform4ivARB) (GLint location, GLsizei count, const GLint * value);
+extern void (APIENTRY * qglUniformMatrix2fvARB) (GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);
+extern void (APIENTRY * qglUniformMatrix3fvARB) (GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);
+extern void (APIENTRY * qglUniformMatrix4fvARB) (GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);
+extern void (APIENTRY * qglGetObjectParameterfvARB) (GLhandleARB obj, GLenum pname, GLfloat * params);
+extern void (APIENTRY * qglGetObjectParameterivARB) (GLhandleARB obj, GLenum pname, GLint * params);
+extern void (APIENTRY * qglGetInfoLogARB) (GLhandleARB obj, GLsizei maxLength, GLsizei * length, GLcharARB * infoLog);
+extern void (APIENTRY * qglGetAttachedObjectsARB) (GLhandleARB containerObj, GLsizei maxCount, GLsizei * count,
+ GLhandleARB * obj);
+extern GLint(APIENTRY * qglGetUniformLocationARB) (GLhandleARB programObj, const GLcharARB * name);
+extern void (APIENTRY * qglGetActiveUniformARB) (GLhandleARB programObj, GLuint index, GLsizei maxIndex, GLsizei * length,
+ GLint * size, GLenum * type, GLcharARB * name);
+extern void (APIENTRY * qglGetUniformfvARB) (GLhandleARB programObj, GLint location, GLfloat * params);
+extern void (APIENTRY * qglGetUniformivARB) (GLhandleARB programObj, GLint location, GLint * params);
+extern void (APIENTRY * qglGetShaderSourceARB) (GLhandleARB obj, GLsizei maxLength, GLsizei * length, GLcharARB * source);
+
+// GL_ARB_vertex_shader
+extern void (APIENTRY * qglBindAttribLocationARB) (GLhandleARB programObj, GLuint index, const GLcharARB * name);
+extern void (APIENTRY * qglGetActiveAttribARB) (GLhandleARB programObj, GLuint index, GLsizei maxLength, GLsizei * length,
+ GLint * size, GLenum * type, GLcharARB * name);
+extern GLint(APIENTRY * qglGetAttribLocationARB) (GLhandleARB programObj, const GLcharARB * name);
+
+// GL_ARB_texture_compression
+extern void (APIENTRY * qglCompressedTexImage3DARB)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height,
+ GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data);
+extern void (APIENTRY * qglCompressedTexImage2DARB)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height,
+ GLint border, GLsizei imageSize, const GLvoid *data);
+extern void (APIENTRY * qglCompressedTexImage1DARB)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border,
+ GLsizei imageSize, const GLvoid *data);
+extern void (APIENTRY * qglCompressedTexSubImage3DARB)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset,
+ GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid *data);
+extern void (APIENTRY * qglCompressedTexSubImage2DARB)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width,
+ GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data);
+extern void (APIENTRY * qglCompressedTexSubImage1DARB)(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format,
+ GLsizei imageSize, const GLvoid *data);
+extern void (APIENTRY * qglGetCompressedTexImageARB)(GLenum target, GLint lod,
+ GLvoid *img);
+
+// GL_NVX_gpu_memory_info
+#ifndef GL_NVX_gpu_memory_info
+#define GL_NVX_gpu_memory_info
+#define GL_GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX 0x9047
+#define GL_GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX 0x9048
+#define GL_GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX 0x9049
+#define GL_GPU_MEMORY_INFO_EVICTION_COUNT_NVX 0x904A
+#define GL_GPU_MEMORY_INFO_EVICTED_MEMORY_NVX 0x904B
+#endif
+
+// GL_ATI_meminfo
+#ifndef GL_ATI_meminfo
+#define GL_ATI_meminfo
+#define GL_VBO_FREE_MEMORY_ATI 0x87FB
+#define GL_TEXTURE_FREE_MEMORY_ATI 0x87FC
+#define GL_RENDERBUFFER_FREE_MEMORY_ATI 0x87FD
+#endif
+
+// GL_ARB_texture_float
+#ifndef GL_ARB_texture_float
+#define GL_ARB_texture_float
+#define GL_TEXTURE_RED_TYPE_ARB 0x8C10
+#define GL_TEXTURE_GREEN_TYPE_ARB 0x8C11
+#define GL_TEXTURE_BLUE_TYPE_ARB 0x8C12
+#define GL_TEXTURE_ALPHA_TYPE_ARB 0x8C13
+#define GL_TEXTURE_LUMINANCE_TYPE_ARB 0x8C14
+#define GL_TEXTURE_INTENSITY_TYPE_ARB 0x8C15
+#define GL_TEXTURE_DEPTH_TYPE_ARB 0x8C16
+#define GL_UNSIGNED_NORMALIZED_ARB 0x8C17
+#define GL_RGBA32F_ARB 0x8814
+#define GL_RGB32F_ARB 0x8815
+#define GL_ALPHA32F_ARB 0x8816
+#define GL_INTENSITY32F_ARB 0x8817
+#define GL_LUMINANCE32F_ARB 0x8818
+#define GL_LUMINANCE_ALPHA32F_ARB 0x8819
+#define GL_RGBA16F_ARB 0x881A
+#define GL_RGB16F_ARB 0x881B
+#define GL_ALPHA16F_ARB 0x881C
+#define GL_INTENSITY16F_ARB 0x881D
+#define GL_LUMINANCE16F_ARB 0x881E
+#define GL_LUMINANCE_ALPHA16F_ARB 0x881F
+#endif
+
+#ifndef GL_ARB_half_float_pixel
+#define GL_ARB_half_float_pixel
+#define GL_HALF_FLOAT_ARB 0x140B
+#endif
+
+// GL_EXT_framebuffer_object
+extern GLboolean (APIENTRY * qglIsRenderbufferEXT)(GLuint renderbuffer);
+extern void (APIENTRY * qglBindRenderbufferEXT)(GLenum target, GLuint renderbuffer);
+extern void (APIENTRY * qglDeleteRenderbuffersEXT)(GLsizei n, const GLuint *renderbuffers);
+extern void (APIENTRY * qglGenRenderbuffersEXT)(GLsizei n, GLuint *renderbuffers);
+extern void (APIENTRY * qglRenderbufferStorageEXT)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
+extern void (APIENTRY * qglGetRenderbufferParameterivEXT)(GLenum target, GLenum pname, GLint *params);
+extern GLboolean (APIENTRY * qglIsFramebufferEXT)(GLuint framebuffer);
+extern void (APIENTRY * qglBindFramebufferEXT)(GLenum target, GLuint framebuffer);
+extern void (APIENTRY * qglDeleteFramebuffersEXT)(GLsizei n, const GLuint *framebuffers);
+extern void (APIENTRY * qglGenFramebuffersEXT)(GLsizei n, GLuint *framebuffers);
+extern GLenum (APIENTRY * qglCheckFramebufferStatusEXT)(GLenum target);
+extern void (APIENTRY * qglFramebufferTexture1DEXT)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture,
+ GLint level);
+extern void (APIENTRY * qglFramebufferTexture2DEXT)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture,
+ GLint level);
+extern void (APIENTRY * qglFramebufferTexture3DEXT)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture,
+ GLint level, GLint zoffset);
+extern void (APIENTRY * qglFramebufferRenderbufferEXT)(GLenum target, GLenum attachment, GLenum renderbuffertarget,
+ GLuint renderbuffer);
+extern void (APIENTRY * qglGetFramebufferAttachmentParameterivEXT)(GLenum target, GLenum attachment, GLenum pname, GLint *params);
+extern void (APIENTRY * qglGenerateMipmapEXT)(GLenum target);
+
+#ifndef GL_EXT_framebuffer_object
+#define GL_EXT_framebuffer_object
+#define GL_FRAMEBUFFER_EXT 0x8D40
+#define GL_RENDERBUFFER_EXT 0x8D41
+#define GL_STENCIL_INDEX1_EXT 0x8D46
+#define GL_STENCIL_INDEX4_EXT 0x8D47
+#define GL_STENCIL_INDEX8_EXT 0x8D48
+#define GL_STENCIL_INDEX16_EXT 0x8D49
+#define GL_RENDERBUFFER_WIDTH_EXT 0x8D42
+#define GL_RENDERBUFFER_HEIGHT_EXT 0x8D43
+#define GL_RENDERBUFFER_INTERNAL_FORMAT_EXT 0x8D44
+#define GL_RENDERBUFFER_RED_SIZE_EXT 0x8D50
+#define GL_RENDERBUFFER_GREEN_SIZE_EXT 0x8D51
+#define GL_RENDERBUFFER_BLUE_SIZE_EXT 0x8D52
+#define GL_RENDERBUFFER_ALPHA_SIZE_EXT 0x8D53
+#define GL_RENDERBUFFER_DEPTH_SIZE_EXT 0x8D54
+#define GL_RENDERBUFFER_STENCIL_SIZE_EXT 0x8D55
+#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE_EXT 0x8CD0
+#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_EXT 0x8CD1
+#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL_EXT 0x8CD2
+#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE_EXT 0x8CD3
+#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_3D_ZOFFSET_EXT 0x8CD4
+#define GL_COLOR_ATTACHMENT0_EXT 0x8CE0
+#define GL_COLOR_ATTACHMENT1_EXT 0x8CE1
+#define GL_COLOR_ATTACHMENT2_EXT 0x8CE2
+#define GL_COLOR_ATTACHMENT3_EXT 0x8CE3
+#define GL_COLOR_ATTACHMENT4_EXT 0x8CE4
+#define GL_COLOR_ATTACHMENT5_EXT 0x8CE5
+#define GL_COLOR_ATTACHMENT6_EXT 0x8CE6
+#define GL_COLOR_ATTACHMENT7_EXT 0x8CE7
+#define GL_COLOR_ATTACHMENT8_EXT 0x8CE8
+#define GL_COLOR_ATTACHMENT9_EXT 0x8CE9
+#define GL_COLOR_ATTACHMENT10_EXT 0x8CEA
+#define GL_COLOR_ATTACHMENT11_EXT 0x8CEB
+#define GL_COLOR_ATTACHMENT12_EXT 0x8CEC
+#define GL_COLOR_ATTACHMENT13_EXT 0x8CED
+#define GL_COLOR_ATTACHMENT14_EXT 0x8CEE
+#define GL_COLOR_ATTACHMENT15_EXT 0x8CEF
+#define GL_DEPTH_ATTACHMENT_EXT 0x8D00
+#define GL_STENCIL_ATTACHMENT_EXT 0x8D20
+#define GL_FRAMEBUFFER_COMPLETE_EXT 0x8CD5
+#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT 0x8CD6
+#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT 0x8CD7
+#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT 0x8CD9
+#define GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT 0x8CDA
+#define GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT 0x8CDB
+#define GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT 0x8CDC
+#define GL_FRAMEBUFFER_UNSUPPORTED_EXT 0x8CDD
+#define GL_FRAMEBUFFER_BINDING_EXT 0x8CA6
+#define GL_RENDERBUFFER_BINDING_EXT 0x8CA7
+#define GL_MAX_COLOR_ATTACHMENTS_EXT 0x8CDF
+#define GL_MAX_RENDERBUFFER_SIZE_EXT 0x84E8
+#define GL_INVALID_FRAMEBUFFER_OPERATION_EXT 0x0506
+#endif
+
+// GL_EXT_packed_depth_stencil
+#ifndef GL_EXT_packed_depth_stencil
+#define GL_EXT_packed_depth_stencil
+#define GL_DEPTH_STENCIL_EXT 0x84F9
+#define GL_UNSIGNED_INT_24_8_EXT 0x84FA
+#define GL_DEPTH24_STENCIL8_EXT 0x88F0
+#define GL_TEXTURE_STENCIL_SIZE_EXT 0x88F1
+#endif
+
+// GL_ARB_occlusion_query
+extern void (APIENTRY * qglGenQueriesARB)(GLsizei n, GLuint *ids);
+extern void (APIENTRY * qglDeleteQueriesARB)(GLsizei n, const GLuint *ids);
+extern GLboolean (APIENTRY * qglIsQueryARB)(GLuint id);
+extern void (APIENTRY * qglBeginQueryARB)(GLenum target, GLuint id);
+extern void (APIENTRY * qglEndQueryARB)(GLenum target);
+extern void (APIENTRY * qglGetQueryivARB)(GLenum target, GLenum pname, GLint *params);
+extern void (APIENTRY * qglGetQueryObjectivARB)(GLuint id, GLenum pname, GLint *params);
+extern void (APIENTRY * qglGetQueryObjectuivARB)(GLuint id, GLenum pname, GLuint *params);
+
+#ifndef GL_ARB_occlusion_query
+#define GL_ARB_occlusion_query
+#define GL_SAMPLES_PASSED_ARB 0x8914
+#define GL_QUERY_COUNTER_BITS_ARB 0x8864
+#define GL_CURRENT_QUERY_ARB 0x8865
+#define GL_QUERY_RESULT_ARB 0x8866
+#define GL_QUERY_RESULT_AVAILABLE_ARB 0x8867
+#endif
+
+// GL_EXT_framebuffer_blit
+extern void (APIENTRY * qglBlitFramebufferEXT)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
+ GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
+ GLbitfield mask, GLenum filter);
+
+#ifndef GL_EXT_framebuffer_blit
+#define GL_EXT_framebuffer_blit
+#define GL_READ_FRAMEBUFFER_EXT 0x8CA8
+#define GL_DRAW_FRAMEBUFFER_EXT 0x8CA9
+#define GL_DRAW_FRAMEBUFFER_BINDING_EXT 0x8CA6
+#define GL_READ_FRAMEBUFFER_BINDING_EXT 0x8CAA
+#endif
+
+// GL_EXT_framebuffer_multisample
+extern void (APIENTRY * qglRenderbufferStorageMultisampleEXT)(GLenum target, GLsizei samples,
+ GLenum internalformat, GLsizei width, GLsizei height);
+
+#ifndef GL_EXT_framebuffer_multisample
+#define GL_EXT_framebuffer_multisample
+#define GL_RENDERBUFFER_SAMPLES_EXT 0x8CAB
+#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT 0x8D56
+#define GL_MAX_SAMPLES_EXT 0x8D57
+#endif
+
+#ifndef GL_EXT_texture_sRGB
+#define GL_EXT_texture_sRGB
+#define GL_SRGB_EXT 0x8C40
+#define GL_SRGB8_EXT 0x8C41
+#define GL_SRGB_ALPHA_EXT 0x8C42
+#define GL_SRGB8_ALPHA8_EXT 0x8C43
+#define GL_SLUMINANCE_ALPHA_EXT 0x8C44
+#define GL_SLUMINANCE8_ALPHA8_EXT 0x8C45
+#define GL_SLUMINANCE_EXT 0x8C46
+#define GL_SLUMINANCE8_EXT 0x8C47
+#define GL_COMPRESSED_SRGB_EXT 0x8C48
+#define GL_COMPRESSED_SRGB_ALPHA_EXT 0x8C49
+#define GL_COMPRESSED_SLUMINANCE_EXT 0x8C4A
+#define GL_COMPRESSED_SLUMINANCE_ALPHA_EXT 0x8C4B
+#define GL_COMPRESSED_SRGB_S3TC_DXT1_EXT 0x8C4C
+#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT 0x8C4D
+#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT 0x8C4E
+#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT 0x8C4F
+#endif
+
+#ifndef GL_EXT_framebuffer_sRGB
+#define GL_EXT_framebuffer_sRGB
+#define GL_FRAMEBUFFER_SRGB_EXT 0x8DB9
+#endif
+
+#ifndef GL_EXT_texture_compression_latc
+#define GL_EXT_texture_compression_latc
+#define GL_COMPRESSED_LUMINANCE_LATC1_EXT 0x8C70
+#define GL_COMPRESSED_SIGNED_LUMINANCE_LATC1_EXT 0x8C71
+#define GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT 0x8C72
+#define GL_COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2_EXT 0x8C73
+#endif
+
+#ifndef GL_ARB_texture_compression_bptc
+#define GL_ARB_texture_compression_bptc
+#define GL_COMPRESSED_RGBA_BPTC_UNORM_ARB 0x8E8C
+#define GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB 0x8E8D
+#define GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB 0x8E8E
+#define GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB 0x8E8F
+#endif
+
+// GL_ARB_draw_buffers
+extern void (APIENTRY * qglDrawBuffersARB)(GLsizei n, const GLenum *bufs);
+#ifndef GL_ARB_draw_buffers
+#define GL_ARB_draw_buffers
+#define GL_MAX_DRAW_BUFFERS_ARB 0x8824
+#define GL_DRAW_BUFFER0_ARB 0x8825
+#define GL_DRAW_BUFFER1_ARB 0x8826
+#define GL_DRAW_BUFFER2_ARB 0x8827
+#define GL_DRAW_BUFFER3_ARB 0x8828
+#define GL_DRAW_BUFFER4_ARB 0x8829
+#define GL_DRAW_BUFFER5_ARB 0x882A
+#define GL_DRAW_BUFFER6_ARB 0x882B
+#define GL_DRAW_BUFFER7_ARB 0x882C
+#define GL_DRAW_BUFFER8_ARB 0x882D
+#define GL_DRAW_BUFFER9_ARB 0x882E
+#define GL_DRAW_BUFFER10_ARB 0x882F
+#define GL_DRAW_BUFFER11_ARB 0x8830
+#define GL_DRAW_BUFFER12_ARB 0x8831
+#define GL_DRAW_BUFFER13_ARB 0x8832
+#define GL_DRAW_BUFFER14_ARB 0x8833
+#define GL_DRAW_BUFFER15_ARB 0x8834
+#endif
+
+#ifndef GL_ARB_depth_clamp
+#define GL_ARB_depth_clamp
+#define GL_DEPTH_CLAMP 0x864F
+#endif
+
+#if defined(WIN32)
+// WGL_ARB_create_context
+#ifndef WGL_ARB_create_context
+#define WGL_CONTEXT_MAJOR_VERSION_ARB 0x2091
+#define WGL_CONTEXT_MINOR_VERSION_ARB 0x2092
+#define WGL_CONTEXT_LAYER_PLANE_ARB 0x2093
+#define WGL_CONTEXT_FLAGS_ARB 0x2094
+#define WGL_CONTEXT_PROFILE_MASK_ARB 0x9126
+#define WGL_CONTEXT_DEBUG_BIT_ARB 0x0001
+#define WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB 0x0002
+#define WGL_CONTEXT_CORE_PROFILE_BIT_ARB 0x00000001
+#define WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB 0x00000002
+#define ERROR_INVALID_VERSION_ARB 0x2095
+#define ERROR_INVALID_PROFILE_ARB 0x2096
+#endif
+
+extern HGLRC(APIENTRY * qwglCreateContextAttribsARB) (HDC hdC, HGLRC hShareContext, const int *attribList);
+#endif
+
+#if 0 //defined(__linux__)
+// GLX_ARB_create_context
+#ifndef GLX_ARB_create_context
+#define GLX_CONTEXT_DEBUG_BIT_ARB 0x00000001
+#define GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB 0x00000002
+#define GLX_CONTEXT_MAJOR_VERSION_ARB 0x2091
+#define GLX_CONTEXT_MINOR_VERSION_ARB 0x2092
+#define GLX_CONTEXT_FLAGS_ARB 0x2094
+#endif
+
+extern GLXContext (APIENTRY * qglXCreateContextAttribsARB) (Display *dpy, GLXFBConfig config, GLXContext share_context, Bool direct, const int *attrib_list);
+#endif
+
+//===========================================================================
+
+#define qglAccum glAccum
+#define qglAlphaFunc glAlphaFunc
+#define qglAreTexturesResident glAreTexturesResident
+#define qglArrayElement glArrayElement
+#define qglBegin glBegin
+#define qglBindTexture glBindTexture
+#define qglBitmap glBitmap
+#define qglBlendFunc glBlendFunc
+#define qglCallList glCallList
+#define qglCallLists glCallLists
+#define qglClear glClear
+#define qglClearAccum glClearAccum
+#define qglClearColor glClearColor
+#define qglClearDepth glClearDepth
+#define qglClearIndex glClearIndex
+#define qglClearStencil glClearStencil
+#define qglClipPlane glClipPlane
+#define qglColor3b glColor3b
+#define qglColor3bv glColor3bv
+#define qglColor3d glColor3d
+#define qglColor3dv glColor3dv
+#define qglColor3f glColor3f
+#define qglColor3fv glColor3fv
+#define qglColor3i glColor3i
+#define qglColor3iv glColor3iv
+#define qglColor3s glColor3s
+#define qglColor3sv glColor3sv
+#define qglColor3ub glColor3ub
+#define qglColor3ubv glColor3ubv
+#define qglColor3ui glColor3ui
+#define qglColor3uiv glColor3uiv
+#define qglColor3us glColor3us
+#define qglColor3usv glColor3usv
+#define qglColor4b glColor4b
+#define qglColor4bv glColor4bv
+#define qglColor4d glColor4d
+#define qglColor4dv glColor4dv
+#define qglColor4f glColor4f
+#define qglColor4fv glColor4fv
+#define qglColor4i glColor4i
+#define qglColor4iv glColor4iv
+#define qglColor4s glColor4s
+#define qglColor4sv glColor4sv
+#define qglColor4ub glColor4ub
+#define qglColor4ubv glColor4ubv
+#define qglColor4ui glColor4ui
+#define qglColor4uiv glColor4uiv
+#define qglColor4us glColor4us
+#define qglColor4usv glColor4usv
+#define qglColorMask glColorMask
+#define qglColorMaterial glColorMaterial
+#define qglColorPointer glColorPointer
+#define qglCopyPixels glCopyPixels
+#define qglCopyTexImage1D glCopyTexImage1D
+#define qglCopyTexImage2D glCopyTexImage2D
+#define qglCopyTexSubImage1D glCopyTexSubImage1D
+#define qglCopyTexSubImage2D glCopyTexSubImage2D
+#define qglCullFace glCullFace
+#define qglDeleteLists glDeleteLists
+#define qglDeleteTextures glDeleteTextures
+#define qglDepthFunc glDepthFunc
+#define qglDepthMask glDepthMask
+#define qglDepthRange glDepthRange
+#define qglDisable glDisable
+#define qglDisableClientState glDisableClientState
+#define qglDrawArrays glDrawArrays
+#define qglDrawBuffer glDrawBuffer
+#define qglDrawElements glDrawElements
+#define qglDrawPixels glDrawPixels
+#define qglEdgeFlag glEdgeFlag
+#define qglEdgeFlagPointer glEdgeFlagPointer
+#define qglEdgeFlagv glEdgeFlagv
+#define qglEnable glEnable
+#define qglEnableClientState glEnableClientState
+#define qglEnd glEnd
+#define qglEndList glEndList
+#define qglEvalCoord1d glEvalCoord1d
+#define qglEvalCoord1dv glEvalCoord1dv
+#define qglEvalCoord1f glEvalCoord1f
+#define qglEvalCoord1fv glEvalCoord1fv
+#define qglEvalCoord2d glEvalCoord2d
+#define qglEvalCoord2dv glEvalCoord2dv
+#define qglEvalCoord2f glEvalCoord2f
+#define qglEvalCoord2fv glEvalCoord2fv
+#define qglEvalMesh1 glEvalMesh1
+#define qglEvalMesh2 glEvalMesh2
+#define qglEvalPoint1 glEvalPoint1
+#define qglEvalPoint2 glEvalPoint2
+#define qglFeedbackBuffer glFeedbackBuffer
+#define qglFinish glFinish
+#define qglFlush glFlush
+#define qglFogf glFogf
+#define qglFogfv glFogfv
+#define qglFogi glFogi
+#define qglFogiv glFogiv
+#define qglFrontFace glFrontFace
+#define qglFrustum glFrustum
+#define qglGenLists glGenLists
+#define qglGenTextures glGenTextures
+#define qglGetBooleanv glGetBooleanv
+#define qglGetClipPlane glGetClipPlane
+#define qglGetDoublev glGetDoublev
+#define qglGetError glGetError
+#define qglGetFloatv glGetFloatv
+#define qglGetIntegerv glGetIntegerv
+#define qglGetLightfv glGetLightfv
+#define qglGetLightiv glGetLightiv
+#define qglGetMapdv glGetMapdv
+#define qglGetMapfv glGetMapfv
+#define qglGetMapiv glGetMapiv
+#define qglGetMaterialfv glGetMaterialfv
+#define qglGetMaterialiv glGetMaterialiv
+#define qglGetPixelMapfv glGetPixelMapfv
+#define qglGetPixelMapuiv glGetPixelMapuiv
+#define qglGetPixelMapusv glGetPixelMapusv
+#define qglGetPointerv glGetPointerv
+#define qglGetPolygonStipple glGetPolygonStipple
+#define qglGetString glGetString
+#define qglGetTexGendv glGetTexGendv
+#define qglGetTexGenfv glGetTexGenfv
+#define qglGetTexGeniv glGetTexGeniv
+#define qglGetTexImage glGetTexImage
+#define qglGetTexLevelParameterfv glGetTexLevelParameterfv
+#define qglGetTexLevelParameteriv glGetTexLevelParameteriv
+#define qglGetTexParameterfv glGetTexParameterfv
+#define qglGetTexParameteriv glGetTexParameteriv
+#define qglHint glHint
+#define qglIndexMask glIndexMask
+#define qglIndexPointer glIndexPointer
+#define qglIndexd glIndexd
+#define qglIndexdv glIndexdv
+#define qglIndexf glIndexf
+#define qglIndexfv glIndexfv
+#define qglIndexi glIndexi
+#define qglIndexiv glIndexiv
+#define qglIndexs glIndexs
+#define qglIndexsv glIndexsv
+#define qglIndexub glIndexub
+#define qglIndexubv glIndexubv
+#define qglInitNames glInitNames
+#define qglInterleavedArrays glInterleavedArrays
+#define qglIsEnabled glIsEnabled
+#define qglIsList glIsList
+#define qglIsTexture glIsTexture
+#define qglLightModelf glLightModelf
+#define qglLightModelfv glLightModelfv
+#define qglLightModeli glLightModeli
+#define qglLightModeliv glLightModeliv
+#define qglLightf glLightf
+#define qglLightfv glLightfv
+#define qglLighti glLighti
+#define qglLightiv glLightiv
+#define qglLineStipple glLineStipple
+#define qglLineWidth glLineWidth
+#define qglListBase glListBase
+#define qglLoadIdentity glLoadIdentity
+#define qglLoadMatrixd glLoadMatrixd
+#define qglLoadMatrixf glLoadMatrixf
+#define qglLoadName glLoadName
+#define qglLogicOp glLogicOp
+#define qglMap1d glMap1d
+#define qglMap1f glMap1f
+#define qglMap2d glMap2d
+#define qglMap2f glMap2f
+#define qglMapGrid1d glMapGrid1d
+#define qglMapGrid1f glMapGrid1f
+#define qglMapGrid2d glMapGrid2d
+#define qglMapGrid2f glMapGrid2f
+#define qglMaterialf glMaterialf
+#define qglMaterialfv glMaterialfv
+#define qglMateriali glMateriali
+#define qglMaterialiv glMaterialiv
+#define qglMatrixMode glMatrixMode
+#define qglMultMatrixd glMultMatrixd
+#define qglMultMatrixf glMultMatrixf
+#define qglNewList glNewList
+#define qglNormal3b glNormal3b
+#define qglNormal3bv glNormal3bv
+#define qglNormal3d glNormal3d
+#define qglNormal3dv glNormal3dv
+#define qglNormal3f glNormal3f
+#define qglNormal3fv glNormal3fv
+#define qglNormal3i glNormal3i
+#define qglNormal3iv glNormal3iv
+#define qglNormal3s glNormal3s
+#define qglNormal3sv glNormal3sv
+#define qglNormalPointer glNormalPointer
+#define qglOrtho glOrtho
+#define qglPassThrough glPassThrough
+#define qglPixelMapfv glPixelMapfv
+#define qglPixelMapuiv glPixelMapuiv
+#define qglPixelMapusv glPixelMapusv
+#define qglPixelStoref glPixelStoref
+#define qglPixelStorei glPixelStorei
+#define qglPixelTransferf glPixelTransferf
+#define qglPixelTransferi glPixelTransferi
+#define qglPixelZoom glPixelZoom
+#define qglPointSize glPointSize
+#define qglPolygonMode glPolygonMode
+#define qglPolygonOffset glPolygonOffset
+#define qglPolygonStipple glPolygonStipple
+#define qglPopAttrib glPopAttrib
+#define qglPopClientAttrib glPopClientAttrib
+#define qglPopMatrix glPopMatrix
+#define qglPopName glPopName
+#define qglPrioritizeTextures glPrioritizeTextures
+#define qglPushAttrib glPushAttrib
+#define qglPushClientAttrib glPushClientAttrib
+#define qglPushMatrix glPushMatrix
+#define qglPushName glPushName
+#define qglRasterPos2d glRasterPos2d
+#define qglRasterPos2dv glRasterPos2dv
+#define qglRasterPos2f glRasterPos2f
+#define qglRasterPos2fv glRasterPos2fv
+#define qglRasterPos2i glRasterPos2i
+#define qglRasterPos2iv glRasterPos2iv
+#define qglRasterPos2s glRasterPos2s
+#define qglRasterPos2sv glRasterPos2sv
+#define qglRasterPos3d glRasterPos3d
+#define qglRasterPos3dv glRasterPos3dv
+#define qglRasterPos3f glRasterPos3f
+#define qglRasterPos3fv glRasterPos3fv
+#define qglRasterPos3i glRasterPos3i
+#define qglRasterPos3iv glRasterPos3iv
+#define qglRasterPos3s glRasterPos3s
+#define qglRasterPos3sv glRasterPos3sv
+#define qglRasterPos4d glRasterPos4d
+#define qglRasterPos4dv glRasterPos4dv
+#define qglRasterPos4f glRasterPos4f
+#define qglRasterPos4fv glRasterPos4fv
+#define qglRasterPos4i glRasterPos4i
+#define qglRasterPos4iv glRasterPos4iv
+#define qglRasterPos4s glRasterPos4s
+#define qglRasterPos4sv glRasterPos4sv
+#define qglReadBuffer glReadBuffer
+#define qglReadPixels glReadPixels
+#define qglRectd glRectd
+#define qglRectdv glRectdv
+#define qglRectf glRectf
+#define qglRectfv glRectfv
+#define qglRecti glRecti
+#define qglRectiv glRectiv
+#define qglRects glRects
+#define qglRectsv glRectsv
+#define qglRenderMode glRenderMode
+#define qglRotated glRotated
+#define qglRotatef glRotatef
+#define qglScaled glScaled
+#define qglScalef glScalef
+#define qglScissor glScissor
+#define qglSelectBuffer glSelectBuffer
+#define qglShadeModel glShadeModel
+#define qglStencilFunc glStencilFunc
+#define qglStencilMask glStencilMask
+#define qglStencilOp glStencilOp
+#define qglTexCoord1d glTexCoord1d
+#define qglTexCoord1dv glTexCoord1dv
+#define qglTexCoord1f glTexCoord1f
+#define qglTexCoord1fv glTexCoord1fv
+#define qglTexCoord1i glTexCoord1i
+#define qglTexCoord1iv glTexCoord1iv
+#define qglTexCoord1s glTexCoord1s
+#define qglTexCoord1sv glTexCoord1sv
+#define qglTexCoord2d glTexCoord2d
+#define qglTexCoord2dv glTexCoord2dv
+#define qglTexCoord2f glTexCoord2f
+#define qglTexCoord2fv glTexCoord2fv
+#define qglTexCoord2i glTexCoord2i
+#define qglTexCoord2iv glTexCoord2iv
+#define qglTexCoord2s glTexCoord2s
+#define qglTexCoord2sv glTexCoord2sv
+#define qglTexCoord3d glTexCoord3d
+#define qglTexCoord3dv glTexCoord3dv
+#define qglTexCoord3f glTexCoord3f
+#define qglTexCoord3fv glTexCoord3fv
+#define qglTexCoord3i glTexCoord3i
+#define qglTexCoord3iv glTexCoord3iv
+#define qglTexCoord3s glTexCoord3s
+#define qglTexCoord3sv glTexCoord3sv
+#define qglTexCoord4d glTexCoord4d
+#define qglTexCoord4dv glTexCoord4dv
+#define qglTexCoord4f glTexCoord4f
+#define qglTexCoord4fv glTexCoord4fv
+#define qglTexCoord4i glTexCoord4i
+#define qglTexCoord4iv glTexCoord4iv
+#define qglTexCoord4s glTexCoord4s
+#define qglTexCoord4sv glTexCoord4sv
+#define qglTexCoordPointer glTexCoordPointer
+#define qglTexEnvf glTexEnvf
+#define qglTexEnvfv glTexEnvfv
+#define qglTexEnvi glTexEnvi
+#define qglTexEnviv glTexEnviv
+#define qglTexGend glTexGend
+#define qglTexGendv glTexGendv
+#define qglTexGenf glTexGenf
+#define qglTexGenfv glTexGenfv
+#define qglTexGeni glTexGeni
+#define qglTexGeniv glTexGeniv
+#define qglTexImage1D glTexImage1D
+#define qglTexImage2D glTexImage2D
+#define qglTexParameterf glTexParameterf
+#define qglTexParameterfv glTexParameterfv
+#define qglTexParameteri glTexParameteri
+#define qglTexParameteriv glTexParameteriv
+#define qglTexSubImage1D glTexSubImage1D
+#define qglTexSubImage2D glTexSubImage2D
+#define qglTranslated glTranslated
+#define qglTranslatef glTranslatef
+#define qglVertex2d glVertex2d
+#define qglVertex2dv glVertex2dv
+#define qglVertex2f glVertex2f
+#define qglVertex2fv glVertex2fv
+#define qglVertex2i glVertex2i
+#define qglVertex2iv glVertex2iv
+#define qglVertex2s glVertex2s
+#define qglVertex2sv glVertex2sv
+#define qglVertex3d glVertex3d
+#define qglVertex3dv glVertex3dv
+#define qglVertex3f glVertex3f
+#define qglVertex3fv glVertex3fv
+#define qglVertex3i glVertex3i
+#define qglVertex3iv glVertex3iv
+#define qglVertex3s glVertex3s
+#define qglVertex3sv glVertex3sv
+#define qglVertex4d glVertex4d
+#define qglVertex4dv glVertex4dv
+#define qglVertex4f glVertex4f
+#define qglVertex4fv glVertex4fv
+#define qglVertex4i glVertex4i
+#define qglVertex4iv glVertex4iv
+#define qglVertex4s glVertex4s
+#define qglVertex4sv glVertex4sv
+#define qglVertexPointer glVertexPointer
+#define qglViewport glViewport
+
+#endif
Added: trunk/code/rend2/tr_animation.c
===================================================================
--- trunk/code/rend2/tr_animation.c (rev 0)
+++ trunk/code/rend2/tr_animation.c 2012-10-26 01:23:06 UTC (rev 2329)
@@ -0,0 +1,658 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Quake III Arena source code is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Quake III Arena source code; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+
+#include "tr_local.h"
+
+/*
+
+All bones should be an identity orientation to display the mesh exactly
+as it is specified.
+
+For all other frames, the bones represent the transformation from the
+orientation of the bone in the base frame to the orientation in this
+frame.
+
+*/
+
+/*
+==============
+R_AddAnimSurfaces
+==============
+*/
+void R_AddAnimSurfaces( trRefEntity_t *ent ) {
+ md4Header_t *header;
+ md4Surface_t *surface;
+ md4LOD_t *lod;
+ shader_t *shader;
+ int i;
+
+ header = (md4Header_t *) tr.currentModel->modelData;
+ lod = (md4LOD_t *)( (byte *)header + header->ofsLODs );
+
+ surface = (md4Surface_t *)( (byte *)lod + lod->ofsSurfaces );
+ for ( i = 0 ; i < lod->numSurfaces ; i++ ) {
+ shader = R_GetShaderByHandle( surface->shaderIndex );
+ R_AddDrawSurf( (void *)surface, shader, 0 /*fogNum*/, qfalse, qfalse );
+ surface = (md4Surface_t *)( (byte *)surface + surface->ofsEnd );
+ }
+}
+
+/*
+==============
+RB_SurfaceAnim
+==============
+*/
+void RB_SurfaceAnim( md4Surface_t *surface ) {
+ int i, j, k;
+ float frontlerp, backlerp;
+ int *triangles;
+ int indexes;
+ int baseIndex, baseVertex;
+ int numVerts;
+ md4Vertex_t *v;
+ md4Bone_t bones[MD4_MAX_BONES];
+ md4Bone_t *bonePtr, *bone;
+ md4Header_t *header;
+ md4Frame_t *frame;
+ md4Frame_t *oldFrame;
+ int frameSize;
+
+
+ if ( backEnd.currentEntity->e.oldframe == backEnd.currentEntity->e.frame ) {
+ backlerp = 0;
+ frontlerp = 1;
+ } else {
+ backlerp = backEnd.currentEntity->e.backlerp;
+ frontlerp = 1.0f - backlerp;
+ }
+ header = (md4Header_t *)((byte *)surface + surface->ofsHeader);
+
+ frameSize = (size_t)( &((md4Frame_t *)0)->bones[ header->numBones ] );
+
+ frame = (md4Frame_t *)((byte *)header + header->ofsFrames +
+ backEnd.currentEntity->e.frame * frameSize );
+ oldFrame = (md4Frame_t *)((byte *)header + header->ofsFrames +
+ backEnd.currentEntity->e.oldframe * frameSize );
+
+ RB_CheckOverflow( surface->numVerts, surface->numTriangles * 3 );
+
+ triangles = (int *) ((byte *)surface + surface->ofsTriangles);
+ indexes = surface->numTriangles * 3;
+ baseIndex = tess.numIndexes;
+ baseVertex = tess.numVertexes;
+ for (j = 0 ; j < indexes ; j++) {
+ tess.indexes[baseIndex + j] = baseIndex + triangles[j];
+ }
+ tess.numIndexes += indexes;
+
+ //
+ // lerp all the needed bones
+ //
+ if ( !backlerp ) {
+ // no lerping needed
+ bonePtr = frame->bones;
+ } else {
+ bonePtr = bones;
+ for ( i = 0 ; i < header->numBones*12 ; i++ ) {
+ ((float *)bonePtr)[i] = frontlerp * ((float *)frame->bones)[i]
+ + backlerp * ((float *)oldFrame->bones)[i];
+ }
+ }
+
+ //
+ // deform the vertexes by the lerped bones
+ //
+ numVerts = surface->numVerts;
+ // FIXME
+ // This makes TFC's skeletons work. Shouldn't be necessary anymore, but left
+ // in for reference.
+ //v = (md4Vertex_t *) ((byte *)surface + surface->ofsVerts + 12);
+ v = (md4Vertex_t *) ((byte *)surface + surface->ofsVerts);
+ for ( j = 0; j < numVerts; j++ ) {
+ vec3_t tempVert, tempNormal;
+ md4Weight_t *w;
+
+ VectorClear( tempVert );
+ VectorClear( tempNormal );
+ w = v->weights;
+ for ( k = 0 ; k < v->numWeights ; k++, w++ ) {
+ bone = bonePtr + w->boneIndex;
+
+ tempVert[0] += w->boneWeight * ( DotProduct( bone->matrix[0], w->offset ) + bone->matrix[0][3] );
+ tempVert[1] += w->boneWeight * ( DotProduct( bone->matrix[1], w->offset ) + bone->matrix[1][3] );
+ tempVert[2] += w->boneWeight * ( DotProduct( bone->matrix[2], w->offset ) + bone->matrix[2][3] );
+
+ tempNormal[0] += w->boneWeight * DotProduct( bone->matrix[0], v->normal );
+ tempNormal[1] += w->boneWeight * DotProduct( bone->matrix[1], v->normal );
+ tempNormal[2] += w->boneWeight * DotProduct( bone->matrix[2], v->normal );
+ }
+
+ tess.xyz[baseVertex + j][0] = tempVert[0];
+ tess.xyz[baseVertex + j][1] = tempVert[1];
+ tess.xyz[baseVertex + j][2] = tempVert[2];
+
+ tess.normal[baseVertex + j][0] = tempNormal[0];
+ tess.normal[baseVertex + j][1] = tempNormal[1];
+ tess.normal[baseVertex + j][2] = tempNormal[2];
+
+ tess.texCoords[baseVertex + j][0][0] = v->texCoords[0];
+ tess.texCoords[baseVertex + j][0][1] = v->texCoords[1];
+
+ // FIXME
+ // This makes TFC's skeletons work. Shouldn't be necessary anymore, but left
+ // in for reference.
+ //v = (md4Vertex_t *)( ( byte * )&v->weights[v->numWeights] + 12 );
+ v = (md4Vertex_t *)&v->weights[v->numWeights];
+ }
+
+ tess.numVertexes += surface->numVerts;
+}
+
+
+#ifdef RAVENMD4
+
+// copied and adapted from tr_mesh.c
+
+/*
+=============
+R_MDRCullModel
+=============
+*/
+
+static int R_MDRCullModel( mdrHeader_t *header, trRefEntity_t *ent ) {
+ vec3_t bounds[2];
+ mdrFrame_t *oldFrame, *newFrame;
+ int i, frameSize;
+
+ frameSize = (size_t)( &((mdrFrame_t *)0)->bones[ header->numBones ] );
+
+ // compute frame pointers
+ newFrame = ( mdrFrame_t * ) ( ( byte * ) header + header->ofsFrames + frameSize * ent->e.frame);
+ oldFrame = ( mdrFrame_t * ) ( ( byte * ) header + header->ofsFrames + frameSize * ent->e.oldframe);
+
+ // cull bounding sphere ONLY if this is not an upscaled entity
+ if ( !ent->e.nonNormalizedAxes )
+ {
+ if ( ent->e.frame == ent->e.oldframe )
+ {
+ switch ( R_CullLocalPointAndRadius( newFrame->localOrigin, newFrame->radius ) )
+ {
+ // Ummm... yeah yeah I know we don't really have an md3 here.. but we pretend
+ // we do. After all, the purpose of md4s are not that different, are they?
+
+ case CULL_OUT:
+ tr.pc.c_sphere_cull_md3_out++;
+ return CULL_OUT;
+
+ case CULL_IN:
+ tr.pc.c_sphere_cull_md3_in++;
+ return CULL_IN;
+
+ case CULL_CLIP:
+ tr.pc.c_sphere_cull_md3_clip++;
+ break;
+ }
+ }
+ else
+ {
+ int sphereCull, sphereCullB;
+
+ sphereCull = R_CullLocalPointAndRadius( newFrame->localOrigin, newFrame->radius );
+ if ( newFrame == oldFrame ) {
+ sphereCullB = sphereCull;
+ } else {
+ sphereCullB = R_CullLocalPointAndRadius( oldFrame->localOrigin, oldFrame->radius );
+ }
+
+ if ( sphereCull == sphereCullB )
+ {
+ if ( sphereCull == CULL_OUT )
+ {
+ tr.pc.c_sphere_cull_md3_out++;
+ return CULL_OUT;
+ }
+ else if ( sphereCull == CULL_IN )
+ {
+ tr.pc.c_sphere_cull_md3_in++;
+ return CULL_IN;
+ }
+ else
+ {
+ tr.pc.c_sphere_cull_md3_clip++;
+ }
+ }
+ }
+ }
+
+ // calculate a bounding box in the current coordinate system
+ for (i = 0 ; i < 3 ; i++) {
+ bounds[0][i] = oldFrame->bounds[0][i] < newFrame->bounds[0][i] ? oldFrame->bounds[0][i] : newFrame->bounds[0][i];
+ bounds[1][i] = oldFrame->bounds[1][i] > newFrame->bounds[1][i] ? oldFrame->bounds[1][i] : newFrame->bounds[1][i];
+ }
+
+ switch ( R_CullLocalBox( bounds ) )
+ {
+ case CULL_IN:
+ tr.pc.c_box_cull_md3_in++;
+ return CULL_IN;
+ case CULL_CLIP:
+ tr.pc.c_box_cull_md3_clip++;
+ return CULL_CLIP;
+ case CULL_OUT:
+ default:
+ tr.pc.c_box_cull_md3_out++;
+ return CULL_OUT;
+ }
+}
+
+/*
+=================
+R_MDRComputeFogNum
+
+=================
+*/
+
+int R_MDRComputeFogNum( mdrHeader_t *header, trRefEntity_t *ent ) {
+ int i, j;
+ fog_t *fog;
+ mdrFrame_t *mdrFrame;
+ vec3_t localOrigin;
+ int frameSize;
+
+ if ( tr.refdef.rdflags & RDF_NOWORLDMODEL ) {
+ return 0;
+ }
+
+ frameSize = (size_t)( &((mdrFrame_t *)0)->bones[ header->numBones ] );
+
+ // FIXME: non-normalized axis issues
+ mdrFrame = ( mdrFrame_t * ) ( ( byte * ) header + header->ofsFrames + frameSize * ent->e.frame);
+ VectorAdd( ent->e.origin, mdrFrame->localOrigin, localOrigin );
+ for ( i = 1 ; i < tr.world->numfogs ; i++ ) {
+ fog = &tr.world->fogs[i];
+ for ( j = 0 ; j < 3 ; j++ ) {
+ if ( localOrigin[j] - mdrFrame->radius >= fog->bounds[1][j] ) {
+ break;
+ }
+ if ( localOrigin[j] + mdrFrame->radius <= fog->bounds[0][j] ) {
+ break;
+ }
+ }
+ if ( j == 3 ) {
+ return i;
+ }
+ }
+
+ return 0;
+}
+
+
+/*
+==============
+R_MDRAddAnimSurfaces
+==============
+*/
+
+// much stuff in there is just copied from R_AddMd3Surfaces in tr_mesh.c
+
+void R_MDRAddAnimSurfaces( trRefEntity_t *ent ) {
+ mdrHeader_t *header;
+ mdrSurface_t *surface;
+ mdrLOD_t *lod;
+ shader_t *shader;
+ skin_t *skin;
+ int i, j;
+ int lodnum = 0;
+ int fogNum = 0;
+ int cull;
+ qboolean personalModel;
+
+ header = (mdrHeader_t *) tr.currentModel->modelData;
+
+ personalModel = (ent->e.renderfx & RF_THIRD_PERSON) && !tr.viewParms.isPortal;
+
+ if ( ent->e.renderfx & RF_WRAP_FRAMES )
+ {
+ ent->e.frame %= header->numFrames;
+ ent->e.oldframe %= header->numFrames;
+ }
+
+ //
+ // Validate the frames so there is no chance of a crash.
+ // This will write directly into the entity structure, so
+ // when the surfaces are rendered, they don't need to be
+ // range checked again.
+ //
+ if ((ent->e.frame >= header->numFrames)
+ || (ent->e.frame < 0)
+ || (ent->e.oldframe >= header->numFrames)
+ || (ent->e.oldframe < 0) )
+ {
+ ri.Printf( PRINT_DEVELOPER, "R_MDRAddAnimSurfaces: no such frame %d to %d for '%s'\n",
+ ent->e.oldframe, ent->e.frame, tr.currentModel->name );
+ ent->e.frame = 0;
+ ent->e.oldframe = 0;
+ }
+
+ //
+ // cull the entire model if merged bounding box of both frames
+ // is outside the view frustum.
+ //
+ cull = R_MDRCullModel (header, ent);
+ if ( cull == CULL_OUT ) {
+ return;
+ }
+
+ // figure out the current LOD of the model we're rendering, and set the lod pointer respectively.
+ lodnum = R_ComputeLOD(ent);
+ // check whether this model has as that many LODs at all. If not, try the closest thing we got.
+ if(header->numLODs <= 0)
+ return;
+ if(header->numLODs <= lodnum)
+ lodnum = header->numLODs - 1;
+
+ lod = (mdrLOD_t *)( (byte *)header + header->ofsLODs);
+ for(i = 0; i < lodnum; i++)
+ {
+ lod = (mdrLOD_t *) ((byte *) lod + lod->ofsEnd);
+ }
+
+ // set up lighting
+ if ( !personalModel || r_shadows->integer > 1 )
+ {
+ R_SetupEntityLighting( &tr.refdef, ent );
+ }
+
+ // fogNum?
+ fogNum = R_MDRComputeFogNum( header, ent );
+
+ surface = (mdrSurface_t *)( (byte *)lod + lod->ofsSurfaces );
+
+ for ( i = 0 ; i < lod->numSurfaces ; i++ )
+ {
+
+ if(ent->e.customShader)
+ shader = R_GetShaderByHandle(ent->e.customShader);
+ else if(ent->e.customSkin > 0 && ent->e.customSkin < tr.numSkins)
+ {
+ skin = R_GetSkinByHandle(ent->e.customSkin);
+ shader = tr.defaultShader;
+
+ for(j = 0; j < skin->numSurfaces; j++)
+ {
+ if (!strcmp(skin->surfaces[j]->name, surface->name))
+ {
+ shader = skin->surfaces[j]->shader;
+ break;
+ }
+ }
+ }
+ else if(surface->shaderIndex > 0)
+ shader = R_GetShaderByHandle( surface->shaderIndex );
+ else
+ shader = tr.defaultShader;
+
+ // we will add shadows even if the main object isn't visible in the view
+
+ // stencil shadows can't do personal models unless I polyhedron clip
+ if ( !personalModel
+ && r_shadows->integer == 2
+ && fogNum == 0
+ && !(ent->e.renderfx & ( RF_NOSHADOW | RF_DEPTHHACK ) )
+ && shader->sort == SS_OPAQUE )
+ {
+ R_AddDrawSurf( (void *)surface, tr.shadowShader, 0, qfalse, qfalse );
+ }
+
+ // projection shadows work fine with personal models
+ if ( r_shadows->integer == 3
+ && fogNum == 0
+ && (ent->e.renderfx & RF_SHADOW_PLANE )
+ && shader->sort == SS_OPAQUE )
+ {
+ R_AddDrawSurf( (void *)surface, tr.projectionShadowShader, 0, qfalse, qfalse );
+ }
+
+ if (!personalModel)
+ R_AddDrawSurf( (void *)surface, shader, fogNum, qfalse, qfalse );
+
+ surface = (mdrSurface_t *)( (byte *)surface + surface->ofsEnd );
+ }
+}
+
+/*
+==============
+RB_MDRSurfaceAnim
+==============
+*/
+void RB_MDRSurfaceAnim( md4Surface_t *surface )
+{
+ int i, j, k;
+ float frontlerp, backlerp;
+ int *triangles;
+ int indexes;
+ int baseIndex, baseVertex;
+ int numVerts;
+ mdrVertex_t *v;
+ mdrHeader_t *header;
+ mdrFrame_t *frame;
+ mdrFrame_t *oldFrame;
+ mdrBone_t bones[MD4_MAX_BONES], *bonePtr, *bone;
+
+ int frameSize;
+
+ // don't lerp if lerping off, or this is the only frame, or the last frame...
+ //
+ if (backEnd.currentEntity->e.oldframe == backEnd.currentEntity->e.frame)
+ {
+ backlerp = 0; // if backlerp is 0, lerping is off and frontlerp is never used
+ frontlerp = 1;
+ }
+ else
+ {
+ backlerp = backEnd.currentEntity->e.backlerp;
+ frontlerp = 1.0f - backlerp;
+ }
+
+ header = (mdrHeader_t *)((byte *)surface + surface->ofsHeader);
+
+ frameSize = (size_t)( &((mdrFrame_t *)0)->bones[ header->numBones ] );
+
+ frame = (mdrFrame_t *)((byte *)header + header->ofsFrames +
+ backEnd.currentEntity->e.frame * frameSize );
+ oldFrame = (mdrFrame_t *)((byte *)header + header->ofsFrames +
+ backEnd.currentEntity->e.oldframe * frameSize );
+
+ RB_CheckOverflow( surface->numVerts, surface->numTriangles );
+
+ triangles = (int *) ((byte *)surface + surface->ofsTriangles);
+ indexes = surface->numTriangles * 3;
+ baseIndex = tess.numIndexes;
+ baseVertex = tess.numVertexes;
+
+ // Set up all triangles.
+ for (j = 0 ; j < indexes ; j++)
+ {
+ tess.indexes[baseIndex + j] = baseVertex + triangles[j];
+ }
+ tess.numIndexes += indexes;
+
+ //
+ // lerp all the needed bones
+ //
+ if ( !backlerp )
+ {
+ // no lerping needed
+ bonePtr = frame->bones;
+ }
+ else
+ {
+ bonePtr = bones;
+
+ for ( i = 0 ; i < header->numBones*12 ; i++ )
+ {
+ ((float *)bonePtr)[i] = frontlerp * ((float *)frame->bones)[i] + backlerp * ((float *)oldFrame->bones)[i];
+ }
+ }
+
+ //
+ // deform the vertexes by the lerped bones
+ //
+ numVerts = surface->numVerts;
+ v = (mdrVertex_t *) ((byte *)surface + surface->ofsVerts);
+ for ( j = 0; j < numVerts; j++ )
+ {
+ vec3_t tempVert, tempNormal;
+ mdrWeight_t *w;
+
+ VectorClear( tempVert );
+ VectorClear( tempNormal );
+ w = v->weights;
+ for ( k = 0 ; k < v->numWeights ; k++, w++ )
+ {
+ bone = bonePtr + w->boneIndex;
+
+ tempVert[0] += w->boneWeight * ( DotProduct( bone->matrix[0], w->offset ) + bone->matrix[0][3] );
+ tempVert[1] += w->boneWeight * ( DotProduct( bone->matrix[1], w->offset ) + bone->matrix[1][3] );
+ tempVert[2] += w->boneWeight * ( DotProduct( bone->matrix[2], w->offset ) + bone->matrix[2][3] );
+
+ tempNormal[0] += w->boneWeight * DotProduct( bone->matrix[0], v->normal );
+ tempNormal[1] += w->boneWeight * DotProduct( bone->matrix[1], v->normal );
+ tempNormal[2] += w->boneWeight * DotProduct( bone->matrix[2], v->normal );
+ }
+
+ tess.xyz[baseVertex + j][0] = tempVert[0];
+ tess.xyz[baseVertex + j][1] = tempVert[1];
+ tess.xyz[baseVertex + j][2] = tempVert[2];
+
+ tess.normal[baseVertex + j][0] = tempNormal[0];
+ tess.normal[baseVertex + j][1] = tempNormal[1];
+ tess.normal[baseVertex + j][2] = tempNormal[2];
+
+ tess.texCoords[baseVertex + j][0][0] = v->texCoords[0];
+ tess.texCoords[baseVertex + j][0][1] = v->texCoords[1];
+
+ v = (mdrVertex_t *)&v->weights[v->numWeights];
+ }
+
+ tess.numVertexes += surface->numVerts;
+}
+
+
+#define MC_MASK_X ((1<<(MC_BITS_X))-1)
+#define MC_MASK_Y ((1<<(MC_BITS_Y))-1)
+#define MC_MASK_Z ((1<<(MC_BITS_Z))-1)
+#define MC_MASK_VECT ((1<<(MC_BITS_VECT))-1)
+
+#define MC_SCALE_VECT (1.0f/(float)((1<<(MC_BITS_VECT-1))-2))
+
+#define MC_POS_X (0)
+#define MC_SHIFT_X (0)
+
+#define MC_POS_Y ((((MC_BITS_X))/8))
+#define MC_SHIFT_Y ((((MC_BITS_X)%8)))
+
+#define MC_POS_Z ((((MC_BITS_X+MC_BITS_Y))/8))
+#define MC_SHIFT_Z ((((MC_BITS_X+MC_BITS_Y)%8)))
+
+#define MC_POS_V11 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z))/8))
+#define MC_SHIFT_V11 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z)%8)))
+
+#define MC_POS_V12 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT))/8))
+#define MC_SHIFT_V12 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT)%8)))
+
+#define MC_POS_V13 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*2))/8))
+#define MC_SHIFT_V13 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*2)%8)))
+
+#define MC_POS_V21 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*3))/8))
+#define MC_SHIFT_V21 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*3)%8)))
+
+#define MC_POS_V22 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*4))/8))
+#define MC_SHIFT_V22 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*4)%8)))
+
+#define MC_POS_V23 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*5))/8))
+#define MC_SHIFT_V23 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*5)%8)))
+
+#define MC_POS_V31 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*6))/8))
+#define MC_SHIFT_V31 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*6)%8)))
+
+#define MC_POS_V32 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*7))/8))
+#define MC_SHIFT_V32 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*7)%8)))
+
+#define MC_POS_V33 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*8))/8))
+#define MC_SHIFT_V33 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*8)%8)))
+
+void MC_UnCompress(float mat[3][4],const unsigned char * comp)
+{
+ int val;
+
+ val=(int)((unsigned short *)(comp))[0];
+ val-=1<<(MC_BITS_X-1);
+ mat[0][3]=((float)(val))*MC_SCALE_X;
+
+ val=(int)((unsigned short *)(comp))[1];
+ val-=1<<(MC_BITS_Y-1);
+ mat[1][3]=((float)(val))*MC_SCALE_Y;
+
+ val=(int)((unsigned short *)(comp))[2];
+ val-=1<<(MC_BITS_Z-1);
+ mat[2][3]=((float)(val))*MC_SCALE_Z;
+
+ val=(int)((unsigned short *)(comp))[3];
+ val-=1<<(MC_BITS_VECT-1);
+ mat[0][0]=((float)(val))*MC_SCALE_VECT;
+
+ val=(int)((unsigned short *)(comp))[4];
+ val-=1<<(MC_BITS_VECT-1);
+ mat[0][1]=((float)(val))*MC_SCALE_VECT;
+
+ val=(int)((unsigned short *)(comp))[5];
+ val-=1<<(MC_BITS_VECT-1);
+ mat[0][2]=((float)(val))*MC_SCALE_VECT;
+
+
+ val=(int)((unsigned short *)(comp))[6];
+ val-=1<<(MC_BITS_VECT-1);
+ mat[1][0]=((float)(val))*MC_SCALE_VECT;
+
+ val=(int)((unsigned short *)(comp))[7];
+ val-=1<<(MC_BITS_VECT-1);
+ mat[1][1]=((float)(val))*MC_SCALE_VECT;
+
+ val=(int)((unsigned short *)(comp))[8];
+ val-=1<<(MC_BITS_VECT-1);
+ mat[1][2]=((float)(val))*MC_SCALE_VECT;
+
+
+ val=(int)((unsigned short *)(comp))[9];
+ val-=1<<(MC_BITS_VECT-1);
+ mat[2][0]=((float)(val))*MC_SCALE_VECT;
+
+ val=(int)((unsigned short *)(comp))[10];
+ val-=1<<(MC_BITS_VECT-1);
+ mat[2][1]=((float)(val))*MC_SCALE_VECT;
+
+ val=(int)((unsigned short *)(comp))[11];
+ val-=1<<(MC_BITS_VECT-1);
+ mat[2][2]=((float)(val))*MC_SCALE_VECT;
+}
+#endif
Added: trunk/code/rend2/tr_backend.c
===================================================================
--- trunk/code/rend2/tr_backend.c (rev 0)
+++ trunk/code/rend2/tr_backend.c 2012-10-26 01:23:06 UTC (rev 2329)
@@ -0,0 +1,1912 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Quake III Arena source code is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Quake III Arena source code; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+#include "tr_local.h"
+
+backEndData_t *backEndData[SMP_FRAMES];
+backEndState_t backEnd;
+
+
+static float s_flipMatrix[16] = {
+ // convert from our coordinate system (looking down X)
+ // to OpenGL's coordinate system (looking down -Z)
+ 0, 0, -1, 0,
+ -1, 0, 0, 0,
+ 0, 1, 0, 0,
+ 0, 0, 0, 1
+};
+
+
+/*
+** GL_Bind2
+*/
+void GL_Bind2( image_t *image, GLenum type ) {
+ int texnum;
+
+ if ( !image ) {
+ ri.Printf( PRINT_WARNING, "GL_Bind2: NULL image\n" );
+ texnum = tr.defaultImage->texnum;
+ } else {
+ texnum = image->texnum;
+ }
+
+ if ( r_nobind->integer && tr.dlightImage ) { // performance evaluation option
+ texnum = tr.dlightImage->texnum;
+ }
+
+ if ( glState.currenttextures[glState.currenttmu] != texnum ) {
+ image->frameUsed = tr.frameCount;
+ glState.currenttextures[glState.currenttmu] = texnum;
+ qglBindTexture (type, texnum);
+ }
+}
+
+/*
+** GL_Bind2
+*/
+void GL_Bind( image_t *image )
+{
+ GL_Bind2( image, GL_TEXTURE_2D );
+}
+
+/*
+** GL_BindCubemap
+*/
+void GL_BindCubemap( image_t *image )
+{
+ GL_Bind2( image, GL_TEXTURE_CUBE_MAP );
+}
+
+/*
+** GL_SelectTexture
+*/
+void GL_SelectTexture( int unit )
+{
+ if ( glState.currenttmu == unit )
+ {
+ return;
+ }
+
+ if (!(unit >= 0 && unit <= 31))
+ ri.Error( ERR_DROP, "GL_SelectTexture: unit = %i", unit );
+
+ qglActiveTextureARB( GL_TEXTURE0_ARB + unit );
+
+ glState.currenttmu = unit;
+}
+
+
+/*
+** GL_BindMultitexture
+*/
+void GL_BindMultitexture( image_t *image0, GLuint env0, image_t *image1, GLuint env1 ) {
+ int texnum0, texnum1;
+
+ texnum0 = image0->texnum;
+ texnum1 = image1->texnum;
+
+ if ( r_nobind->integer && tr.dlightImage ) { // performance evaluation option
+ texnum0 = texnum1 = tr.dlightImage->texnum;
+ }
+
+ if ( glState.currenttextures[1] != texnum1 ) {
+ GL_SelectTexture( 1 );
+ image1->frameUsed = tr.frameCount;
+ glState.currenttextures[1] = texnum1;
+ qglBindTexture( GL_TEXTURE_2D, texnum1 );
+ }
+ if ( glState.currenttextures[0] != texnum0 ) {
+ GL_SelectTexture( 0 );
+ image0->frameUsed = tr.frameCount;
+ glState.currenttextures[0] = texnum0;
+ qglBindTexture( GL_TEXTURE_2D, texnum0 );
+ }
+}
+
+/*
+** GL_BindToTMU
+*/
+void GL_BindToTMU( image_t *image, int tmu )
+{
+ int texnum;
+ int oldtmu = glState.currenttmu;
+
+ if (!image)
+ texnum = 0;
+ else
+ texnum = image->texnum;
+
+ if ( glState.currenttextures[tmu] != texnum ) {
+ GL_SelectTexture( tmu );
+ if (image)
+ image->frameUsed = tr.frameCount;
+ glState.currenttextures[tmu] = texnum;
+ qglBindTexture( GL_TEXTURE_2D, texnum );
+ GL_SelectTexture( oldtmu );
+ }
+}
+
+
+/*
+** GL_Cull
+*/
+void GL_Cull( int cullType ) {
+#ifdef REACTION
+ // Makro - flip culling if needed
+ qboolean flip = (backEnd.currentEntity != NULL && backEnd.currentEntity->mirrored != qfalse && cullType != CT_TWO_SIDED);
+ cullType ^= flip; // this assumes CT_BACK_SIDED and CT_FRONT_SIDED are 0 or 1
+#endif
+
+ if ( glState.faceCulling == cullType ) {
+ return;
+ }
+
+ glState.faceCulling = cullType;
+
+ if ( cullType == CT_TWO_SIDED )
+ {
+ qglDisable( GL_CULL_FACE );
+ }
+ else
+ {
+ qboolean cullFront;
+ qglEnable( GL_CULL_FACE );
+
+ cullFront = (cullType == CT_FRONT_SIDED);
+ if ( backEnd.viewParms.isMirror )
+ {
+ cullFront = !cullFront;
+ }
+
+ qglCullFace( cullFront ? GL_FRONT : GL_BACK );
+ }
+}
+
+/*
+** GL_TexEnv
+*/
+void GL_TexEnv( int env )
+{
+ if ( env == glState.texEnv[glState.currenttmu] )
+ {
+ return;
+ }
+
+ glState.texEnv[glState.currenttmu] = env;
+
+
+ switch ( env )
+ {
+ case GL_MODULATE:
+ qglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
+ break;
+ case GL_REPLACE:
+ qglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
+ break;
+ case GL_DECAL:
+ qglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL );
+ break;
+ case GL_ADD:
+ qglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD );
+ break;
+ default:
+ ri.Error( ERR_DROP, "GL_TexEnv: invalid env '%d' passed", env );
+ break;
+ }
+}
+
+/*
+** GL_State
+**
+** This routine is responsible for setting the most commonly changed state
+** in Q3.
+*/
+void GL_State( unsigned long stateBits )
+{
+ unsigned long diff = stateBits ^ glState.glStateBits;
+
+ if ( !diff )
+ {
+ return;
+ }
+
+ //
+ // check depthFunc bits
+ //
+ if ( diff & GLS_DEPTHFUNC_BITS )
+ {
+ if ( stateBits & GLS_DEPTHFUNC_EQUAL )
+ {
+ qglDepthFunc( GL_EQUAL );
+ }
+ else if ( stateBits & GLS_DEPTHFUNC_GREATER)
+ {
+ qglDepthFunc( GL_GREATER );
+ }
+ else
+ {
+ qglDepthFunc( GL_LEQUAL );
+ }
+ }
+
+ //
+ // check blend bits
+ //
+ if ( diff & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ) )
+ {
+ GLenum srcFactor, dstFactor;
+
+ if ( stateBits & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ) )
+ {
+ switch ( stateBits & GLS_SRCBLEND_BITS )
+ {
+ case GLS_SRCBLEND_ZERO:
+ srcFactor = GL_ZERO;
+ break;
+ case GLS_SRCBLEND_ONE:
+ srcFactor = GL_ONE;
+ break;
+ case GLS_SRCBLEND_DST_COLOR:
+ srcFactor = GL_DST_COLOR;
+ break;
+ case GLS_SRCBLEND_ONE_MINUS_DST_COLOR:
+ srcFactor = GL_ONE_MINUS_DST_COLOR;
+ break;
+ case GLS_SRCBLEND_SRC_ALPHA:
+ srcFactor = GL_SRC_ALPHA;
+ break;
+ case GLS_SRCBLEND_ONE_MINUS_SRC_ALPHA:
+ srcFactor = GL_ONE_MINUS_SRC_ALPHA;
+ break;
+ case GLS_SRCBLEND_DST_ALPHA:
+ srcFactor = GL_DST_ALPHA;
+ break;
+ case GLS_SRCBLEND_ONE_MINUS_DST_ALPHA:
+ srcFactor = GL_ONE_MINUS_DST_ALPHA;
+ break;
+ case GLS_SRCBLEND_ALPHA_SATURATE:
+ srcFactor = GL_SRC_ALPHA_SATURATE;
+ break;
+ default:
+ srcFactor = GL_ONE; // to get warning to shut up
+ ri.Error( ERR_DROP, "GL_State: invalid src blend state bits" );
+ break;
+ }
+
+ switch ( stateBits & GLS_DSTBLEND_BITS )
+ {
+ case GLS_DSTBLEND_ZERO:
+ dstFactor = GL_ZERO;
+ break;
+ case GLS_DSTBLEND_ONE:
+ dstFactor = GL_ONE;
+ break;
+ case GLS_DSTBLEND_SRC_COLOR:
+ dstFactor = GL_SRC_COLOR;
+ break;
+ case GLS_DSTBLEND_ONE_MINUS_SRC_COLOR:
+ dstFactor = GL_ONE_MINUS_SRC_COLOR;
+ break;
+ case GLS_DSTBLEND_SRC_ALPHA:
+ dstFactor = GL_SRC_ALPHA;
+ break;
+ case GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA:
+ dstFactor = GL_ONE_MINUS_SRC_ALPHA;
+ break;
+ case GLS_DSTBLEND_DST_ALPHA:
+ dstFactor = GL_DST_ALPHA;
+ break;
+ case GLS_DSTBLEND_ONE_MINUS_DST_ALPHA:
+ dstFactor = GL_ONE_MINUS_DST_ALPHA;
+ break;
+ default:
+ dstFactor = GL_ONE; // to get warning to shut up
+ ri.Error( ERR_DROP, "GL_State: invalid dst blend state bits" );
+ break;
+ }
+
+ qglEnable( GL_BLEND );
+ qglBlendFunc( srcFactor, dstFactor );
+ }
+ else
+ {
+ qglDisable( GL_BLEND );
+ }
+ }
+
+ //
+ // check depthmask
+ //
+ if ( diff & GLS_DEPTHMASK_TRUE )
+ {
+ if ( stateBits & GLS_DEPTHMASK_TRUE )
+ {
+ qglDepthMask( GL_TRUE );
+ }
+ else
+ {
+ qglDepthMask( GL_FALSE );
+ }
+ }
+
+ //
+ // fill/line mode
+ //
+ if ( diff & GLS_POLYMODE_LINE )
+ {
+ if ( stateBits & GLS_POLYMODE_LINE )
+ {
+ qglPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
+ }
+ else
+ {
+ qglPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
+ }
+ }
+
+ //
+ // depthtest
+ //
+ if ( diff & GLS_DEPTHTEST_DISABLE )
+ {
+ if ( stateBits & GLS_DEPTHTEST_DISABLE )
+ {
+ qglDisable( GL_DEPTH_TEST );
+ }
+ else
+ {
+ qglEnable( GL_DEPTH_TEST );
+ }
+ }
+
+ //
+ // alpha test
+ //
+ if ( diff & GLS_ATEST_BITS )
+ {
+ switch ( stateBits & GLS_ATEST_BITS )
+ {
+ case 0:
+ qglDisable( GL_ALPHA_TEST );
+ break;
+ case GLS_ATEST_GT_0:
+ qglEnable( GL_ALPHA_TEST );
+ qglAlphaFunc( GL_GREATER, 0.0f );
+ break;
+ case GLS_ATEST_LT_80:
+ qglEnable( GL_ALPHA_TEST );
+ qglAlphaFunc( GL_LESS, 0.5f );
+ break;
+ case GLS_ATEST_GE_80:
+ qglEnable( GL_ALPHA_TEST );
+ qglAlphaFunc( GL_GEQUAL, 0.5f );
+ break;
+ default:
+ assert( 0 );
+ break;
+ }
+ }
+
+ glState.glStateBits = stateBits;
+}
+
+
+void GL_SetProjectionMatrix(matrix_t matrix)
+{
+ Matrix16Copy(matrix, glState.projection);
+ Matrix16Multiply(glState.projection, glState.modelview, glState.modelviewProjection);
+}
+
+
+void GL_SetModelviewMatrix(matrix_t matrix)
+{
+ Matrix16Copy(matrix, glState.modelview);
+ Matrix16Multiply(glState.projection, glState.modelview, glState.modelviewProjection);
+}
+
+
+/*
+================
+RB_Hyperspace
+
+A player has predicted a teleport, but hasn't arrived yet
+================
+*/
+static void RB_Hyperspace( void ) {
+ float c;
+
+ if ( !backEnd.isHyperspace ) {
+ // do initialization shit
+ }
+
+ c = ( backEnd.refdef.time & 255 ) / 255.0f;
+ qglClearColor( c, c, c, 1 );
+ qglClear( GL_COLOR_BUFFER_BIT );
+
+ backEnd.isHyperspace = qtrue;
+}
+
+
+static void SetViewportAndScissor( void ) {
+ GL_SetProjectionMatrix( backEnd.viewParms.projectionMatrix );
+
+ // set the window clipping
+ qglViewport( backEnd.viewParms.viewportX, backEnd.viewParms.viewportY,
+ backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight );
+ qglScissor( backEnd.viewParms.viewportX, backEnd.viewParms.viewportY,
+ backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight );
+}
+
+/*
+=================
+RB_BeginDrawingView
+
+Any mirrored or portaled views have already been drawn, so prepare
+to actually render the visible surfaces for this view
+=================
+*/
+void RB_BeginDrawingView (void) {
+ int clearBits = 0;
+
+ // sync with gl if needed
+ if ( r_finish->integer == 1 && !glState.finishCalled ) {
+ qglFinish ();
+ glState.finishCalled = qtrue;
+ }
+ if ( r_finish->integer == 0 ) {
+ glState.finishCalled = qtrue;
+ }
+
+ // we will need to change the projection matrix before drawing
+ // 2D images again
+ backEnd.projection2D = qfalse;
+
+ if (glRefConfig.framebufferObject)
+ {
+ // FIXME: HUGE HACK: render to the screen fbo if we've already postprocessed the frame and aren't drawing more world
+ if (backEnd.viewParms.targetFbo == tr.renderFbo && backEnd.framePostProcessed && (backEnd.refdef.rdflags & RDF_NOWORLDMODEL))
+ {
+ FBO_Bind(tr.screenScratchFbo);
+ }
+ else
+ {
+ FBO_Bind(backEnd.viewParms.targetFbo);
+ }
+ }
+
+ //
+ // set the modelview matrix for the viewer
+ //
+ SetViewportAndScissor();
+
+ // ensures that depth writes are enabled for the depth clear
+ GL_State( GLS_DEFAULT );
+ // clear relevant buffers
+ clearBits = GL_DEPTH_BUFFER_BIT;
+
+ if ( r_measureOverdraw->integer || r_shadows->integer == 2 )
+ {
+ clearBits |= GL_STENCIL_BUFFER_BIT;
+ }
+ if ( r_fastsky->integer && !( backEnd.refdef.rdflags & RDF_NOWORLDMODEL ) )
+ {
+ clearBits |= GL_COLOR_BUFFER_BIT; // FIXME: only if sky shaders have been used
+#ifdef _DEBUG
+ qglClearColor( 0.8f, 0.7f, 0.4f, 1.0f ); // FIXME: get color of sky
+#else
+ qglClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); // FIXME: get color of sky
+#endif
+ }
+
+ // clear to white for shadow maps
+ if (backEnd.viewParms.flags & VPF_SHADOWMAP)
+ {
+ clearBits |= GL_COLOR_BUFFER_BIT;
+ qglClearColor( 1.0f, 1.0f, 1.0f, 1.0f );
+ }
+
+ qglClear( clearBits );
+
+ if ( ( backEnd.refdef.rdflags & RDF_HYPERSPACE ) )
+ {
+ RB_Hyperspace();
+ return;
+ }
+ else
+ {
+ backEnd.isHyperspace = qfalse;
+ }
+
+ glState.faceCulling = -1; // force face culling to set next time
+
+ // we will only draw a sun if there was sky rendered in this view
+ backEnd.skyRenderedThisView = qfalse;
+
+#ifdef REACTION
+ backEnd.viewHasSunFlare = qfalse;
+#endif
+
+ // clip to the plane of the portal
+ if ( backEnd.viewParms.isPortal ) {
+#if 0
+ float plane[4];
+ double plane2[4];
+
+ plane[0] = backEnd.viewParms.portalPlane.normal[0];
+ plane[1] = backEnd.viewParms.portalPlane.normal[1];
+ plane[2] = backEnd.viewParms.portalPlane.normal[2];
+ plane[3] = backEnd.viewParms.portalPlane.dist;
+
+ plane2[0] = DotProduct (backEnd.viewParms.or.axis[0], plane);
+ plane2[1] = DotProduct (backEnd.viewParms.or.axis[1], plane);
+ plane2[2] = DotProduct (backEnd.viewParms.or.axis[2], plane);
+ plane2[3] = DotProduct (plane, backEnd.viewParms.or.origin) - plane[3];
+#endif
+ GL_SetModelviewMatrix( s_flipMatrix );
+ }
+}
+
+
+#define MAC_EVENT_PUMP_MSEC 5
+
+/*
+==================
+RB_RenderDrawSurfList
+==================
+*/
+void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
+ shader_t *shader, *oldShader;
+ int fogNum, oldFogNum;
+ int entityNum, oldEntityNum;
+ int dlighted, oldDlighted;
+ int pshadowed, oldPshadowed;
+ qboolean depthRange, oldDepthRange, isCrosshair, wasCrosshair;
+ int i;
+ drawSurf_t *drawSurf;
+ int oldSort;
+ float originalTime;
+ FBO_t* fbo = NULL;
+ qboolean inQuery = qfalse;
+
+#if 1 //def REACTION
+ float depth[2];
+#endif
+
+
+ // save original time for entity shader offsets
+ originalTime = backEnd.refdef.floatTime;
+
+ fbo = glState.currentFBO;
+
+ // draw everything
+ oldEntityNum = -1;
+ backEnd.currentEntity = &tr.worldEntity;
+ oldShader = NULL;
+ oldFogNum = -1;
+ oldDepthRange = qfalse;
+ wasCrosshair = qfalse;
+ oldDlighted = qfalse;
+ oldPshadowed = qfalse;
+ oldSort = -1;
+ depthRange = qfalse;
+
+#if 1 //def REACTION
+ depth[0] = 0.f;
+ depth[1] = 1.f;
+#endif
+
+ backEnd.pc.c_surfaces += numDrawSurfs;
+
+ for (i = 0, drawSurf = drawSurfs ; i < numDrawSurfs ; i++, drawSurf++) {
+ if ( drawSurf->sort == oldSort ) {
+ if (backEnd.depthFill && shader && shader->sort != SS_OPAQUE)
+ continue;
+
+ // fast path, same as previous sort
+ rb_surfaceTable[ *drawSurf->surface ]( drawSurf->surface );
+ continue;
+ }
+ oldSort = drawSurf->sort;
+ R_DecomposeSort( drawSurf->sort, &entityNum, &shader, &fogNum, &dlighted, &pshadowed );
+
+ //
+ // change the tess parameters if needed
+ // a "entityMergable" shader is a shader that can have surfaces from seperate
+ // entities merged into a single batch, like smoke and blood puff sprites
+ if (shader != oldShader || fogNum != oldFogNum || dlighted != oldDlighted || pshadowed != oldPshadowed
+ || ( entityNum != oldEntityNum && !shader->entityMergable ) ) {
+ if (oldShader != NULL) {
+ RB_EndSurface();
+ }
+ RB_BeginSurface( shader, fogNum );
+ backEnd.pc.c_surfBatches++;
+ oldShader = shader;
+ oldFogNum = fogNum;
+ oldDlighted = dlighted;
+ oldPshadowed = pshadowed;
+ }
+
+ if (backEnd.depthFill && shader && shader->sort != SS_OPAQUE)
+ continue;
+
+ //
+ // change the modelview matrix if needed
+ //
+ if ( entityNum != oldEntityNum ) {
+ qboolean sunflare = qfalse;
+ depthRange = isCrosshair = qfalse;
+
+#ifdef REACTION
+ // if we were rendering to a FBO and the previous entity was a sunflare
+ // and the current one isn't, switch back to the main fbo
+ if (oldEntityNum != -1 && fbo && !backEnd.depthFill &&
+ RF_SUNFLARE == (backEnd.refdef.entities[oldEntityNum].e.renderfx & RF_SUNFLARE) &&
+ 0 == (backEnd.refdef.entities[entityNum].e.renderfx & RF_SUNFLARE))
+ {
+ if (inQuery) {
+ inQuery = qfalse;
+ qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
+ }
+ FBO_Bind(fbo);
+ qglDepthRange(depth[0], depth[1]);
+ }
+#endif
+
+ if ( entityNum != REFENTITYNUM_WORLD ) {
+ backEnd.currentEntity = &backEnd.refdef.entities[entityNum];
+ backEnd.refdef.floatTime = originalTime - backEnd.currentEntity->e.shaderTime;
+ // we have to reset the shaderTime as well otherwise image animations start
+ // from the wrong frame
+ tess.shaderTime = backEnd.refdef.floatTime - tess.shader->timeOffset;
+
+ // set up the transformation matrix
+ R_RotateForEntity( backEnd.currentEntity, &backEnd.viewParms, &backEnd.or );
+
+ // set up the dynamic lighting if needed
+ if ( backEnd.currentEntity->needDlights ) {
+ R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.or );
+ }
+
+#ifdef REACTION
+ // if the current entity is a sunflare
+ if(backEnd.currentEntity->e.renderfx & RF_SUNFLARE && !backEnd.depthFill) {
+ // if we're rendering to a fbo
+ if (fbo) {
+ VectorCopy(backEnd.currentEntity->e.origin, backEnd.sunFlarePos);
+ // switch FBO
+ FBO_Bind(tr.godRaysFbo);
+
+ qglClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
+ qglClear( GL_COLOR_BUFFER_BIT );
+
+ qglDepthRange(1.f, 1.f);
+ if (glRefConfig.occlusionQuery && !inQuery && !backEnd.viewHasSunFlare) {
+ inQuery = qtrue;
+ tr.sunFlareQueryActive[tr.sunFlareQueryIndex] = qtrue;
+ qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, tr.sunFlareQuery[tr.sunFlareQueryIndex]);
+ }
+ sunflare = qtrue;
+ } else {
+ depthRange = qtrue;
+ }
+ }
+#endif
+
+ if(backEnd.currentEntity->e.renderfx & RF_DEPTHHACK)
+ {
+ // hack the depth range to prevent view model from poking into walls
+ depthRange = qtrue;
+
+ if(backEnd.currentEntity->e.renderfx & RF_CROSSHAIR)
+ isCrosshair = qtrue;
+ }
+ } else {
+ backEnd.currentEntity = &tr.worldEntity;
+ backEnd.refdef.floatTime = originalTime;
+ backEnd.or = backEnd.viewParms.world;
+ // we have to reset the shaderTime as well otherwise image animations on
+ // the world (like water) continue with the wrong frame
+ tess.shaderTime = backEnd.refdef.floatTime - tess.shader->timeOffset;
+ R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.or );
+ }
+
+ GL_SetModelviewMatrix( backEnd.or.modelMatrix );
+
+ //
+ // change depthrange. Also change projection matrix so first person weapon does not look like coming
+ // out of the screen.
+ //
+ if (oldDepthRange != depthRange || wasCrosshair != isCrosshair)
+ {
+ if (depthRange)
+ {
+ if(backEnd.viewParms.stereoFrame != STEREO_CENTER)
+ {
+ if(isCrosshair)
+ {
+ if(oldDepthRange)
+ {
+ // was not a crosshair but now is, change back proj matrix
+ GL_SetProjectionMatrix( backEnd.viewParms.projectionMatrix );
+ }
+ }
+ else
+ {
+ viewParms_t temp = backEnd.viewParms;
+
+ R_SetupProjection(&temp, r_znear->value, 0, qfalse);
+
+ GL_SetProjectionMatrix( temp.projectionMatrix );
+ }
+ }
+
+#if 1 //def REACTION
+ if(!oldDepthRange)
+ {
+ depth[0] = 0;
+ depth[1] = 0.3f;
+ qglDepthRange (0, 0.3);
+ }
+#endif
+ }
+ else
+ {
+ if(!wasCrosshair && backEnd.viewParms.stereoFrame != STEREO_CENTER)
+ {
+ GL_SetProjectionMatrix( backEnd.viewParms.projectionMatrix );
+ }
+
+ if (!sunflare)
+ qglDepthRange (0, 1);
+#if 1 //def REACTION
+ depth[0] = 0;
+ depth[1] = 1;
+#endif
+ }
+
+ oldDepthRange = depthRange;
+ wasCrosshair = isCrosshair;
+ }
+
+ oldEntityNum = entityNum;
+ }
+
+ // add the triangles for this surface
+ rb_surfaceTable[ *drawSurf->surface ]( drawSurf->surface );
+ }
+
+ backEnd.refdef.floatTime = originalTime;
+
+ // draw the contents of the last shader batch
+ if (oldShader != NULL) {
+ RB_EndSurface();
+ }
+
+ if (inQuery) {
+ inQuery = qfalse;
+ qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
+ }
+#ifdef REACTION
+ // HACK: flip Z and render black to god rays buffer
+ if (backEnd.frameHasSunFlare && !backEnd.depthFill)
+ {
+ vec4_t black;
+ VectorSet4(black, 0, 0, 0, 1);
+ qglDepthRange (1, 1);
+ FBO_BlitFromTexture(tr.whiteImage, NULL, NULL, tr.godRaysFbo, NULL, NULL, black, GLS_DEPTHFUNC_GREATER);
+ }
+#endif
+
+ FBO_Bind(fbo);
+
+ // go back to the world modelview matrix
+
+ GL_SetModelviewMatrix( backEnd.viewParms.world.modelMatrix );
+ //if ( depthRange ) {
+ qglDepthRange (0, 1);
+ //}
+}
+
+
+/*
+============================================================================
+
+RENDER BACK END THREAD FUNCTIONS
+
+============================================================================
+*/
+
+/*
+================
+RB_SetGL2D
+
+================
+*/
+void RB_SetGL2D (void) {
+ matrix_t matrix;
+ int width, height;
+
+ if (backEnd.projection2D && backEnd.last2DFBO == glState.currentFBO)
+ return;
+
+ backEnd.projection2D = qtrue;
+ backEnd.last2DFBO = glState.currentFBO;
+
+ if (glState.currentFBO)
+ {
+ width = glState.currentFBO->width;
+ height = glState.currentFBO->height;
+ }
+ else
+ {
+ width = glConfig.vidWidth;
+ height = glConfig.vidHeight;
+ }
+
+ // set 2D virtual screen size
+ qglViewport( 0, 0, width, height );
+ qglScissor( 0, 0, width, height );
+
+ Matrix16Ortho(0, width, height, 0, 0, 1, matrix);
+ GL_SetProjectionMatrix(matrix);
+ Matrix16Identity(matrix);
+ GL_SetModelviewMatrix(matrix);
+
+ GL_State( GLS_DEPTHTEST_DISABLE |
+ GLS_SRCBLEND_SRC_ALPHA |
+ GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );
+
+ qglDisable( GL_CULL_FACE );
+ qglDisable( GL_CLIP_PLANE0 );
+
+ // set time for 2D shaders
+ backEnd.refdef.time = ri.Milliseconds();
+ backEnd.refdef.floatTime = backEnd.refdef.time * 0.001f;
+
+ // reset color scaling
+ backEnd.refdef.colorScale = 1.0f;
+}
+
+
+/*
+=============
+RE_StretchRaw
+
+FIXME: not exactly backend
+Stretches a raw 32 bit power of 2 bitmap image over the given screen rectangle.
+Used for cinematics.
+=============
+*/
+void RE_StretchRaw (int x, int y, int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty) {
+ int i, j;
+ int start, end;
+ shaderProgram_t *sp = &tr.textureColorShader;
+ vec4_t color;
+
+ if ( !tr.registered ) {
+ return;
+ }
+ R_SyncRenderThread();
+
+ // we definately want to sync every frame for the cinematics
+ qglFinish();
+
+ start = 0;
+ if ( r_speeds->integer ) {
+ start = ri.Milliseconds();
+ }
+
+ // make sure rows and cols are powers of 2
+ for ( i = 0 ; ( 1 << i ) < cols ; i++ ) {
+ }
+ for ( j = 0 ; ( 1 << j ) < rows ; j++ ) {
+ }
+ if ( ( 1 << i ) != cols || ( 1 << j ) != rows) {
+ ri.Error (ERR_DROP, "Draw_StretchRaw: size not a power of 2: %i by %i", cols, rows);
+ }
+
+ GL_Bind( tr.scratchImage[client] );
+
+ // if the scratchImage isn't in the format we want, specify it as a new texture
+ if ( cols != tr.scratchImage[client]->width || rows != tr.scratchImage[client]->height ) {
+ tr.scratchImage[client]->width = tr.scratchImage[client]->uploadWidth = cols;
+ tr.scratchImage[client]->height = tr.scratchImage[client]->uploadHeight = rows;
+ qglTexImage2D( GL_TEXTURE_2D, 0, GL_RGB8, cols, rows, 0, GL_RGBA, GL_UNSIGNED_BYTE, data );
+ qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
+ qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
+ qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
+ qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
+ } else {
+ if (dirty) {
+ // otherwise, just subimage upload it so that drivers can tell we are going to be changing
+ // it and don't try and do a texture compression
+ qglTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, cols, rows, GL_RGBA, GL_UNSIGNED_BYTE, data );
+ }
+ }
+
+ if ( r_speeds->integer ) {
+ end = ri.Milliseconds();
+ ri.Printf( PRINT_ALL, "qglTexSubImage2D %i, %i: %i msec\n", cols, rows, end - start );
+ }
+
+ // FIXME: HUGE hack
+ if (glRefConfig.framebufferObject && !glState.currentFBO)
+ {
+ if (backEnd.framePostProcessed)
+ {
+ FBO_Bind(tr.screenScratchFbo);
+ }
+ else
+ {
+ FBO_Bind(tr.renderFbo);
+ }
+ }
+
+ RB_SetGL2D();
+
+ tess.numIndexes = 0;
+ tess.numVertexes = 0;
+ tess.firstIndex = 0;
+
+ tess.xyz[tess.numVertexes][0] = x;
+ tess.xyz[tess.numVertexes][1] = y;
+ tess.xyz[tess.numVertexes][2] = 0;
+ tess.xyz[tess.numVertexes][3] = 1;
+ tess.texCoords[tess.numVertexes][0][0] = 0.5f / cols;
+ tess.texCoords[tess.numVertexes][0][1] = 0.5f / rows;
+ tess.texCoords[tess.numVertexes][1][0] = 0;
+ tess.texCoords[tess.numVertexes][1][1] = 1;
+ tess.numVertexes++;
+
+ tess.xyz[tess.numVertexes][0] = x + w;
+ tess.xyz[tess.numVertexes][1] = y;
+ tess.xyz[tess.numVertexes][2] = 0;
+ tess.xyz[tess.numVertexes][3] = 1;
+ tess.texCoords[tess.numVertexes][0][0] = (cols - 0.5f) / cols;
+ tess.texCoords[tess.numVertexes][0][1] = 0.5f / rows;
+ tess.texCoords[tess.numVertexes][1][0] = 0;
+ tess.texCoords[tess.numVertexes][1][1] = 1;
+ tess.numVertexes++;
+
+ tess.xyz[tess.numVertexes][0] = x + w;
+ tess.xyz[tess.numVertexes][1] = y + h;
+ tess.xyz[tess.numVertexes][2] = 0;
+ tess.xyz[tess.numVertexes][3] = 1;
+ tess.texCoords[tess.numVertexes][0][0] = (cols - 0.5f) / cols;
+ tess.texCoords[tess.numVertexes][0][1] = (rows - 0.5f) / rows;
+ tess.texCoords[tess.numVertexes][1][0] = 0;
+ tess.texCoords[tess.numVertexes][1][1] = 1;
+ tess.numVertexes++;
+
+ tess.xyz[tess.numVertexes][0] = x;
+ tess.xyz[tess.numVertexes][1] = y + h;
+ tess.xyz[tess.numVertexes][2] = 0;
+ tess.xyz[tess.numVertexes][3] = 1;
+ tess.texCoords[tess.numVertexes][0][0] = 0.5f / cols;
+ tess.texCoords[tess.numVertexes][0][1] = (rows - 0.5f) / rows;
+ tess.texCoords[tess.numVertexes][1][0] = 0;
+ tess.texCoords[tess.numVertexes][1][1] = 1;
+ tess.numVertexes++;
+
+ tess.indexes[tess.numIndexes++] = 0;
+ tess.indexes[tess.numIndexes++] = 1;
+ tess.indexes[tess.numIndexes++] = 2;
+ tess.indexes[tess.numIndexes++] = 0;
+ tess.indexes[tess.numIndexes++] = 2;
+ tess.indexes[tess.numIndexes++] = 3;
+
+ // FIXME: A lot of this can probably be removed for speed, and refactored into a more convenient function
+ RB_UpdateVBOs(ATTR_POSITION | ATTR_TEXCOORD);
+
+ sp = &tr.textureColorShader;
+
+ GLSL_VertexAttribsState(ATTR_POSITION | ATTR_TEXCOORD);
+
+ GLSL_BindProgram(sp);
+
+ GLSL_SetUniformMatrix16(sp, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
+ VectorSet4(color, 1, 1, 1, 1);
+ GLSL_SetUniformVec4(sp, TEXTURECOLOR_UNIFORM_COLOR, color);
+
+ R_DrawElementsVBO(tess.numIndexes, tess.firstIndex);
+
+ //R_BindNullVBO();
+ //R_BindNullIBO();
+
+ tess.numIndexes = 0;
+ tess.numVertexes = 0;
+ tess.firstIndex = 0;
+}
+
+void RE_UploadCinematic (int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty) {
+
+ GL_Bind( tr.scratchImage[client] );
+
+ // if the scratchImage isn't in the format we want, specify it as a new texture
+ if ( cols != tr.scratchImage[client]->width || rows != tr.scratchImage[client]->height ) {
+ tr.scratchImage[client]->width = tr.scratchImage[client]->uploadWidth = cols;
+ tr.scratchImage[client]->height = tr.scratchImage[client]->uploadHeight = rows;
+ qglTexImage2D( GL_TEXTURE_2D, 0, GL_RGB8, cols, rows, 0, GL_RGBA, GL_UNSIGNED_BYTE, data );
+ qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
+ qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
+ qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
+ qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
+ } else {
+ if (dirty) {
+ // otherwise, just subimage upload it so that drivers can tell we are going to be changing
+ // it and don't try and do a texture compression
+ qglTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, cols, rows, GL_RGBA, GL_UNSIGNED_BYTE, data );
+ }
+ }
+}
+
+
+/*
+=============
+RB_SetColor
+
+=============
+*/
+const void *RB_SetColor( const void *data ) {
+ const setColorCommand_t *cmd;
+
+ cmd = (const setColorCommand_t *)data;
+
+ backEnd.color2D[0] = cmd->color[0] * 255;
+ backEnd.color2D[1] = cmd->color[1] * 255;
+ backEnd.color2D[2] = cmd->color[2] * 255;
+ backEnd.color2D[3] = cmd->color[3] * 255;
+
+ return (const void *)(cmd + 1);
+}
+
+/*
+=============
+RB_StretchPic
+=============
+*/
+const void *RB_StretchPic ( const void *data ) {
+ const stretchPicCommand_t *cmd;
+ shader_t *shader;
+ int numVerts, numIndexes;
+
+ cmd = (const stretchPicCommand_t *)data;
+
+ // FIXME: HUGE hack
+ if (glRefConfig.framebufferObject && !glState.currentFBO)
+ {
+ if (backEnd.framePostProcessed)
+ {
+ FBO_Bind(tr.screenScratchFbo);
+ }
+ else
+ {
+ FBO_Bind(tr.renderFbo);
+ }
+ }
+
+ RB_SetGL2D();
+
+ shader = cmd->shader;
+ if ( shader != tess.shader ) {
+ if ( tess.numIndexes ) {
+ RB_EndSurface();
+ }
+ backEnd.currentEntity = &backEnd.entity2D;
+ RB_BeginSurface( shader, 0 );
+ }
+
+ RB_CHECKOVERFLOW( 4, 6 );
+ numVerts = tess.numVertexes;
+ numIndexes = tess.numIndexes;
+
+ tess.numVertexes += 4;
+ tess.numIndexes += 6;
+
+ tess.indexes[ numIndexes ] = numVerts + 3;
+ tess.indexes[ numIndexes + 1 ] = numVerts + 0;
+ tess.indexes[ numIndexes + 2 ] = numVerts + 2;
+ tess.indexes[ numIndexes + 3 ] = numVerts + 2;
+ tess.indexes[ numIndexes + 4 ] = numVerts + 0;
+ tess.indexes[ numIndexes + 5 ] = numVerts + 1;
+
+ {
+ vec4_t color;
+
+ VectorScale4(backEnd.color2D, 1.0f / 255.0f, color);
+
+ VectorCopy4(color, tess.vertexColors[ numVerts ]);
+ VectorCopy4(color, tess.vertexColors[ numVerts + 1]);
+ VectorCopy4(color, tess.vertexColors[ numVerts + 2]);
+ VectorCopy4(color, tess.vertexColors[ numVerts + 3 ]);
+ }
+
+ tess.xyz[ numVerts ][0] = cmd->x;
+ tess.xyz[ numVerts ][1] = cmd->y;
+ tess.xyz[ numVerts ][2] = 0;
+
+ tess.texCoords[ numVerts ][0][0] = cmd->s1;
+ tess.texCoords[ numVerts ][0][1] = cmd->t1;
+
+ tess.xyz[ numVerts + 1 ][0] = cmd->x + cmd->w;
+ tess.xyz[ numVerts + 1 ][1] = cmd->y;
+ tess.xyz[ numVerts + 1 ][2] = 0;
+
+ tess.texCoords[ numVerts + 1 ][0][0] = cmd->s2;
+ tess.texCoords[ numVerts + 1 ][0][1] = cmd->t1;
+
+ tess.xyz[ numVerts + 2 ][0] = cmd->x + cmd->w;
+ tess.xyz[ numVerts + 2 ][1] = cmd->y + cmd->h;
+ tess.xyz[ numVerts + 2 ][2] = 0;
+
+ tess.texCoords[ numVerts + 2 ][0][0] = cmd->s2;
+ tess.texCoords[ numVerts + 2 ][0][1] = cmd->t2;
+
+ tess.xyz[ numVerts + 3 ][0] = cmd->x;
+ tess.xyz[ numVerts + 3 ][1] = cmd->y + cmd->h;
+ tess.xyz[ numVerts + 3 ][2] = 0;
+
+ tess.texCoords[ numVerts + 3 ][0][0] = cmd->s1;
+ tess.texCoords[ numVerts + 3 ][0][1] = cmd->t2;
+
+ return (const void *)(cmd + 1);
+}
+
+
+/*
+=============
+RB_DrawSurfs
+
+=============
+*/
+const void *RB_DrawSurfs( const void *data ) {
+ const drawSurfsCommand_t *cmd;
+
+ // finish any 2D drawing if needed
+ if ( tess.numIndexes ) {
+ RB_EndSurface();
+ }
+
+ cmd = (const drawSurfsCommand_t *)data;
+
+ backEnd.refdef = cmd->refdef;
+ backEnd.viewParms = cmd->viewParms;
+
+ // clear the z buffer, set the modelview, etc
+ RB_BeginDrawingView ();
+
+ if ((backEnd.viewParms.flags & VPF_DEPTHCLAMP) && glRefConfig.depthClamp)
+ {
+ qglEnable(GL_DEPTH_CLAMP);
+ }
+
+ if (!(backEnd.refdef.rdflags & RDF_NOWORLDMODEL) && (r_depthPrepass->integer || (backEnd.viewParms.flags & VPF_DEPTHSHADOW)))
+ {
+ FBO_t *oldFbo = glState.currentFBO;
+
+ backEnd.depthFill = qtrue;
+ qglColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
+ RB_RenderDrawSurfList( cmd->drawSurfs, cmd->numDrawSurfs );
+ qglColorMask(!backEnd.colorMask[0], !backEnd.colorMask[1], !backEnd.colorMask[2], !backEnd.colorMask[3]);
+ backEnd.depthFill = qfalse;
+
+ // If we're using multisampling, resolve the depth first
+ if (tr.msaaResolveFbo)
+ {
+ FBO_FastBlit(tr.renderFbo, NULL, tr.msaaResolveFbo, NULL, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
+ }
+
+ if (r_ssao->integer)
+ {
+ vec2_t srcTexScale;
+ vec4_t color;
+ vec4_t quadVerts[4];
+ vec2_t texCoords[4];
+ vec2_t invTexRes;
+
+ matrix_t idmatrix;
+
+ srcTexScale[0] = srcTexScale[1] = 1.0f;
+ color[0] = color[1] = color[2] = color[3] = 1.0f;
+
+ FBO_Bind(tr.hdrDepthFbo);
+
+ qglViewport(0, 0, tr.hdrDepthFbo->width, tr.hdrDepthFbo->height);
+ qglScissor(0, 0, tr.hdrDepthFbo->width, tr.hdrDepthFbo->height);
+
+ Matrix16Identity(idmatrix);
+
+ VectorSet4(quadVerts[0], -1, 1, 0, 1);
+ VectorSet4(quadVerts[1], 1, 1, 0, 1);
+ VectorSet4(quadVerts[2], 1, -1, 0, 1);
+ VectorSet4(quadVerts[3], -1, -1, 0, 1);
+
+ texCoords[0][0] = 0; texCoords[0][1] = 1;
+ texCoords[1][0] = 1; texCoords[1][1] = 1;
+ texCoords[2][0] = 1; texCoords[2][1] = 0;
+ texCoords[3][0] = 0; texCoords[3][1] = 0;
+
+ invTexRes[0] = 0.0f;
+ invTexRes[1] = 0.0f;
+
+ GL_State( GLS_DEPTHTEST_DISABLE );
+
+ GLSL_BindProgram(&tr.textureColorShader);
+
+ GL_BindToTMU(tr.renderDepthImage, TB_COLORMAP);
+
+ GLSL_SetUniformMatrix16(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, idmatrix);
+ GLSL_SetUniformVec4(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_COLOR, color);
+ GLSL_SetUniformVec2(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_INVTEXRES, invTexRes);
+ GLSL_SetUniformVec2(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_AUTOEXPOSUREMINMAX, tr.refdef.autoExposureMinMax);
+ GLSL_SetUniformVec3(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_TONEMINAVGMAXLINEAR, tr.refdef.toneMinAvgMaxLinear);
+
+ RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes);
+ }
+
+ if (backEnd.viewParms.flags & VPF_USESUNLIGHT)
+ {
+ vec4_t quadVerts[4];
+ vec2_t texCoords[4];
+
+ FBO_Bind(tr.screenShadowFbo);
+
+ qglViewport(0, 0, tr.screenShadowFbo->width, tr.screenShadowFbo->height);
+ qglScissor(0, 0, tr.screenShadowFbo->width, tr.screenShadowFbo->height);
+
+ VectorSet4(quadVerts[0], -1, 1, 0, 1);
+ VectorSet4(quadVerts[1], 1, 1, 0, 1);
+ VectorSet4(quadVerts[2], 1, -1, 0, 1);
+ VectorSet4(quadVerts[3], -1, -1, 0, 1);
+
+ texCoords[0][0] = 0; texCoords[0][1] = 1;
+ texCoords[1][0] = 1; texCoords[1][1] = 1;
+ texCoords[2][0] = 1; texCoords[2][1] = 0;
+ texCoords[3][0] = 0; texCoords[3][1] = 0;
+
+ GL_State( GLS_DEPTHTEST_DISABLE );
+
+ GLSL_BindProgram(&tr.shadowmaskShader);
+
+ GL_BindToTMU(tr.renderDepthImage, TB_COLORMAP);
+ GL_BindToTMU(tr.sunShadowDepthImage[0], TB_SHADOWMAP);
+ GL_BindToTMU(tr.sunShadowDepthImage[1], TB_SHADOWMAP2);
+ GL_BindToTMU(tr.sunShadowDepthImage[2], TB_SHADOWMAP3);
+
+ GLSL_SetUniformMatrix16(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMVP, backEnd.refdef.sunShadowMvp[0]);
+ GLSL_SetUniformMatrix16(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMVP2, backEnd.refdef.sunShadowMvp[1]);
+ GLSL_SetUniformMatrix16(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMVP3, backEnd.refdef.sunShadowMvp[2]);
+
+ GLSL_SetUniformVec3(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_VIEWORIGIN, backEnd.refdef.vieworg);
+ {
+ vec4_t viewInfo;
+ vec3_t viewVector;
+
+ float zmax = backEnd.viewParms.zFar;
+ float ymax = zmax * tan(backEnd.viewParms.fovY * M_PI / 360.0f);
+ float xmax = zmax * tan(backEnd.viewParms.fovX * M_PI / 360.0f);
+
+ float zmin = r_znear->value;
+
+ VectorScale(backEnd.refdef.viewaxis[0], zmax, viewVector);
+ GLSL_SetUniformVec3(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_VIEWFORWARD, viewVector);
+ VectorScale(backEnd.refdef.viewaxis[1], xmax, viewVector);
+ GLSL_SetUniformVec3(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_VIEWLEFT, viewVector);
+ VectorScale(backEnd.refdef.viewaxis[2], ymax, viewVector);
+ GLSL_SetUniformVec3(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_VIEWUP, viewVector);
+
+ VectorSet4(viewInfo, zmax / zmin, zmax, 0.0, 0.0);
+
+ GLSL_SetUniformVec4(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_VIEWINFO, viewInfo);
+ }
+
+
+ RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes);
+ }
+
+ if (r_ssao->integer)
+ {
+ vec4_t quadVerts[4];
+ vec2_t texCoords[4];
+
+ FBO_Bind(tr.quarterFbo[0]);
+
+ qglViewport(0, 0, tr.quarterFbo[0]->width, tr.quarterFbo[0]->height);
+ qglScissor(0, 0, tr.quarterFbo[0]->width, tr.quarterFbo[0]->height);
+
+ VectorSet4(quadVerts[0], -1, 1, 0, 1);
+ VectorSet4(quadVerts[1], 1, 1, 0, 1);
+ VectorSet4(quadVerts[2], 1, -1, 0, 1);
+ VectorSet4(quadVerts[3], -1, -1, 0, 1);
+
+ texCoords[0][0] = 0; texCoords[0][1] = 1;
+ texCoords[1][0] = 1; texCoords[1][1] = 1;
+ texCoords[2][0] = 1; texCoords[2][1] = 0;
+ texCoords[3][0] = 0; texCoords[3][1] = 0;
+
+ GL_State( GLS_DEPTHTEST_DISABLE );
+
+ GLSL_BindProgram(&tr.ssaoShader);
+
+ GL_BindToTMU(tr.hdrDepthImage, TB_COLORMAP);
+
+ {
+ vec4_t viewInfo;
+
+ float zmax = backEnd.viewParms.zFar;
+ float zmin = r_znear->value;
+
+ VectorSet4(viewInfo, zmax / zmin, zmax, 0.0, 0.0);
+
+ GLSL_SetUniformVec4(&tr.ssaoShader, SSAO_UNIFORM_VIEWINFO, viewInfo);
+ }
+
+ RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes);
+
+
+ FBO_Bind(tr.quarterFbo[1]);
+
+ qglViewport(0, 0, tr.quarterFbo[1]->width, tr.quarterFbo[1]->height);
+ qglScissor(0, 0, tr.quarterFbo[1]->width, tr.quarterFbo[1]->height);
+
+ GLSL_BindProgram(&tr.depthBlurShader[0]);
+
+ GL_BindToTMU(tr.quarterImage[0], TB_COLORMAP);
+ GL_BindToTMU(tr.hdrDepthImage, TB_LIGHTMAP);
+
+ {
+ vec4_t viewInfo;
+
+ float zmax = backEnd.viewParms.zFar;
+ float zmin = r_znear->value;
+
+ VectorSet4(viewInfo, zmax / zmin, zmax, 0.0, 0.0);
+
+ GLSL_SetUniformVec4(&tr.depthBlurShader[0], DEPTHBLUR_UNIFORM_VIEWINFO, viewInfo);
+ }
+
+ RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes);
+
+
+ FBO_Bind(tr.screenSsaoFbo);
+
+ qglViewport(0, 0, tr.screenSsaoFbo->width, tr.screenSsaoFbo->height);
+ qglScissor(0, 0, tr.screenSsaoFbo->width, tr.screenSsaoFbo->height);
+
+ GLSL_BindProgram(&tr.depthBlurShader[1]);
+
+ GL_BindToTMU(tr.quarterImage[1], TB_COLORMAP);
+ GL_BindToTMU(tr.hdrDepthImage, TB_LIGHTMAP);
+
+ {
+ vec4_t viewInfo;
+
+ float zmax = backEnd.viewParms.zFar;
+ float zmin = r_znear->value;
+
+ VectorSet4(viewInfo, zmax / zmin, zmax, 0.0, 0.0);
+
+ GLSL_SetUniformVec4(&tr.depthBlurShader[1], DEPTHBLUR_UNIFORM_VIEWINFO, viewInfo);
+ }
+
+
+ RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes);
+ }
+
+ // reset viewport and scissor
+ FBO_Bind(oldFbo);
+ SetViewportAndScissor();
+ }
+
+ if ((backEnd.viewParms.flags & VPF_DEPTHCLAMP) && glRefConfig.depthClamp)
+ {
+ qglDisable(GL_DEPTH_CLAMP);
+ }
+
+ if (!(backEnd.viewParms.flags & VPF_DEPTHSHADOW))
+ {
+ RB_RenderDrawSurfList( cmd->drawSurfs, cmd->numDrawSurfs );
+
+#if 0
+ RB_DrawSun();
+#endif
+ // darken down any stencil shadows
+ RB_ShadowFinish();
+
+ // add light flares on lights that aren't obscured
+ RB_RenderFlares();
+ }
+
+ if (glRefConfig.framebufferObject)
+ FBO_Bind(NULL);
+
+ return (const void *)(cmd + 1);
+}
+
+
+/*
+=============
+RB_DrawBuffer
+
+=============
+*/
+const void *RB_DrawBuffer( const void *data ) {
+ const drawBufferCommand_t *cmd;
+
+ cmd = (const drawBufferCommand_t *)data;
+
+ qglDrawBuffer( cmd->buffer );
+
+ // clear screen for debugging
+ if ( r_clear->integer ) {
+ qglClearColor( 1, 0, 0.5, 1 );
+ qglClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+ }
+
+ return (const void *)(cmd + 1);
+}
+
+/*
+===============
+RB_ShowImages
+
+Draw all the images to the screen, on top of whatever
+was there. This is used to test for texture thrashing.
+
+Also called by RE_EndRegistration
+===============
+*/
+void RB_ShowImages( void ) {
+ int i;
+ image_t *image;
+ float x, y, w, h;
+ int start, end;
+
+ RB_SetGL2D();
+
+ qglClear( GL_COLOR_BUFFER_BIT );
+
+ qglFinish();
+
+ start = ri.Milliseconds();
+
+ for ( i=0 ; i<tr.numImages ; i++ ) {
+ image = tr.images[i];
+
+ w = glConfig.vidWidth / 20;
+ h = glConfig.vidHeight / 15;
+ x = i % 20 * w;
+ y = i / 20 * h;
+
+ // show in proportional size in mode 2
+ if ( r_showImages->integer == 2 ) {
+ w *= image->uploadWidth / 512.0f;
+ h *= image->uploadHeight / 512.0f;
+ }
+
+ {
+ vec4_t quadVerts[4];
+
+ GL_Bind(image);
+
+ VectorSet4(quadVerts[0], x, y, 0, 1);
+ VectorSet4(quadVerts[1], x + w, y, 0, 1);
+ VectorSet4(quadVerts[2], x + w, y + h, 0, 1);
+ VectorSet4(quadVerts[3], x, y + h, 0, 1);
+
+ RB_InstantQuad(quadVerts);
+ }
+ }
+
+ qglFinish();
+
+ end = ri.Milliseconds();
+ ri.Printf( PRINT_ALL, "%i msec to draw all images\n", end - start );
+
+}
+
+/*
+=============
+RB_ColorMask
+
+=============
+*/
+const void *RB_ColorMask(const void *data)
+{
+ const colorMaskCommand_t *cmd = data;
+
+ if (glRefConfig.framebufferObject)
+ {
+ // reverse color mask, so 0 0 0 0 is the default
+ backEnd.colorMask[0] = !cmd->rgba[0];
+ backEnd.colorMask[1] = !cmd->rgba[1];
+ backEnd.colorMask[2] = !cmd->rgba[2];
+ backEnd.colorMask[3] = !cmd->rgba[3];
+ }
+
+ qglColorMask(cmd->rgba[0], cmd->rgba[1], cmd->rgba[2], cmd->rgba[3]);
+
+ return (const void *)(cmd + 1);
+}
+
+/*
+=============
+RB_ClearDepth
+
+=============
+*/
+const void *RB_ClearDepth(const void *data)
+{
+ const clearDepthCommand_t *cmd = data;
+
+ if(tess.numIndexes)
+ RB_EndSurface();
+
+ // texture swapping test
+ if (r_showImages->integer)
+ RB_ShowImages();
+
+ if (backEnd.framePostProcessed && (backEnd.refdef.rdflags & RDF_NOWORLDMODEL))
+ {
+ FBO_Bind(tr.screenScratchFbo);
+ }
+ else
+ {
+ FBO_Bind(tr.renderFbo);
+ }
+ qglClear(GL_DEPTH_BUFFER_BIT);
+
+ // if we're doing MSAA, clear the depth texture for the resolve buffer
+ if (tr.msaaResolveFbo)
+ {
+ FBO_Bind(tr.screenScratchFbo);
+ qglClear(GL_DEPTH_BUFFER_BIT);
+ }
+
+
+ return (const void *)(cmd + 1);
+}
+
+/*
+=============
+RB_SwapBuffers
+
+=============
+*/
+const void *RB_SwapBuffers( const void *data ) {
+ const swapBuffersCommand_t *cmd;
+
+ // finish any 2D drawing if needed
+ if ( tess.numIndexes ) {
+ RB_EndSurface();
+ }
+
+ // texture swapping test
+ if ( r_showImages->integer ) {
+ RB_ShowImages();
+ }
+
+ cmd = (const swapBuffersCommand_t *)data;
+
+ // we measure overdraw by reading back the stencil buffer and
+ // counting up the number of increments that have happened
+ if ( r_measureOverdraw->integer ) {
+ int i;
+ long sum = 0;
+ unsigned char *stencilReadback;
+
+ stencilReadback = ri.Hunk_AllocateTempMemory( glConfig.vidWidth * glConfig.vidHeight );
+ qglReadPixels( 0, 0, glConfig.vidWidth, glConfig.vidHeight, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, stencilReadback );
+
+ for ( i = 0; i < glConfig.vidWidth * glConfig.vidHeight; i++ ) {
+ sum += stencilReadback[i];
+ }
+
+ backEnd.pc.c_overDraw += sum;
+ ri.Hunk_FreeTempMemory( stencilReadback );
+ }
+
+ if (glRefConfig.framebufferObject)
+ {
+ // copy final image to screen
+ vec4_t color;
+
+ if (backEnd.framePostProcessed)
+ {
+ // frame was postprocessed into screen fbo, copy from there
+ }
+ else if (!glRefConfig.framebuffer_srgb)
+ {
+ // Copy render to screenscratch, possibly resolving MSAA
+ FBO_FastBlit(tr.renderFbo, NULL, tr.screenScratchFbo, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST);
+ }
+ else
+ {
+ FBO_t *srcFbo = tr.renderFbo;
+
+ if (tr.msaaResolveFbo)
+ {
+ // Resolve the MSAA before copying
+ FBO_FastBlit(srcFbo, NULL, tr.msaaResolveFbo, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST);
+
+ srcFbo = tr.msaaResolveFbo;
+ }
+
+ // need to copy from resolve to screenscratch to fix gamma
+ FBO_Blit(srcFbo, NULL, NULL, tr.screenScratchFbo, NULL, NULL, NULL, 0);
+ }
+
+ color[0] =
+ color[1] =
+ color[2] = pow(2, tr.overbrightBits); //exp2(tr.overbrightBits);
+ color[3] = 1.0f;
+
+ // turn off colormask when copying final image
+ if (backEnd.colorMask[0] || backEnd.colorMask[1] || backEnd.colorMask[2] || backEnd.colorMask[3])
+ qglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+
+ FBO_Blit(tr.screenScratchFbo, NULL, NULL, NULL, NULL, NULL, color, 0);
+
+ if (backEnd.colorMask[0] || backEnd.colorMask[1] || backEnd.colorMask[2] || backEnd.colorMask[3])
+ qglColorMask(!backEnd.colorMask[0], !backEnd.colorMask[1], !backEnd.colorMask[2], !backEnd.colorMask[3]);
+ }
+
+ if ( !glState.finishCalled ) {
+ qglFinish();
+ }
+
+ GLimp_LogComment( "***************** RB_SwapBuffers *****************\n\n\n" );
+
+ GLimp_EndFrame();
+
+ backEnd.framePostProcessed = qfalse;
+ backEnd.projection2D = qfalse;
+#ifdef REACTION
+ backEnd.frameHasSunFlare = qfalse;
+#endif
+
+ return (const void *)(cmd + 1);
+}
+
+/*
+=============
+RB_CapShadowMap
+
+=============
+*/
+const void *RB_CapShadowMap(const void *data)
+{
+ const capShadowmapCommand_t *cmd = data;
+
+ if (cmd->map != -1)
+ {
+ GL_SelectTexture(0);
+ if (cmd->cubeSide != -1)
+ {
+ GL_BindCubemap(tr.shadowCubemaps[cmd->map]);
+ qglCopyTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + cmd->cubeSide, 0, GL_RGBA8, backEnd.refdef.x, glConfig.vidHeight - ( backEnd.refdef.y + PSHADOW_MAP_SIZE ), PSHADOW_MAP_SIZE, PSHADOW_MAP_SIZE, 0);
+ }
+ else
+ {
+ GL_Bind(tr.pshadowMaps[cmd->map]);
+ qglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, backEnd.refdef.x, glConfig.vidHeight - ( backEnd.refdef.y + PSHADOW_MAP_SIZE ), PSHADOW_MAP_SIZE, PSHADOW_MAP_SIZE, 0);
+ }
+ }
+
+ return (const void *)(cmd + 1);
+}
+
+
+
+/*
+=============
+RB_PostProcess
+
+=============
+*/
+const void *RB_PostProcess(const void *data)
+{
+ const postProcessCommand_t *cmd = data;
+ FBO_t *srcFbo;
+ qboolean autoExposure;
+
+ if (!glRefConfig.framebufferObject)
+ {
+ // do nothing
+ backEnd.framePostProcessed = qtrue;
+
+ return (const void *)(cmd + 1);
+ }
+
+ srcFbo = tr.renderFbo;
+ if (tr.msaaResolveFbo)
+ {
+ // Resolve the MSAA before anything else
+ FBO_FastBlit(tr.renderFbo, NULL, tr.msaaResolveFbo, NULL, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST);
+ srcFbo = tr.msaaResolveFbo;
+ }
+
+ if (r_postProcess->integer && r_ssao->integer)
+ {
+ vec4i_t dstBox;
+ VectorSet4(dstBox, 0, 0, srcFbo->width, srcFbo->height);
+ FBO_BlitFromTexture(tr.screenSsaoImage, NULL, NULL, srcFbo, dstBox, NULL, NULL, GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO);
+ }
+
+ if (r_postProcess->integer && (r_toneMap->integer || r_forceToneMap->integer))
+ {
+ autoExposure = r_autoExposure->integer || r_forceAutoExposure;
+ RB_ToneMap(srcFbo, autoExposure);
+ }
+ else if (!glRefConfig.framebuffer_srgb && r_cameraExposure->value == 0.0f)
+ {
+ FBO_FastBlit(srcFbo, NULL, tr.screenScratchFbo, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST);
+ }
+ else
+ {
+ vec4_t color;
+
+ color[0] =
+ color[1] =
+ color[2] = pow(2, r_cameraExposure->value); //exp2(r_cameraExposure->value);
+ color[3] = 1.0f;
+
+ FBO_Blit(srcFbo, NULL, NULL, tr.screenScratchFbo, NULL, NULL, color, 0);
+ }
+
+#ifdef REACTION
+ if (r_postProcess->integer && glRefConfig.framebufferObject)
+ {
+ RB_GodRays();
+
+ if (1)
+ RB_BokehBlur(backEnd.refdef.blurFactor);
+ else
+ RB_GaussianBlur(backEnd.refdef.blurFactor);
+ }
+#endif
+
+ if (0)
+ {
+ vec4i_t dstBox;
+ VectorSet4(dstBox, 0, 0, 128, 128);
+ FBO_BlitFromTexture(tr.sunShadowDepthImage[0], NULL, NULL, tr.screenScratchFbo, dstBox, NULL, NULL, 0);
+ VectorSet4(dstBox, 128, 0, 128, 128);
+ FBO_BlitFromTexture(tr.sunShadowDepthImage[1], NULL, NULL, tr.screenScratchFbo, dstBox, NULL, NULL, 0);
+ VectorSet4(dstBox, 256, 0, 128, 128);
+ FBO_BlitFromTexture(tr.sunShadowDepthImage[2], NULL, NULL, tr.screenScratchFbo, dstBox, NULL, NULL, 0);
+ }
+
+ if (0)
+ {
+ vec4i_t dstBox;
+ VectorSet4(dstBox, 256, tr.screenScratchFbo->height - 256, 256, 256);
+ FBO_BlitFromTexture(tr.renderDepthImage, NULL, NULL, tr.screenScratchFbo, dstBox, NULL, NULL, 0);
+ VectorSet4(dstBox, 512, tr.screenScratchFbo->height - 256, 256, 256);
+ FBO_BlitFromTexture(tr.screenShadowImage, NULL, NULL, tr.screenScratchFbo, dstBox, NULL, NULL, 0);
+ }
+
+ if (0)
+ {
+ vec4i_t dstBox;
+ VectorSet4(dstBox, 256, tr.screenScratchFbo->height - 256, 256, 256);
+ FBO_BlitFromTexture(tr.renderImage, NULL, NULL, tr.screenScratchFbo, dstBox, NULL, NULL, 0);
+ }
+
+ backEnd.framePostProcessed = qtrue;
+
+ return (const void *)(cmd + 1);
+}
+
+/*
+====================
+RB_ExecuteRenderCommands
+
+This function will be called synchronously if running without
+smp extensions, or asynchronously by another thread.
+====================
+*/
+void RB_ExecuteRenderCommands( const void *data ) {
+ int t1, t2;
+
+ t1 = ri.Milliseconds ();
+
+ if ( !r_smp->integer || data == backEndData[0]->commands.cmds ) {
+ backEnd.smpFrame = 0;
+ } else {
+ backEnd.smpFrame = 1;
+ }
+
+ while ( 1 ) {
+ data = PADP(data, sizeof(void *));
+
+ switch ( *(const int *)data ) {
+ case RC_SET_COLOR:
+ data = RB_SetColor( data );
+ break;
+ case RC_STRETCH_PIC:
+ data = RB_StretchPic( data );
+ break;
+ case RC_DRAW_SURFS:
+ data = RB_DrawSurfs( data );
+ break;
+ case RC_DRAW_BUFFER:
+ data = RB_DrawBuffer( data );
+ break;
+ case RC_SWAP_BUFFERS:
+ data = RB_SwapBuffers( data );
+ break;
+ case RC_SCREENSHOT:
+ data = RB_TakeScreenshotCmd( data );
+ break;
+ case RC_VIDEOFRAME:
+ data = RB_TakeVideoFrameCmd( data );
+ break;
+ case RC_COLORMASK:
+ data = RB_ColorMask(data);
+ break;
+ case RC_CLEARDEPTH:
+ data = RB_ClearDepth(data);
+ break;
+ case RC_CAPSHADOWMAP:
+ data = RB_CapShadowMap(data);
+ break;
+ case RC_POSTPROCESS:
+ data = RB_PostProcess(data);
+ break;
+ case RC_END_OF_LIST:
+ default:
+ // stop rendering on this thread
+ t2 = ri.Milliseconds ();
+ backEnd.pc.msec = t2 - t1;
+ return;
+ }
+ }
+
+}
+
+
+/*
+================
+RB_RenderThread
+================
+*/
+void RB_RenderThread( void ) {
+ const void *data;
+
+ // wait for either a rendering command or a quit command
+ while ( 1 ) {
+ // sleep until we have work to do
+ data = GLimp_RendererSleep();
+
+ if ( !data ) {
+ return; // all done, renderer is shutting down
+ }
+
+ renderThreadActive = qtrue;
+
+ RB_ExecuteRenderCommands( data );
+
+ renderThreadActive = qfalse;
+ }
+}
+
+
Added: trunk/code/rend2/tr_bsp.c
===================================================================
--- trunk/code/rend2/tr_bsp.c (rev 0)
+++ trunk/code/rend2/tr_bsp.c 2012-10-26 01:23:06 UTC (rev 2329)
@@ -0,0 +1,3321 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Quake III Arena source code is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Quake III Arena source code; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+// tr_map.c
+
+#include "tr_local.h"
+
+/*
+
+Loads and prepares a map file for scene rendering.
+
+A single entry point:
+
+void RE_LoadWorldMap( const char *name );
+
+*/
+
+static world_t s_worldData;
+static byte *fileBase;
+
+int c_subdivisions;
+int c_gridVerts;
+
+//===============================================================================
+
+static void HSVtoRGB( float h, float s, float v, float rgb[3] )
+{
+ int i;
+ float f;
+ float p, q, t;
+
+ h *= 5;
+
+ i = floor( h );
+ f = h - i;
+
+ p = v * ( 1 - s );
+ q = v * ( 1 - s * f );
+ t = v * ( 1 - s * ( 1 - f ) );
+
+ switch ( i )
+ {
+ case 0:
+ rgb[0] = v;
+ rgb[1] = t;
+ rgb[2] = p;
+ break;
+ case 1:
+ rgb[0] = q;
+ rgb[1] = v;
+ rgb[2] = p;
+ break;
+ case 2:
+ rgb[0] = p;
+ rgb[1] = v;
+ rgb[2] = t;
+ break;
+ case 3:
+ rgb[0] = p;
+ rgb[1] = q;
+ rgb[2] = v;
+ break;
+ case 4:
+ rgb[0] = t;
+ rgb[1] = p;
+ rgb[2] = v;
+ break;
+ case 5:
+ rgb[0] = v;
+ rgb[1] = p;
+ rgb[2] = q;
+ break;
+ }
+}
+
+/*
+===============
+R_ColorShiftLightingBytes
+
+===============
+*/
+static void R_ColorShiftLightingBytes( byte in[4], byte out[4] ) {
+ int shift, r, g, b;
+
+ // shift the color data based on overbright range
+ shift = r_mapOverBrightBits->integer - tr.overbrightBits;
+
+ // shift the data based on overbright range
+ r = in[0] << shift;
+ g = in[1] << shift;
+ b = in[2] << shift;
+
+ // normalize by color instead of saturating to white
+ if ( ( r | g | b ) > 255 ) {
+ int max;
+
+ max = r > g ? r : g;
+ max = max > b ? max : b;
+ r = r * 255 / max;
+ g = g * 255 / max;
+ b = b * 255 / max;
+ }
+
+ out[0] = r;
+ out[1] = g;
+ out[2] = b;
+ out[3] = in[3];
+}
+
+
+/*
+===============
+R_ColorShiftLightingBytes
+
+===============
+*/
+static void R_ColorShiftLightingFloats(float in[4], float out[4], float scale )
+{
+ scale *= pow(2.0f, r_mapOverBrightBits->integer - tr.overbrightBits);
+
+ out[0] = in[0] * scale;
+ out[1] = in[1] * scale;
+ out[2] = in[2] * scale;
+ out[3] = in[3];
+}
+
+
+void ColorToRGBE(const vec3_t color, unsigned char rgbe[4])
+{
+ vec3_t sample;
+ float maxComponent;
+ int e;
+
+ VectorCopy(color, sample);
+
+ maxComponent = sample[0];
+ if(sample[1] > maxComponent)
+ maxComponent = sample[1];
+ if(sample[2] > maxComponent)
+ maxComponent = sample[2];
+
+ if(maxComponent < 1e-32)
+ {
+ rgbe[0] = 0;
+ rgbe[1] = 0;
+ rgbe[2] = 0;
+ rgbe[3] = 0;
+ }
+ else
+ {
+#if 0
+ maxComponent = frexp(maxComponent, &e) * 255.0 / maxComponent;
+ rgbe[0] = (unsigned char) (sample[0] * maxComponent);
+ rgbe[1] = (unsigned char) (sample[1] * maxComponent);
+ rgbe[2] = (unsigned char) (sample[2] * maxComponent);
+ rgbe[3] = (unsigned char) (e + 128);
+#else
+ e = ceil(log(maxComponent) / log(2.0f));//ceil(log2(maxComponent));
+ VectorScale(sample, 1.0 / pow(2.0f, e)/*exp2(e)*/, sample);
+
+ rgbe[0] = (unsigned char) (sample[0] * 255);
+ rgbe[1] = (unsigned char) (sample[1] * 255);
+ rgbe[2] = (unsigned char) (sample[2] * 255);
+ rgbe[3] = (unsigned char) (e + 128);
+#endif
+ }
+}
+
+
+void ColorToRGBA16F(const vec3_t color, unsigned short rgba16f[4])
+{
+ rgba16f[0] = FloatToHalf(color[0]);
+ rgba16f[1] = FloatToHalf(color[1]);
+ rgba16f[2] = FloatToHalf(color[2]);
+ rgba16f[3] = FloatToHalf(1.0f);
+}
+
+
+/*
+===============
+R_LoadLightmaps
+
+===============
+*/
+#define DEFAULT_LIGHTMAP_SIZE 128
+#define MAX_LIGHTMAP_PAGES 2
+static void R_LoadLightmaps( lump_t *l, lump_t *surfs ) {
+ byte *buf, *buf_p;
+ dsurface_t *surf;
+ int len;
+ byte *image;
+ int i, j, numLightmaps, textureInternalFormat = 0;
+ float maxIntensity = 0;
+ double sumIntensity = 0;
+
+ len = l->filelen;
+ if ( !len ) {
+ return;
+ }
+ buf = fileBase + l->fileofs;
+
+ // we are about to upload textures
+ R_SyncRenderThread();
+
+ tr.lightmapSize = DEFAULT_LIGHTMAP_SIZE;
+ numLightmaps = len / (tr.lightmapSize * tr.lightmapSize * 3);
+
+ // check for deluxe mapping
+ if (numLightmaps <= 1)
+ {
+ tr.worldDeluxeMapping = qfalse;
+ }
+ else
+ {
+ tr.worldDeluxeMapping = qtrue;
+ for( i = 0, surf = (dsurface_t *)(fileBase + surfs->fileofs);
+ i < surfs->filelen / sizeof(dsurface_t); i++, surf++ ) {
+ int lightmapNum = LittleLong( surf->lightmapNum );
+
+ if ( lightmapNum >= 0 && (lightmapNum & 1) != 0 ) {
+ tr.worldDeluxeMapping = qfalse;
+ break;
+ }
+ }
+ }
+
+ image = ri.Malloc(tr.lightmapSize * tr.lightmapSize * 4 * 2);
+
+ if (tr.worldDeluxeMapping)
+ numLightmaps >>= 1;
+
+ if(numLightmaps == 1)
+ {
+ //FIXME: HACK: maps with only one lightmap turn up fullbright for some reason.
+ //this avoids this, but isn't the correct solution.
+ numLightmaps++;
+ }
+ else if (r_mergeLightmaps->integer && numLightmaps >= 1024 )
+ {
+ // FIXME: fat light maps don't support more than 1024 light maps
+ ri.Printf(PRINT_WARNING, "WARNING: number of lightmaps > 1024\n");
+ numLightmaps = 1024;
+ }
+
+ // use fat lightmaps of an appropriate size
+ if (r_mergeLightmaps->integer)
+ {
+ tr.fatLightmapSize = 512;
+ tr.fatLightmapStep = tr.fatLightmapSize / tr.lightmapSize;
+
+ // at most MAX_LIGHTMAP_PAGES
+ while (tr.fatLightmapStep * tr.fatLightmapStep * MAX_LIGHTMAP_PAGES < numLightmaps && tr.fatLightmapSize != glConfig.maxTextureSize )
+ {
+ tr.fatLightmapSize <<= 1;
+ tr.fatLightmapStep = tr.fatLightmapSize / tr.lightmapSize;
+ }
+
+ tr.numLightmaps = numLightmaps / (tr.fatLightmapStep * tr.fatLightmapStep);
+
+ if (numLightmaps % (tr.fatLightmapStep * tr.fatLightmapStep) != 0)
+ tr.numLightmaps++;
+ }
+ else
+ {
+ tr.numLightmaps = numLightmaps;
+ }
+
+ tr.lightmaps = ri.Hunk_Alloc( tr.numLightmaps * sizeof(image_t *), h_low );
+
+ if (tr.worldDeluxeMapping)
+ {
+ tr.deluxemaps = ri.Hunk_Alloc( tr.numLightmaps * sizeof(image_t *), h_low );
+ }
+
+ if (r_hdr->integer && glRefConfig.textureFloat && glRefConfig.halfFloatPixel)
+ textureInternalFormat = GL_RGBA16F_ARB;
+
+ if (r_mergeLightmaps->integer)
+ {
+ for (i = 0; i < tr.numLightmaps; i++)
+ {
+ tr.lightmaps[i] = R_CreateImage(va("_fatlightmap%d", i), NULL, tr.fatLightmapSize, tr.fatLightmapSize, IMGTYPE_COLORALPHA, IMGFLAG_NOLIGHTSCALE | IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, textureInternalFormat );
+
+ if (tr.worldDeluxeMapping)
+ {
+ tr.deluxemaps[i] = R_CreateImage(va("_fatdeluxemap%d", i), NULL, tr.fatLightmapSize, tr.fatLightmapSize, IMGTYPE_DELUXE, IMGFLAG_NOLIGHTSCALE | IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, 0 );
+ }
+ }
+ }
+
+ for(i = 0; i < numLightmaps; i++)
+ {
+ int xoff = 0, yoff = 0;
+ int lightmapnum = i;
+ // expand the 24 bit on-disk to 32 bit
+
+ if (r_mergeLightmaps->integer)
+ {
+ int lightmaponpage = i % (tr.fatLightmapStep * tr.fatLightmapStep);
+ xoff = (lightmaponpage % tr.fatLightmapStep) * tr.lightmapSize;
+ yoff = (lightmaponpage / tr.fatLightmapStep) * tr.lightmapSize;
+
+ lightmapnum /= (tr.fatLightmapStep * tr.fatLightmapStep);
+ }
+
+ // if (tr.worldLightmapping)
+ {
+ char filename[MAX_QPATH];
+ byte *hdrLightmap = NULL;
+ float lightScale = 1.0f;
+ int size = 0;
+
+ // look for hdr lightmaps
+ if (r_hdr->integer)
+ {
+ Com_sprintf( filename, sizeof( filename ), "maps/%s/lm_%04d.hdr", s_worldData.baseName, i * (tr.worldDeluxeMapping ? 2 : 1) );
+ //ri.Printf(PRINT_ALL, "looking for %s\n", filename);
+
+ size = ri.FS_ReadFile(filename, (void **)&hdrLightmap);
+ }
+
+ if (hdrLightmap)
+ {
+ byte *p = hdrLightmap;
+ //ri.Printf(PRINT_ALL, "found!\n");
+
+ /* FIXME: don't just skip over this header and actually parse it */
+ while (size && !(*p == '\n' && *(p+1) == '\n'))
+ {
+ size--;
+ p++;
+ }
+
+ if (!size)
+ ri.Error(ERR_DROP, "Bad header for %s!\n", filename);
+
+ size -= 2;
+ p += 2;
+
+ while (size && !(*p == '\n'))
+ {
+ size--;
+ p++;
+ }
+
+ size--;
+ p++;
+
+ buf_p = (byte *)p;
+
+#if 0 // HDRFILE_RGBE
+ if (size != tr.lightmapSize * tr.lightmapSize * 4)
+ ri.Error(ERR_DROP, "Bad size for %s (%i)!\n", filename, size);
+#else // HDRFILE_FLOAT
+ if (size != tr.lightmapSize * tr.lightmapSize * 12)
+ ri.Error(ERR_DROP, "Bad size for %s (%i)!\n", filename, size);
+#endif
+ }
+ else
+ {
+ if (tr.worldDeluxeMapping)
+ buf_p = buf + (i * 2) * tr.lightmapSize * tr.lightmapSize * 3;
+ else
+ buf_p = buf + i * tr.lightmapSize * tr.lightmapSize * 3;
+ }
+
+ lightScale = pow(2, r_mapOverBrightBits->integer - tr.overbrightBits - 8); //exp2(r_mapOverBrightBits->integer - tr.overbrightBits - 8);
+
+ for ( j = 0 ; j < tr.lightmapSize * tr.lightmapSize; j++ )
+ {
+ if (r_hdr->integer)
+ {
+ float color[3];
+
+ if (hdrLightmap)
+ {
+#if 0 // HDRFILE_RGBE
+ float exponent = exp2(buf_p[j*4+3] - 128);
+
+ color[0] = buf_p[j*4+0] * exponent;
+ color[1] = buf_p[j*4+1] * exponent;
+ color[2] = buf_p[j*4+2] * exponent;
+#else // HDRFILE_FLOAT
+ memcpy(color, &buf_p[j*12], 12);
+
+ color[0] = LittleFloat(color[0]);
+ color[1] = LittleFloat(color[1]);
+ color[2] = LittleFloat(color[2]);
+#endif
+ }
+ else
+ {
+ //hack: convert LDR lightmap to HDR one
+ color[0] = (buf_p[j*3+0] + 1.0f);
+ color[1] = (buf_p[j*3+1] + 1.0f);
+ color[2] = (buf_p[j*3+2] + 1.0f);
+
+ // if under an arbitrary value (say 12) grey it out
+ // this prevents weird splotches in dimly lit areas
+ if (color[0] + color[1] + color[2] < 12.0f)
+ {
+ float avg = (color[0] + color[1] + color[2]) * 0.3333f;
+ color[0] = avg;
+ color[1] = avg;
+ color[2] = avg;
+ }
+ }
+
+ VectorScale(color, lightScale, color);
+
+ if (glRefConfig.textureFloat && glRefConfig.halfFloatPixel)
+ ColorToRGBA16F(color, (unsigned short *)(&image[j*8]));
+ else
+ ColorToRGBE(color, &image[j*4]);
+ }
+ else
+ {
+ if ( r_lightmap->integer == 2 )
+ { // color code by intensity as development tool (FIXME: check range)
+ float r = buf_p[j*3+0];
+ float g = buf_p[j*3+1];
+ float b = buf_p[j*3+2];
+ float intensity;
+ float out[3] = {0.0, 0.0, 0.0};
+
+ intensity = 0.33f * r + 0.685f * g + 0.063f * b;
+
+ if ( intensity > 255 )
+ intensity = 1.0f;
+ else
+ intensity /= 255.0f;
+
+ if ( intensity > maxIntensity )
+ maxIntensity = intensity;
+
+ HSVtoRGB( intensity, 1.00, 0.50, out );
+
+ image[j*4+0] = out[0] * 255;
+ image[j*4+1] = out[1] * 255;
+ image[j*4+2] = out[2] * 255;
+ image[j*4+3] = 255;
+
+ sumIntensity += intensity;
+ }
+ else
+ {
+ R_ColorShiftLightingBytes( &buf_p[j*3], &image[j*4] );
+ image[j*4+3] = 255;
+ }
+ }
+ }
+
+ if (r_mergeLightmaps->integer)
+ R_UpdateSubImage(tr.lightmaps[lightmapnum], image, xoff, yoff, tr.lightmapSize, tr.lightmapSize);
+ else
+ tr.lightmaps[i] = R_CreateImage(va("*lightmap%d", i), image, tr.lightmapSize, tr.lightmapSize, IMGTYPE_COLORALPHA, IMGFLAG_NOLIGHTSCALE | IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, textureInternalFormat );
+
+ if (hdrLightmap)
+ ri.FS_FreeFile(hdrLightmap);
+ }
+
+ if (tr.worldDeluxeMapping)
+ {
+ buf_p = buf + (i * 2 + 1) * tr.lightmapSize * tr.lightmapSize * 3;
+
+ for ( j = 0 ; j < tr.lightmapSize * tr.lightmapSize; j++ ) {
+ image[j*4+0] = buf_p[j*3+0];
+ image[j*4+1] = buf_p[j*3+1];
+ image[j*4+2] = buf_p[j*3+2];
+
+ // make 0,0,0 into 127,127,127
+ if ((image[j*4+0] == 0) && (image[j*4+0] == 0) && (image[j*4+2] == 0))
+ {
+ image[j*4+0] =
+ image[j*4+1] =
+ image[j*4+2] = 127;
+ }
+
+ image[j*4+3] = 255;
+ }
+
+ if (r_mergeLightmaps->integer)
+ {
+ R_UpdateSubImage(tr.deluxemaps[lightmapnum], image, xoff, yoff, tr.lightmapSize, tr.lightmapSize );
+ }
+ else
+ {
+ tr.deluxemaps[i] = R_CreateImage(va("*deluxemap%d", i), image, tr.lightmapSize, tr.lightmapSize, IMGTYPE_DELUXE, IMGFLAG_NOLIGHTSCALE | IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, 0 );
+ }
+ }
+ }
+
+ if ( r_lightmap->integer == 2 ) {
+ ri.Printf( PRINT_ALL, "Brightest lightmap value: %d\n", ( int ) ( maxIntensity * 255 ) );
+ }
+
+ ri.Free(image);
+}
+
+
+static float FatPackU(float input, int lightmapnum)
+{
+ if (lightmapnum < 0)
+ return input;
+
+ if (tr.worldDeluxeMapping)
+ lightmapnum >>= 1;
+
+ lightmapnum %= (tr.fatLightmapStep * tr.fatLightmapStep);
+
+ if(tr.fatLightmapSize > 0)
+ {
+ int x = lightmapnum % tr.fatLightmapStep;
+
+ return (input / ((float)tr.fatLightmapStep)) + ((1.0 / ((float)tr.fatLightmapStep)) * (float)x);
+ }
+
+ return input;
+}
+
+static float FatPackV(float input, int lightmapnum)
+{
+ if (lightmapnum < 0)
+ return input;
+
+ if (tr.worldDeluxeMapping)
+ lightmapnum >>= 1;
+
+ lightmapnum %= (tr.fatLightmapStep * tr.fatLightmapStep);
+
+ if(tr.fatLightmapSize > 0)
+ {
+ int y = lightmapnum / tr.fatLightmapStep;
+
+ return (input / ((float)tr.fatLightmapStep)) + ((1.0 / ((float)tr.fatLightmapStep)) * (float)y);
+ }
+
+ return input;
+}
+
+
+static int FatLightmap(int lightmapnum)
+{
+ if (lightmapnum < 0)
+ return lightmapnum;
+
+ if (tr.worldDeluxeMapping)
+ lightmapnum >>= 1;
+
+ if (tr.fatLightmapSize > 0)
+ {
+ return lightmapnum / (tr.fatLightmapStep * tr.fatLightmapStep);
+ }
+
+ return lightmapnum;
+}
+
+/*
+=================
+RE_SetWorldVisData
+
+This is called by the clipmodel subsystem so we can share the 1.8 megs of
+space in big maps...
+=================
+*/
+void RE_SetWorldVisData( const byte *vis ) {
+ tr.externalVisData = vis;
+}
+
+
+/*
+=================
+R_LoadVisibility
+=================
+*/
+static void R_LoadVisibility( lump_t *l ) {
+ int len;
+ byte *buf;
+
+ len = ( s_worldData.numClusters + 63 ) & ~63;
+ s_worldData.novis = ri.Hunk_Alloc( len, h_low );
+ Com_Memset( s_worldData.novis, 0xff, len );
+
+ len = l->filelen;
+ if ( !len ) {
+ return;
+ }
+ buf = fileBase + l->fileofs;
+
+ s_worldData.numClusters = LittleLong( ((int *)buf)[0] );
+ s_worldData.clusterBytes = LittleLong( ((int *)buf)[1] );
+
+ // CM_Load should have given us the vis data to share, so
+ // we don't need to allocate another copy
+ if ( tr.externalVisData ) {
+ s_worldData.vis = tr.externalVisData;
+ } else {
+ byte *dest;
+
+ dest = ri.Hunk_Alloc( len - 8, h_low );
+ Com_Memcpy( dest, buf + 8, len - 8 );
+ s_worldData.vis = dest;
+ }
+}
+
+//===============================================================================
+
+
+/*
+===============
+ShaderForShaderNum
+===============
+*/
+static shader_t *ShaderForShaderNum( int shaderNum, int lightmapNum ) {
+ shader_t *shader;
+ dshader_t *dsh;
+
+ int _shaderNum = LittleLong( shaderNum );
+ if ( _shaderNum < 0 || _shaderNum >= s_worldData.numShaders ) {
+ ri.Error( ERR_DROP, "ShaderForShaderNum: bad num %i", _shaderNum );
+ }
+ dsh = &s_worldData.shaders[ _shaderNum ];
+
+ if ( r_vertexLight->integer || glConfig.hardwareType == GLHW_PERMEDIA2 ) {
+ lightmapNum = LIGHTMAP_BY_VERTEX;
+ }
+
+ if ( r_fullbright->integer ) {
+ lightmapNum = LIGHTMAP_WHITEIMAGE;
+ }
+
+ shader = R_FindShader( dsh->shader, lightmapNum, qtrue );
+
+ // if the shader had errors, just use default shader
+ if ( shader->defaultShader ) {
+ return tr.defaultShader;
+ }
+
+ return shader;
+}
+
+/*
+===============
+ParseFace
+===============
+*/
+static void ParseFace( dsurface_t *ds, drawVert_t *verts, float *hdrVertColors, msurface_t *surf, int *indexes ) {
+ int i, j;
+ srfSurfaceFace_t *cv;
+ srfTriangle_t *tri;
+ int numVerts, numTriangles, badTriangles;
+ int realLightmapNum;
+
+ realLightmapNum = LittleLong( ds->lightmapNum );
+
+ // get fog volume
+ surf->fogIndex = LittleLong( ds->fogNum ) + 1;
+
+ // get shader value
+ surf->shader = ShaderForShaderNum( ds->shaderNum, FatLightmap(realLightmapNum) );
+ if ( r_singleShader->integer && !surf->shader->isSky ) {
+ surf->shader = tr.defaultShader;
+ }
+
+ numVerts = LittleLong(ds->numVerts);
+ if (numVerts > MAX_FACE_POINTS) {
+ ri.Printf( PRINT_WARNING, "WARNING: MAX_FACE_POINTS exceeded: %i\n", numVerts);
+ numVerts = MAX_FACE_POINTS;
+ surf->shader = tr.defaultShader;
+ }
+
+ numTriangles = LittleLong(ds->numIndexes) / 3;
+
+ //cv = ri.Hunk_Alloc(sizeof(*cv), h_low);
+ cv = (void *)surf->data;
+ cv->surfaceType = SF_FACE;
+
+ cv->numTriangles = numTriangles;
+ cv->triangles = ri.Hunk_Alloc(numTriangles * sizeof(cv->triangles[0]), h_low);
+
+ cv->numVerts = numVerts;
+ cv->verts = ri.Hunk_Alloc(numVerts * sizeof(cv->verts[0]), h_low);
+
+ // copy vertexes
+ surf->cullinfo.type = CULLINFO_PLANE | CULLINFO_BOX;
+ ClearBounds(surf->cullinfo.bounds[0], surf->cullinfo.bounds[1]);
+ verts += LittleLong(ds->firstVert);
+ for(i = 0; i < numVerts; i++)
+ {
+ vec4_t color;
+
+ for(j = 0; j < 3; j++)
+ {
+ cv->verts[i].xyz[j] = LittleFloat(verts[i].xyz[j]);
+ cv->verts[i].normal[j] = LittleFloat(verts[i].normal[j]);
+ }
+ AddPointToBounds(cv->verts[i].xyz, surf->cullinfo.bounds[0], surf->cullinfo.bounds[1]);
+ for(j = 0; j < 2; j++)
+ {
+ cv->verts[i].st[j] = LittleFloat(verts[i].st[j]);
+ //cv->verts[i].lightmap[j] = LittleFloat(verts[i].lightmap[j]);
+ }
+ cv->verts[i].lightmap[0] = FatPackU(LittleFloat(verts[i].lightmap[0]), realLightmapNum);
+ cv->verts[i].lightmap[1] = FatPackV(LittleFloat(verts[i].lightmap[1]), realLightmapNum);
+
+ if (hdrVertColors)
+ {
+ color[0] = hdrVertColors[(ds->firstVert + i) * 3 ];
+ color[1] = hdrVertColors[(ds->firstVert + i) * 3 + 1];
+ color[2] = hdrVertColors[(ds->firstVert + i) * 3 + 2];
+ }
+ else
+ {
+ //hack: convert LDR vertex colors to HDR
+ if (r_hdr->integer)
+ {
+ color[0] = verts[i].color[0] + 1.0f;
+ color[1] = verts[i].color[1] + 1.0f;
+ color[2] = verts[i].color[2] + 1.0f;
+ }
+ else
+ {
+ color[0] = verts[i].color[0];
+ color[1] = verts[i].color[1];
+ color[2] = verts[i].color[2];
+ }
+
+ }
+ color[3] = verts[i].color[3] / 255.0f;
+
+ R_ColorShiftLightingFloats( color, cv->verts[i].vertexColors, 1.0f / 255.0f );
+ }
+
+ // copy triangles
+ badTriangles = 0;
+ indexes += LittleLong(ds->firstIndex);
+ for(i = 0, tri = cv->triangles; i < numTriangles; i++, tri++)
+ {
+ for(j = 0; j < 3; j++)
+ {
+ tri->indexes[j] = LittleLong(indexes[i * 3 + j]);
+
+ if(tri->indexes[j] < 0 || tri->indexes[j] >= numVerts)
+ {
+ ri.Error(ERR_DROP, "Bad index in face surface");
+ }
+ }
+
+ if ((tri->indexes[0] == tri->indexes[1]) || (tri->indexes[1] == tri->indexes[2]) || (tri->indexes[0] == tri->indexes[2]))
+ {
+ tri--;
+ badTriangles++;
+ }
+ }
+
+ if (badTriangles)
+ {
+ ri.Printf(PRINT_WARNING, "Face has bad triangles, originally shader %s %d tris %d verts, now %d tris\n", surf->shader->name, numTriangles, numVerts, numTriangles - badTriangles);
+ cv->numTriangles -= badTriangles;
+ }
+
+ // take the plane information from the lightmap vector
+ for ( i = 0 ; i < 3 ; i++ ) {
+ cv->plane.normal[i] = LittleFloat( ds->lightmapVecs[2][i] );
+ }
+ cv->plane.dist = DotProduct( cv->verts[0].xyz, cv->plane.normal );
+ SetPlaneSignbits( &cv->plane );
+ cv->plane.type = PlaneTypeForNormal( cv->plane.normal );
+ surf->cullinfo.plane = cv->plane;
+
+ surf->data = (surfaceType_t *)cv;
+
+#ifdef USE_VERT_TANGENT_SPACE
+ // Tr3B - calc tangent spaces
+ {
+ srfVert_t *dv[3];
+
+ for(i = 0, tri = cv->triangles; i < numTriangles; i++, tri++)
+ {
+ dv[0] = &cv->verts[tri->indexes[0]];
+ dv[1] = &cv->verts[tri->indexes[1]];
+ dv[2] = &cv->verts[tri->indexes[2]];
+
+ R_CalcTangentVectors(dv);
+ }
+ }
+#endif
+}
+
+
+/*
+===============
+ParseMesh
+===============
+*/
+static void ParseMesh ( dsurface_t *ds, drawVert_t *verts, float *hdrVertColors, msurface_t *surf ) {
+ srfGridMesh_t *grid;
+ int i, j;
+ int width, height, numPoints;
+ srfVert_t points[MAX_PATCH_SIZE*MAX_PATCH_SIZE];
+ vec3_t bounds[2];
+ vec3_t tmpVec;
+ static surfaceType_t skipData = SF_SKIP;
+ int realLightmapNum;
+
+ realLightmapNum = LittleLong( ds->lightmapNum );
+
+ // get fog volume
+ surf->fogIndex = LittleLong( ds->fogNum ) + 1;
+
+ // get shader value
+ surf->shader = ShaderForShaderNum( ds->shaderNum, FatLightmap(realLightmapNum) );
+ if ( r_singleShader->integer && !surf->shader->isSky ) {
+ surf->shader = tr.defaultShader;
+ }
+
+ // we may have a nodraw surface, because they might still need to
+ // be around for movement clipping
+ if ( s_worldData.shaders[ LittleLong( ds->shaderNum ) ].surfaceFlags & SURF_NODRAW ) {
+ surf->data = &skipData;
+ return;
+ }
+
+ width = LittleLong( ds->patchWidth );
+ height = LittleLong( ds->patchHeight );
+
+ if(width < 0 || width > MAX_PATCH_SIZE || height < 0 || height > MAX_PATCH_SIZE)
+ ri.Error(ERR_DROP, "ParseMesh: bad size");
+
+ verts += LittleLong( ds->firstVert );
+ numPoints = width * height;
+ for(i = 0; i < numPoints; i++)
+ {
+ vec4_t color;
+
+ for(j = 0; j < 3; j++)
+ {
+ points[i].xyz[j] = LittleFloat(verts[i].xyz[j]);
+ points[i].normal[j] = LittleFloat(verts[i].normal[j]);
+ }
+
+ for(j = 0; j < 2; j++)
+ {
+ points[i].st[j] = LittleFloat(verts[i].st[j]);
+ //points[i].lightmap[j] = LittleFloat(verts[i].lightmap[j]);
+ }
+ points[i].lightmap[0] = FatPackU(LittleFloat(verts[i].lightmap[0]), realLightmapNum);
+ points[i].lightmap[1] = FatPackV(LittleFloat(verts[i].lightmap[1]), realLightmapNum);
+
+ if (hdrVertColors)
+ {
+ color[0] = hdrVertColors[(ds->firstVert + i) * 3 ];
+ color[1] = hdrVertColors[(ds->firstVert + i) * 3 + 1];
+ color[2] = hdrVertColors[(ds->firstVert + i) * 3 + 2];
+ }
+ else
+ {
+ //hack: convert LDR vertex colors to HDR
+ if (r_hdr->integer)
+ {
+ color[0] = verts[i].color[0] + 1.0f;
+ color[1] = verts[i].color[1] + 1.0f;
+ color[2] = verts[i].color[2] + 1.0f;
+ }
+ else
+ {
+ color[0] = verts[i].color[0];
+ color[1] = verts[i].color[1];
+ color[2] = verts[i].color[2];
+ }
+ }
+ color[3] = verts[i].color[3] / 255.0f;
+
+ R_ColorShiftLightingFloats( color, points[i].vertexColors, 1.0f / 255.0f );
+ }
+
+ // pre-tesseleate
+ grid = R_SubdividePatchToGrid( width, height, points );
+ surf->data = (surfaceType_t *)grid;
+
+ // copy the level of detail origin, which is the center
+ // of the group of all curves that must subdivide the same
+ // to avoid cracking
+ for ( i = 0 ; i < 3 ; i++ ) {
+ bounds[0][i] = LittleFloat( ds->lightmapVecs[0][i] );
+ bounds[1][i] = LittleFloat( ds->lightmapVecs[1][i] );
+ }
+ VectorAdd( bounds[0], bounds[1], bounds[1] );
+ VectorScale( bounds[1], 0.5f, grid->lodOrigin );
+ VectorSubtract( bounds[0], grid->lodOrigin, tmpVec );
+ grid->lodRadius = VectorLength( tmpVec );
+}
+
+/*
+===============
+ParseTriSurf
+===============
+*/
+static void ParseTriSurf( dsurface_t *ds, drawVert_t *verts, float *hdrVertColors, msurface_t *surf, int *indexes ) {
+ srfTriangles_t *cv;
+ srfTriangle_t *tri;
+ int i, j;
+ int numVerts, numTriangles, badTriangles;
+
+ // get fog volume
+ surf->fogIndex = LittleLong( ds->fogNum ) + 1;
+
+ // get shader
+ surf->shader = ShaderForShaderNum( ds->shaderNum, LIGHTMAP_BY_VERTEX );
+ if ( r_singleShader->integer && !surf->shader->isSky ) {
+ surf->shader = tr.defaultShader;
+ }
+
+ numVerts = LittleLong(ds->numVerts);
+ numTriangles = LittleLong(ds->numIndexes) / 3;
+
+ //cv = ri.Hunk_Alloc(sizeof(*cv), h_low);
+ cv = (void *)surf->data;
+ cv->surfaceType = SF_TRIANGLES;
+
+ cv->numTriangles = numTriangles;
+ cv->triangles = ri.Hunk_Alloc(numTriangles * sizeof(cv->triangles[0]), h_low);
+
+ cv->numVerts = numVerts;
+ cv->verts = ri.Hunk_Alloc(numVerts * sizeof(cv->verts[0]), h_low);
+
+ surf->data = (surfaceType_t *) cv;
+
+ // copy vertexes
+ surf->cullinfo.type = CULLINFO_BOX;
+ ClearBounds(surf->cullinfo.bounds[0], surf->cullinfo.bounds[1]);
+ verts += LittleLong(ds->firstVert);
+ for(i = 0; i < numVerts; i++)
+ {
+ vec4_t color;
+
+ for(j = 0; j < 3; j++)
+ {
+ cv->verts[i].xyz[j] = LittleFloat(verts[i].xyz[j]);
+ cv->verts[i].normal[j] = LittleFloat(verts[i].normal[j]);
+ }
+
+ AddPointToBounds( cv->verts[i].xyz, surf->cullinfo.bounds[0], surf->cullinfo.bounds[1] );
+
+ for(j = 0; j < 2; j++)
+ {
+ cv->verts[i].st[j] = LittleFloat(verts[i].st[j]);
+ cv->verts[i].lightmap[j] = LittleFloat(verts[i].lightmap[j]);
+ }
+
+ if (hdrVertColors)
+ {
+ color[0] = hdrVertColors[(ds->firstVert + i) * 3 ];
+ color[1] = hdrVertColors[(ds->firstVert + i) * 3 + 1];
+ color[2] = hdrVertColors[(ds->firstVert + i) * 3 + 2];
+ }
+ else
+ {
+ //hack: convert LDR vertex colors to HDR
+ if (r_hdr->integer)
+ {
+ color[0] = verts[i].color[0] + 1.0f;
+ color[1] = verts[i].color[1] + 1.0f;
+ color[2] = verts[i].color[2] + 1.0f;
+ }
+ else
+ {
+ color[0] = verts[i].color[0];
+ color[1] = verts[i].color[1];
+ color[2] = verts[i].color[2];
+ }
+ }
+ color[3] = verts[i].color[3] / 255.0f;
+
+ R_ColorShiftLightingFloats( color, cv->verts[i].vertexColors, 1.0f / 255.0f );
+ }
+
+ // copy triangles
+ badTriangles = 0;
+ indexes += LittleLong(ds->firstIndex);
+ for(i = 0, tri = cv->triangles; i < numTriangles; i++, tri++)
+ {
+ for(j = 0; j < 3; j++)
+ {
+ tri->indexes[j] = LittleLong(indexes[i * 3 + j]);
+
+ if(tri->indexes[j] < 0 || tri->indexes[j] >= numVerts)
+ {
+ ri.Error(ERR_DROP, "Bad index in face surface");
+ }
+ }
+
+ if ((tri->indexes[0] == tri->indexes[1]) || (tri->indexes[1] == tri->indexes[2]) || (tri->indexes[0] == tri->indexes[2]))
+ {
+ tri--;
+ badTriangles++;
+ }
+ }
+
+ if (badTriangles)
+ {
+ ri.Printf(PRINT_WARNING, "Trisurf has bad triangles, originally shader %s %d tris %d verts, now %d tris\n", surf->shader->name, numTriangles, numVerts, numTriangles - badTriangles);
+ cv->numTriangles -= badTriangles;
+ }
+
+#ifdef USE_VERT_TANGENT_SPACE
+ // Tr3B - calc tangent spaces
+ {
+ srfVert_t *dv[3];
+
+ for(i = 0, tri = cv->triangles; i < numTriangles; i++, tri++)
+ {
+ dv[0] = &cv->verts[tri->indexes[0]];
+ dv[1] = &cv->verts[tri->indexes[1]];
+ dv[2] = &cv->verts[tri->indexes[2]];
+
+ R_CalcTangentVectors(dv);
+ }
+ }
+#endif
+}
+
+/*
+===============
+ParseFlare
+===============
+*/
+static void ParseFlare( dsurface_t *ds, drawVert_t *verts, msurface_t *surf, int *indexes ) {
+ srfFlare_t *flare;
+ int i;
+
+ // get fog volume
+ surf->fogIndex = LittleLong( ds->fogNum ) + 1;
+
+ // get shader
+ surf->shader = ShaderForShaderNum( ds->shaderNum, LIGHTMAP_BY_VERTEX );
+ if ( r_singleShader->integer && !surf->shader->isSky ) {
+ surf->shader = tr.defaultShader;
+ }
+
+ //flare = ri.Hunk_Alloc( sizeof( *flare ), h_low );
+ flare = (void *)surf->data;
+ flare->surfaceType = SF_FLARE;
+
+ surf->data = (surfaceType_t *)flare;
+
+ for ( i = 0 ; i < 3 ; i++ ) {
+ flare->origin[i] = LittleFloat( ds->lightmapOrigin[i] );
+ flare->color[i] = LittleFloat( ds->lightmapVecs[0][i] );
+ flare->normal[i] = LittleFloat( ds->lightmapVecs[2][i] );
+ }
+}
+
+
+/*
+=================
+R_MergedWidthPoints
+
+returns true if there are grid points merged on a width edge
+=================
+*/
+int R_MergedWidthPoints(srfGridMesh_t *grid, int offset) {
+ int i, j;
+
+ for (i = 1; i < grid->width-1; i++) {
+ for (j = i + 1; j < grid->width-1; j++) {
+ if ( fabs(grid->verts[i + offset].xyz[0] - grid->verts[j + offset].xyz[0]) > .1) continue;
+ if ( fabs(grid->verts[i + offset].xyz[1] - grid->verts[j + offset].xyz[1]) > .1) continue;
+ if ( fabs(grid->verts[i + offset].xyz[2] - grid->verts[j + offset].xyz[2]) > .1) continue;
+ return qtrue;
+ }
+ }
+ return qfalse;
+}
+
+/*
+=================
+R_MergedHeightPoints
+
+returns true if there are grid points merged on a height edge
+=================
+*/
+int R_MergedHeightPoints(srfGridMesh_t *grid, int offset) {
+ int i, j;
+
+ for (i = 1; i < grid->height-1; i++) {
+ for (j = i + 1; j < grid->height-1; j++) {
+ if ( fabs(grid->verts[grid->width * i + offset].xyz[0] - grid->verts[grid->width * j + offset].xyz[0]) > .1) continue;
+ if ( fabs(grid->verts[grid->width * i + offset].xyz[1] - grid->verts[grid->width * j + offset].xyz[1]) > .1) continue;
+ if ( fabs(grid->verts[grid->width * i + offset].xyz[2] - grid->verts[grid->width * j + offset].xyz[2]) > .1) continue;
+ return qtrue;
+ }
+ }
+ return qfalse;
+}
+
+/*
+=================
+R_FixSharedVertexLodError_r
+
+NOTE: never sync LoD through grid edges with merged points!
+
+FIXME: write generalized version that also avoids cracks between a patch and one that meets half way?
+=================
+*/
+void R_FixSharedVertexLodError_r( int start, srfGridMesh_t *grid1 ) {
+ int j, k, l, m, n, offset1, offset2, touch;
+ srfGridMesh_t *grid2;
+
+ for ( j = start; j < s_worldData.numsurfaces; j++ ) {
+ //
+ grid2 = (srfGridMesh_t *) s_worldData.surfaces[j].data;
+ // if this surface is not a grid
+ if ( grid2->surfaceType != SF_GRID ) continue;
+ // if the LOD errors are already fixed for this patch
+ if ( grid2->lodFixed == 2 ) continue;
+ // grids in the same LOD group should have the exact same lod radius
+ if ( grid1->lodRadius != grid2->lodRadius ) continue;
+ // grids in the same LOD group should have the exact same lod origin
+ if ( grid1->lodOrigin[0] != grid2->lodOrigin[0] ) continue;
+ if ( grid1->lodOrigin[1] != grid2->lodOrigin[1] ) continue;
+ if ( grid1->lodOrigin[2] != grid2->lodOrigin[2] ) continue;
+ //
+ touch = qfalse;
+ for (n = 0; n < 2; n++) {
+ //
+ if (n) offset1 = (grid1->height-1) * grid1->width;
+ else offset1 = 0;
+ if (R_MergedWidthPoints(grid1, offset1)) continue;
+ for (k = 1; k < grid1->width-1; k++) {
+ for (m = 0; m < 2; m++) {
+
+ if (m) offset2 = (grid2->height-1) * grid2->width;
+ else offset2 = 0;
+ if (R_MergedWidthPoints(grid2, offset2)) continue;
+ for ( l = 1; l < grid2->width-1; l++) {
+ //
+ if ( fabs(grid1->verts[k + offset1].xyz[0] - grid2->verts[l + offset2].xyz[0]) > .1) continue;
+ if ( fabs(grid1->verts[k + offset1].xyz[1] - grid2->verts[l + offset2].xyz[1]) > .1) continue;
+ if ( fabs(grid1->verts[k + offset1].xyz[2] - grid2->verts[l + offset2].xyz[2]) > .1) continue;
+ // ok the points are equal and should have the same lod error
+ grid2->widthLodError[l] = grid1->widthLodError[k];
+ touch = qtrue;
+ }
+ }
+ for (m = 0; m < 2; m++) {
+
+ if (m) offset2 = grid2->width-1;
+ else offset2 = 0;
+ if (R_MergedHeightPoints(grid2, offset2)) continue;
+ for ( l = 1; l < grid2->height-1; l++) {
+ //
+ if ( fabs(grid1->verts[k + offset1].xyz[0] - grid2->verts[grid2->width * l + offset2].xyz[0]) > .1) continue;
+ if ( fabs(grid1->verts[k + offset1].xyz[1] - grid2->verts[grid2->width * l + offset2].xyz[1]) > .1) continue;
+ if ( fabs(grid1->verts[k + offset1].xyz[2] - grid2->verts[grid2->width * l + offset2].xyz[2]) > .1) continue;
+ // ok the points are equal and should have the same lod error
+ grid2->heightLodError[l] = grid1->widthLodError[k];
+ touch = qtrue;
+ }
+ }
+ }
+ }
+ for (n = 0; n < 2; n++) {
+ //
+ if (n) offset1 = grid1->width-1;
+ else offset1 = 0;
+ if (R_MergedHeightPoints(grid1, offset1)) continue;
+ for (k = 1; k < grid1->height-1; k++) {
+ for (m = 0; m < 2; m++) {
+
+ if (m) offset2 = (grid2->height-1) * grid2->width;
+ else offset2 = 0;
+ if (R_MergedWidthPoints(grid2, offset2)) continue;
+ for ( l = 1; l < grid2->width-1; l++) {
+ //
+ if ( fabs(grid1->verts[grid1->width * k + offset1].xyz[0] - grid2->verts[l + offset2].xyz[0]) > .1) continue;
+ if ( fabs(grid1->verts[grid1->width * k + offset1].xyz[1] - grid2->verts[l + offset2].xyz[1]) > .1) continue;
+ if ( fabs(grid1->verts[grid1->width * k + offset1].xyz[2] - grid2->verts[l + offset2].xyz[2]) > .1) continue;
+ // ok the points are equal and should have the same lod error
+ grid2->widthLodError[l] = grid1->heightLodError[k];
+ touch = qtrue;
+ }
+ }
+ for (m = 0; m < 2; m++) {
+
+ if (m) offset2 = grid2->width-1;
+ else offset2 = 0;
+ if (R_MergedHeightPoints(grid2, offset2)) continue;
+ for ( l = 1; l < grid2->height-1; l++) {
+ //
+ if ( fabs(grid1->verts[grid1->width * k + offset1].xyz[0] - grid2->verts[grid2->width * l + offset2].xyz[0]) > .1) continue;
+ if ( fabs(grid1->verts[grid1->width * k + offset1].xyz[1] - grid2->verts[grid2->width * l + offset2].xyz[1]) > .1) continue;
+ if ( fabs(grid1->verts[grid1->width * k + offset1].xyz[2] - grid2->verts[grid2->width * l + offset2].xyz[2]) > .1) continue;
+ // ok the points are equal and should have the same lod error
+ grid2->heightLodError[l] = grid1->heightLodError[k];
+ touch = qtrue;
+ }
+ }
+ }
+ }
+ if (touch) {
+ grid2->lodFixed = 2;
+ R_FixSharedVertexLodError_r ( start, grid2 );
+ //NOTE: this would be correct but makes things really slow
+ //grid2->lodFixed = 1;
+ }
+ }
+}
+
+/*
+=================
+R_FixSharedVertexLodError
+
+This function assumes that all patches in one group are nicely stitched together for the highest LoD.
+If this is not the case this function will still do its job but won't fix the highest LoD cracks.
+=================
+*/
+void R_FixSharedVertexLodError( void ) {
+ int i;
+ srfGridMesh_t *grid1;
+
+ for ( i = 0; i < s_worldData.numsurfaces; i++ ) {
+ //
+ grid1 = (srfGridMesh_t *) s_worldData.surfaces[i].data;
+ // if this surface is not a grid
+ if ( grid1->surfaceType != SF_GRID )
+ continue;
+ //
+ if ( grid1->lodFixed )
+ continue;
+ //
+ grid1->lodFixed = 2;
+ // recursively fix other patches in the same LOD group
+ R_FixSharedVertexLodError_r( i + 1, grid1);
+ }
+}
+
+
+/*
+===============
+R_StitchPatches
+===============
+*/
+int R_StitchPatches( int grid1num, int grid2num ) {
+ float *v1, *v2;
+ srfGridMesh_t *grid1, *grid2;
+ int k, l, m, n, offset1, offset2, row, column;
+
+ grid1 = (srfGridMesh_t *) s_worldData.surfaces[grid1num].data;
+ grid2 = (srfGridMesh_t *) s_worldData.surfaces[grid2num].data;
+ for (n = 0; n < 2; n++) {
+ //
+ if (n) offset1 = (grid1->height-1) * grid1->width;
+ else offset1 = 0;
+ if (R_MergedWidthPoints(grid1, offset1))
+ continue;
+ for (k = 0; k < grid1->width-2; k += 2) {
+
+ for (m = 0; m < 2; m++) {
+
+ if ( grid2->width >= MAX_GRID_SIZE )
+ break;
+ if (m) offset2 = (grid2->height-1) * grid2->width;
+ else offset2 = 0;
+ for ( l = 0; l < grid2->width-1; l++) {
+ //
+ v1 = grid1->verts[k + offset1].xyz;
+ v2 = grid2->verts[l + offset2].xyz;
+ if ( fabs(v1[0] - v2[0]) > .1)
+ continue;
+ if ( fabs(v1[1] - v2[1]) > .1)
+ continue;
+ if ( fabs(v1[2] - v2[2]) > .1)
+ continue;
+
+ v1 = grid1->verts[k + 2 + offset1].xyz;
+ v2 = grid2->verts[l + 1 + offset2].xyz;
+ if ( fabs(v1[0] - v2[0]) > .1)
+ continue;
+ if ( fabs(v1[1] - v2[1]) > .1)
+ continue;
+ if ( fabs(v1[2] - v2[2]) > .1)
+ continue;
+ //
+ v1 = grid2->verts[l + offset2].xyz;
+ v2 = grid2->verts[l + 1 + offset2].xyz;
+ if ( fabs(v1[0] - v2[0]) < .01 &&
+ fabs(v1[1] - v2[1]) < .01 &&
+ fabs(v1[2] - v2[2]) < .01)
+ continue;
+ //
+ //ri.Printf( PRINT_ALL, "found highest LoD crack between two patches\n" );
+ // insert column into grid2 right after after column l
+ if (m) row = grid2->height-1;
+ else row = 0;
+ grid2 = R_GridInsertColumn( grid2, l+1, row,
+ grid1->verts[k + 1 + offset1].xyz, grid1->widthLodError[k+1]);
+ grid2->lodStitched = qfalse;
+ s_worldData.surfaces[grid2num].data = (void *) grid2;
+ return qtrue;
+ }
+ }
+ for (m = 0; m < 2; m++) {
+
+ if (grid2->height >= MAX_GRID_SIZE)
+ break;
+ if (m) offset2 = grid2->width-1;
+ else offset2 = 0;
+ for ( l = 0; l < grid2->height-1; l++) {
+ //
+ v1 = grid1->verts[k + offset1].xyz;
+ v2 = grid2->verts[grid2->width * l + offset2].xyz;
+ if ( fabs(v1[0] - v2[0]) > .1)
+ continue;
+ if ( fabs(v1[1] - v2[1]) > .1)
+ continue;
+ if ( fabs(v1[2] - v2[2]) > .1)
+ continue;
+
+ v1 = grid1->verts[k + 2 + offset1].xyz;
+ v2 = grid2->verts[grid2->width * (l + 1) + offset2].xyz;
+ if ( fabs(v1[0] - v2[0]) > .1)
+ continue;
+ if ( fabs(v1[1] - v2[1]) > .1)
+ continue;
+ if ( fabs(v1[2] - v2[2]) > .1)
+ continue;
+ //
+ v1 = grid2->verts[grid2->width * l + offset2].xyz;
+ v2 = grid2->verts[grid2->width * (l + 1) + offset2].xyz;
+ if ( fabs(v1[0] - v2[0]) < .01 &&
+ fabs(v1[1] - v2[1]) < .01 &&
+ fabs(v1[2] - v2[2]) < .01)
+ continue;
+ //
+ //ri.Printf( PRINT_ALL, "found highest LoD crack between two patches\n" );
+ // insert row into grid2 right after after row l
+ if (m) column = grid2->width-1;
+ else column = 0;
+ grid2 = R_GridInsertRow( grid2, l+1, column,
+ grid1->verts[k + 1 + offset1].xyz, grid1->widthLodError[k+1]);
+ grid2->lodStitched = qfalse;
+ s_worldData.surfaces[grid2num].data = (void *) grid2;
+ return qtrue;
+ }
+ }
+ }
+ }
+ for (n = 0; n < 2; n++) {
+ //
+ if (n) offset1 = grid1->width-1;
+ else offset1 = 0;
+ if (R_MergedHeightPoints(grid1, offset1))
+ continue;
+ for (k = 0; k < grid1->height-2; k += 2) {
+ for (m = 0; m < 2; m++) {
+
+ if ( grid2->width >= MAX_GRID_SIZE )
+ break;
+ if (m) offset2 = (grid2->height-1) * grid2->width;
+ else offset2 = 0;
+ for ( l = 0; l < grid2->width-1; l++) {
+ //
+ v1 = grid1->verts[grid1->width * k + offset1].xyz;
+ v2 = grid2->verts[l + offset2].xyz;
+ if ( fabs(v1[0] - v2[0]) > .1)
+ continue;
+ if ( fabs(v1[1] - v2[1]) > .1)
+ continue;
+ if ( fabs(v1[2] - v2[2]) > .1)
+ continue;
+
+ v1 = grid1->verts[grid1->width * (k + 2) + offset1].xyz;
+ v2 = grid2->verts[l + 1 + offset2].xyz;
+ if ( fabs(v1[0] - v2[0]) > .1)
+ continue;
+ if ( fabs(v1[1] - v2[1]) > .1)
+ continue;
+ if ( fabs(v1[2] - v2[2]) > .1)
+ continue;
+ //
+ v1 = grid2->verts[l + offset2].xyz;
+ v2 = grid2->verts[(l + 1) + offset2].xyz;
+ if ( fabs(v1[0] - v2[0]) < .01 &&
+ fabs(v1[1] - v2[1]) < .01 &&
+ fabs(v1[2] - v2[2]) < .01)
+ continue;
+ //
+ //ri.Printf( PRINT_ALL, "found highest LoD crack between two patches\n" );
+ // insert column into grid2 right after after column l
+ if (m) row = grid2->height-1;
+ else row = 0;
+ grid2 = R_GridInsertColumn( grid2, l+1, row,
+ grid1->verts[grid1->width * (k + 1) + offset1].xyz, grid1->heightLodError[k+1]);
+ grid2->lodStitched = qfalse;
+ s_worldData.surfaces[grid2num].data = (void *) grid2;
+ return qtrue;
+ }
+ }
+ for (m = 0; m < 2; m++) {
+
+ if (grid2->height >= MAX_GRID_SIZE)
+ break;
+ if (m) offset2 = grid2->width-1;
+ else offset2 = 0;
+ for ( l = 0; l < grid2->height-1; l++) {
+ //
+ v1 = grid1->verts[grid1->width * k + offset1].xyz;
+ v2 = grid2->verts[grid2->width * l + offset2].xyz;
+ if ( fabs(v1[0] - v2[0]) > .1)
+ continue;
+ if ( fabs(v1[1] - v2[1]) > .1)
+ continue;
+ if ( fabs(v1[2] - v2[2]) > .1)
+ continue;
+
+ v1 = grid1->verts[grid1->width * (k + 2) + offset1].xyz;
+ v2 = grid2->verts[grid2->width * (l + 1) + offset2].xyz;
+ if ( fabs(v1[0] - v2[0]) > .1)
+ continue;
+ if ( fabs(v1[1] - v2[1]) > .1)
+ continue;
+ if ( fabs(v1[2] - v2[2]) > .1)
+ continue;
+ //
+ v1 = grid2->verts[grid2->width * l + offset2].xyz;
+ v2 = grid2->verts[grid2->width * (l + 1) + offset2].xyz;
+ if ( fabs(v1[0] - v2[0]) < .01 &&
+ fabs(v1[1] - v2[1]) < .01 &&
+ fabs(v1[2] - v2[2]) < .01)
+ continue;
+ //
+ //ri.Printf( PRINT_ALL, "found highest LoD crack between two patches\n" );
+ // insert row into grid2 right after after row l
+ if (m) column = grid2->width-1;
+ else column = 0;
+ grid2 = R_GridInsertRow( grid2, l+1, column,
+ grid1->verts[grid1->width * (k + 1) + offset1].xyz, grid1->heightLodError[k+1]);
+ grid2->lodStitched = qfalse;
+ s_worldData.surfaces[grid2num].data = (void *) grid2;
+ return qtrue;
+ }
+ }
+ }
+ }
+ for (n = 0; n < 2; n++) {
+ //
+ if (n) offset1 = (grid1->height-1) * grid1->width;
+ else offset1 = 0;
+ if (R_MergedWidthPoints(grid1, offset1))
+ continue;
+ for (k = grid1->width-1; k > 1; k -= 2) {
+
+ for (m = 0; m < 2; m++) {
+
+ if ( grid2->width >= MAX_GRID_SIZE )
+ break;
+ if (m) offset2 = (grid2->height-1) * grid2->width;
+ else offset2 = 0;
+ for ( l = 0; l < grid2->width-1; l++) {
+ //
+ v1 = grid1->verts[k + offset1].xyz;
+ v2 = grid2->verts[l + offset2].xyz;
+ if ( fabs(v1[0] - v2[0]) > .1)
+ continue;
+ if ( fabs(v1[1] - v2[1]) > .1)
+ continue;
+ if ( fabs(v1[2] - v2[2]) > .1)
+ continue;
+
+ v1 = grid1->verts[k - 2 + offset1].xyz;
+ v2 = grid2->verts[l + 1 + offset2].xyz;
+ if ( fabs(v1[0] - v2[0]) > .1)
+ continue;
+ if ( fabs(v1[1] - v2[1]) > .1)
+ continue;
+ if ( fabs(v1[2] - v2[2]) > .1)
+ continue;
+ //
+ v1 = grid2->verts[l + offset2].xyz;
+ v2 = grid2->verts[(l + 1) + offset2].xyz;
+ if ( fabs(v1[0] - v2[0]) < .01 &&
+ fabs(v1[1] - v2[1]) < .01 &&
+ fabs(v1[2] - v2[2]) < .01)
+ continue;
+ //
+ //ri.Printf( PRINT_ALL, "found highest LoD crack between two patches\n" );
+ // insert column into grid2 right after after column l
+ if (m) row = grid2->height-1;
+ else row = 0;
+ grid2 = R_GridInsertColumn( grid2, l+1, row,
+ grid1->verts[k - 1 + offset1].xyz, grid1->widthLodError[k+1]);
+ grid2->lodStitched = qfalse;
+ s_worldData.surfaces[grid2num].data = (void *) grid2;
+ return qtrue;
+ }
+ }
+ for (m = 0; m < 2; m++) {
+
+ if (grid2->height >= MAX_GRID_SIZE)
+ break;
+ if (m) offset2 = grid2->width-1;
+ else offset2 = 0;
+ for ( l = 0; l < grid2->height-1; l++) {
+ //
+ v1 = grid1->verts[k + offset1].xyz;
+ v2 = grid2->verts[grid2->width * l + offset2].xyz;
+ if ( fabs(v1[0] - v2[0]) > .1)
+ continue;
+ if ( fabs(v1[1] - v2[1]) > .1)
+ continue;
+ if ( fabs(v1[2] - v2[2]) > .1)
+ continue;
+
+ v1 = grid1->verts[k - 2 + offset1].xyz;
+ v2 = grid2->verts[grid2->width * (l + 1) + offset2].xyz;
+ if ( fabs(v1[0] - v2[0]) > .1)
+ continue;
+ if ( fabs(v1[1] - v2[1]) > .1)
+ continue;
+ if ( fabs(v1[2] - v2[2]) > .1)
+ continue;
+ //
+ v1 = grid2->verts[grid2->width * l + offset2].xyz;
+ v2 = grid2->verts[grid2->width * (l + 1) + offset2].xyz;
+ if ( fabs(v1[0] - v2[0]) < .01 &&
+ fabs(v1[1] - v2[1]) < .01 &&
+ fabs(v1[2] - v2[2]) < .01)
+ continue;
+ //
+ //ri.Printf( PRINT_ALL, "found highest LoD crack between two patches\n" );
+ // insert row into grid2 right after after row l
+ if (m) column = grid2->width-1;
+ else column = 0;
+ grid2 = R_GridInsertRow( grid2, l+1, column,
+ grid1->verts[k - 1 + offset1].xyz, grid1->widthLodError[k+1]);
+ if (!grid2)
+ break;
+ grid2->lodStitched = qfalse;
+ s_worldData.surfaces[grid2num].data = (void *) grid2;
+ return qtrue;
+ }
+ }
+ }
+ }
+ for (n = 0; n < 2; n++) {
+ //
+ if (n) offset1 = grid1->width-1;
+ else offset1 = 0;
+ if (R_MergedHeightPoints(grid1, offset1))
+ continue;
+ for (k = grid1->height-1; k > 1; k -= 2) {
+ for (m = 0; m < 2; m++) {
+
+ if ( grid2->width >= MAX_GRID_SIZE )
+ break;
+ if (m) offset2 = (grid2->height-1) * grid2->width;
+ else offset2 = 0;
+ for ( l = 0; l < grid2->width-1; l++) {
+ //
+ v1 = grid1->verts[grid1->width * k + offset1].xyz;
+ v2 = grid2->verts[l + offset2].xyz;
+ if ( fabs(v1[0] - v2[0]) > .1)
+ continue;
+ if ( fabs(v1[1] - v2[1]) > .1)
+ continue;
+ if ( fabs(v1[2] - v2[2]) > .1)
+ continue;
+
+ v1 = grid1->verts[grid1->width * (k - 2) + offset1].xyz;
+ v2 = grid2->verts[l + 1 + offset2].xyz;
+ if ( fabs(v1[0] - v2[0]) > .1)
+ continue;
+ if ( fabs(v1[1] - v2[1]) > .1)
+ continue;
+ if ( fabs(v1[2] - v2[2]) > .1)
+ continue;
+ //
+ v1 = grid2->verts[l + offset2].xyz;
+ v2 = grid2->verts[(l + 1) + offset2].xyz;
+ if ( fabs(v1[0] - v2[0]) < .01 &&
+ fabs(v1[1] - v2[1]) < .01 &&
+ fabs(v1[2] - v2[2]) < .01)
+ continue;
+ //
+ //ri.Printf( PRINT_ALL, "found highest LoD crack between two patches\n" );
+ // insert column into grid2 right after after column l
+ if (m) row = grid2->height-1;
+ else row = 0;
+ grid2 = R_GridInsertColumn( grid2, l+1, row,
+ grid1->verts[grid1->width * (k - 1) + offset1].xyz, grid1->heightLodError[k+1]);
+ grid2->lodStitched = qfalse;
+ s_worldData.surfaces[grid2num].data = (void *) grid2;
+ return qtrue;
+ }
+ }
+ for (m = 0; m < 2; m++) {
+
+ if (grid2->height >= MAX_GRID_SIZE)
+ break;
+ if (m) offset2 = grid2->width-1;
+ else offset2 = 0;
+ for ( l = 0; l < grid2->height-1; l++) {
+ //
+ v1 = grid1->verts[grid1->width * k + offset1].xyz;
+ v2 = grid2->verts[grid2->width * l + offset2].xyz;
+ if ( fabs(v1[0] - v2[0]) > .1)
+ continue;
+ if ( fabs(v1[1] - v2[1]) > .1)
+ continue;
+ if ( fabs(v1[2] - v2[2]) > .1)
+ continue;
+
+ v1 = grid1->verts[grid1->width * (k - 2) + offset1].xyz;
+ v2 = grid2->verts[grid2->width * (l + 1) + offset2].xyz;
+ if ( fabs(v1[0] - v2[0]) > .1)
+ continue;
+ if ( fabs(v1[1] - v2[1]) > .1)
+ continue;
+ if ( fabs(v1[2] - v2[2]) > .1)
+ continue;
+ //
+ v1 = grid2->verts[grid2->width * l + offset2].xyz;
+ v2 = grid2->verts[grid2->width * (l + 1) + offset2].xyz;
+ if ( fabs(v1[0] - v2[0]) < .01 &&
+ fabs(v1[1] - v2[1]) < .01 &&
+ fabs(v1[2] - v2[2]) < .01)
+ continue;
+ //
+ //ri.Printf( PRINT_ALL, "found highest LoD crack between two patches\n" );
+ // insert row into grid2 right after after row l
+ if (m) column = grid2->width-1;
+ else column = 0;
+ grid2 = R_GridInsertRow( grid2, l+1, column,
+ grid1->verts[grid1->width * (k - 1) + offset1].xyz, grid1->heightLodError[k+1]);
+ grid2->lodStitched = qfalse;
+ s_worldData.surfaces[grid2num].data = (void *) grid2;
+ return qtrue;
+ }
+ }
+ }
+ }
+ return qfalse;
+}
+
+/*
+===============
+R_TryStitchPatch
+
+This function will try to stitch patches in the same LoD group together for the highest LoD.
+
+Only single missing vertice cracks will be fixed.
+
+Vertices will be joined at the patch side a crack is first found, at the other side
+of the patch (on the same row or column) the vertices will not be joined and cracks
+might still appear at that side.
+===============
+*/
+int R_TryStitchingPatch( int grid1num ) {
+ int j, numstitches;
+ srfGridMesh_t *grid1, *grid2;
+
+ numstitches = 0;
+ grid1 = (srfGridMesh_t *) s_worldData.surfaces[grid1num].data;
+ for ( j = 0; j < s_worldData.numsurfaces; j++ ) {
+ //
+ grid2 = (srfGridMesh_t *) s_worldData.surfaces[j].data;
+ // if this surface is not a grid
+ if ( grid2->surfaceType != SF_GRID ) continue;
+ // grids in the same LOD group should have the exact same lod radius
+ if ( grid1->lodRadius != grid2->lodRadius ) continue;
+ // grids in the same LOD group should have the exact same lod origin
+ if ( grid1->lodOrigin[0] != grid2->lodOrigin[0] ) continue;
+ if ( grid1->lodOrigin[1] != grid2->lodOrigin[1] ) continue;
+ if ( grid1->lodOrigin[2] != grid2->lodOrigin[2] ) continue;
+ //
+ while (R_StitchPatches(grid1num, j))
+ {
+ numstitches++;
+ }
+ }
+ return numstitches;
+}
+
+/*
+===============
+R_StitchAllPatches
+===============
+*/
+void R_StitchAllPatches( void ) {
+ int i, stitched, numstitches;
+ srfGridMesh_t *grid1;
+
+ numstitches = 0;
+ do
+ {
+ stitched = qfalse;
+ for ( i = 0; i < s_worldData.numsurfaces; i++ ) {
+ //
+ grid1 = (srfGridMesh_t *) s_worldData.surfaces[i].data;
+ // if this surface is not a grid
+ if ( grid1->surfaceType != SF_GRID )
+ continue;
+ //
+ if ( grid1->lodStitched )
+ continue;
+ //
+ grid1->lodStitched = qtrue;
+ stitched = qtrue;
+ //
+ numstitches += R_TryStitchingPatch( i );
+ }
+ }
+ while (stitched);
+ ri.Printf( PRINT_ALL, "stitched %d LoD cracks\n", numstitches );
+}
+
+/*
+===============
+R_MovePatchSurfacesToHunk
+===============
+*/
+void R_MovePatchSurfacesToHunk(void) {
+ int i, size;
+ srfGridMesh_t *grid, *hunkgrid;
+
+ for ( i = 0; i < s_worldData.numsurfaces; i++ ) {
+ //
+ grid = (srfGridMesh_t *) s_worldData.surfaces[i].data;
+ // if this surface is not a grid
+ if ( grid->surfaceType != SF_GRID )
+ continue;
+ //
+ size = sizeof(*grid);
+ hunkgrid = ri.Hunk_Alloc(size, h_low);
+ Com_Memcpy(hunkgrid, grid, size);
+
+ hunkgrid->widthLodError = ri.Hunk_Alloc( grid->width * 4, h_low );
+ Com_Memcpy( hunkgrid->widthLodError, grid->widthLodError, grid->width * 4 );
+
+ hunkgrid->heightLodError = ri.Hunk_Alloc( grid->height * 4, h_low );
+ Com_Memcpy( hunkgrid->heightLodError, grid->heightLodError, grid->height * 4 );
+
+ hunkgrid->numTriangles = grid->numTriangles;
+ hunkgrid->triangles = ri.Hunk_Alloc(grid->numTriangles * sizeof(srfTriangle_t), h_low);
+ Com_Memcpy(hunkgrid->triangles, grid->triangles, grid->numTriangles * sizeof(srfTriangle_t));
+
+ hunkgrid->numVerts = grid->numVerts;
+ hunkgrid->verts = ri.Hunk_Alloc(grid->numVerts * sizeof(srfVert_t), h_low);
+ Com_Memcpy(hunkgrid->verts, grid->verts, grid->numVerts * sizeof(srfVert_t));
+
+ R_FreeSurfaceGridMesh( grid );
+
+ s_worldData.surfaces[i].data = (void *) hunkgrid;
+ }
+}
+
+
+/*
+=================
+BSPSurfaceCompare
+compare function for qsort()
+=================
+*/
+static int BSPSurfaceCompare(const void *a, const void *b)
+{
+ msurface_t *aa, *bb;
+
+ aa = *(msurface_t **) a;
+ bb = *(msurface_t **) b;
+
+ // shader first
+ if(aa->shader->sortedIndex < bb->shader->sortedIndex)
+ return -1;
+
+ else if(aa->shader->sortedIndex > bb->shader->sortedIndex)
+ return 1;
+
+ // by fogIndex
+ if(aa->fogIndex < bb->fogIndex)
+ return -1;
+
+ else if(aa->fogIndex > bb->fogIndex)
+ return 1;
+
+ return 0;
+}
+
+
+static void CopyVert(const srfVert_t * in, srfVert_t * out)
+{
+ int j;
+
+ for(j = 0; j < 3; j++)
+ {
+ out->xyz[j] = in->xyz[j];
+#ifdef USE_VERT_TANGENT_SPACE
+ out->tangent[j] = in->tangent[j];
+ out->bitangent[j] = in->bitangent[j];
+#endif
+ out->normal[j] = in->normal[j];
+ out->lightdir[j] = in->lightdir[j];
+ }
+
+ for(j = 0; j < 2; j++)
+ {
+ out->st[j] = in->st[j];
+ out->lightmap[j] = in->lightmap[j];
+ }
+
+ for(j = 0; j < 4; j++)
+ {
+ out->vertexColors[j] = in->vertexColors[j];
+ }
+}
+
+
+/*
+===============
+R_CreateWorldVBO
+===============
+*/
+static void R_CreateWorldVBO(void)
+{
+ int i, j, k;
+
+ int numVerts;
+ srfVert_t *verts;
+
+ int numTriangles;
+ srfTriangle_t *triangles;
+
+ int numSurfaces;
+ msurface_t *surface;
+ msurface_t **surfacesSorted;
+
+ int startTime, endTime;
+
+ startTime = ri.Milliseconds();
+
+ numVerts = 0;
+ numTriangles = 0;
+ numSurfaces = 0;
+ for(k = 0, surface = &s_worldData.surfaces[0]; k < s_worldData.numsurfaces /* s_worldData.numWorldSurfaces */; k++, surface++)
+ {
+ if(*surface->data == SF_FACE)
+ {
+ srfSurfaceFace_t *face = (srfSurfaceFace_t *) surface->data;
+
+ if(face->numVerts)
+ numVerts += face->numVerts;
+
+ if(face->numTriangles)
+ numTriangles += face->numTriangles;
+
+ numSurfaces++;
+ }
+ else if(*surface->data == SF_GRID)
+ {
+ srfGridMesh_t *grid = (srfGridMesh_t *) surface->data;
+
+ if(grid->numVerts)
+ numVerts += grid->numVerts;
+
+ if(grid->numTriangles)
+ numTriangles += grid->numTriangles;
+
+ numSurfaces++;
+ }
+ else if(*surface->data == SF_TRIANGLES)
+ {
+ srfTriangles_t *tri = (srfTriangles_t *) surface->data;
+
+ if(tri->numVerts)
+ numVerts += tri->numVerts;
+
+ if(tri->numTriangles)
+ numTriangles += tri->numTriangles;
+
+ numSurfaces++;
+ }
+ }
+
+ if(!numVerts || !numTriangles)
+ return;
+
+ ri.Printf(PRINT_ALL, "...calculating world VBO ( %i verts %i tris )\n", numVerts, numTriangles);
+
+ // create arrays
+
+ verts = ri.Hunk_AllocateTempMemory(numVerts * sizeof(srfVert_t));
+
+ triangles = ri.Hunk_AllocateTempMemory(numTriangles * sizeof(srfTriangle_t));
+
+ // presort surfaces
+ surfacesSorted = ri.Malloc(numSurfaces * sizeof(*surfacesSorted));
+
+ j = 0;
+ for(k = 0, surface = &s_worldData.surfaces[0]; k < s_worldData.numsurfaces; k++, surface++)
+ {
+ if(*surface->data == SF_FACE || *surface->data == SF_GRID || *surface->data == SF_TRIANGLES)
+ {
+ surfacesSorted[j++] = surface;
+ }
+ }
+
+ qsort(surfacesSorted, numSurfaces, sizeof(*surfacesSorted), BSPSurfaceCompare);
+
+ // set up triangle indices
+ numVerts = 0;
+ numTriangles = 0;
+ for(k = 0, surface = surfacesSorted[k]; k < numSurfaces; k++, surface = surfacesSorted[k])
+ {
+ if(*surface->data == SF_FACE)
+ {
+ srfSurfaceFace_t *srf = (srfSurfaceFace_t *) surface->data;
+
+ srf->firstIndex = numTriangles * 3;
+
+ if(srf->numTriangles)
+ {
+ srfTriangle_t *tri;
+
+ for(i = 0, tri = srf->triangles; i < srf->numTriangles; i++, tri++)
+ {
+ for(j = 0; j < 3; j++)
+ {
+ triangles[numTriangles + i].indexes[j] = numVerts + tri->indexes[j];
+ }
+ }
+
+ numTriangles += srf->numTriangles;
+ }
+
+ if(srf->numVerts)
+ numVerts += srf->numVerts;
+ }
+ else if(*surface->data == SF_GRID)
+ {
+ srfGridMesh_t *srf = (srfGridMesh_t *) surface->data;
+
+ srf->firstIndex = numTriangles * 3;
+
+ if(srf->numTriangles)
+ {
+ srfTriangle_t *tri;
+
+ for(i = 0, tri = srf->triangles; i < srf->numTriangles; i++, tri++)
+ {
+ for(j = 0; j < 3; j++)
+ {
+ triangles[numTriangles + i].indexes[j] = numVerts + tri->indexes[j];
+ }
+ }
+
+ numTriangles += srf->numTriangles;
+ }
+
+ if(srf->numVerts)
+ numVerts += srf->numVerts;
+ }
+ else if(*surface->data == SF_TRIANGLES)
+ {
+ srfTriangles_t *srf = (srfTriangles_t *) surface->data;
+
+ srf->firstIndex = numTriangles * 3;
+
+ if(srf->numTriangles)
+ {
+ srfTriangle_t *tri;
+
+ for(i = 0, tri = srf->triangles; i < srf->numTriangles; i++, tri++)
+ {
+ for(j = 0; j < 3; j++)
+ {
+ triangles[numTriangles + i].indexes[j] = numVerts + tri->indexes[j];
+ }
+ }
+
+ numTriangles += srf->numTriangles;
+ }
+
+ if(srf->numVerts)
+ numVerts += srf->numVerts;
+ }
+ }
+
+ // build vertices
+ numVerts = 0;
+ for(k = 0, surface = surfacesSorted[k]; k < numSurfaces; k++, surface = surfacesSorted[k])
+ {
+ if(*surface->data == SF_FACE)
+ {
+ srfSurfaceFace_t *srf = (srfSurfaceFace_t *) surface->data;
+
+ srf->firstVert = numVerts;
+
+ if(srf->numVerts)
+ {
+ for(i = 0; i < srf->numVerts; i++)
+ {
+ CopyVert(&srf->verts[i], &verts[numVerts + i]);
+ }
+
+ numVerts += srf->numVerts;
+ }
+ }
+ else if(*surface->data == SF_GRID)
+ {
+ srfGridMesh_t *srf = (srfGridMesh_t *) surface->data;
+
+ srf->firstVert = numVerts;
+
+ if(srf->numVerts)
+ {
+ for(i = 0; i < srf->numVerts; i++)
+ {
+ CopyVert(&srf->verts[i], &verts[numVerts + i]);
+ }
+
+ numVerts += srf->numVerts;
+ }
+ }
+ else if(*surface->data == SF_TRIANGLES)
+ {
+ srfTriangles_t *srf = (srfTriangles_t *) surface->data;
+
+ srf->firstVert = numVerts;
+
+ if(srf->numVerts)
+ {
+ for(i = 0; i < srf->numVerts; i++)
+ {
+ CopyVert(&srf->verts[i], &verts[numVerts + i]);
+ }
+
+ numVerts += srf->numVerts;
+ }
+ }
+ }
+
+#ifdef USE_VERT_TANGENT_SPACE
+ s_worldData.vbo = R_CreateVBO2(va("staticBspModel0_VBO %i", 0), numVerts, verts,
+ ATTR_POSITION | ATTR_TEXCOORD | ATTR_LIGHTCOORD | ATTR_TANGENT | ATTR_BITANGENT |
+ ATTR_NORMAL | ATTR_COLOR | ATTR_LIGHTDIRECTION, VBO_USAGE_STATIC);
+#else
+ s_worldData.vbo = R_CreateVBO2(va("staticBspModel0_VBO %i", 0), numVerts, verts,
+ ATTR_POSITION | ATTR_TEXCOORD | ATTR_LIGHTCOORD |
+ ATTR_NORMAL | ATTR_COLOR | ATTR_LIGHTDIRECTION, VBO_USAGE_STATIC);
+#endif
+
+ s_worldData.ibo = R_CreateIBO2(va("staticBspModel0_IBO %i", 0), numTriangles, triangles, VBO_USAGE_STATIC);
+
+ endTime = ri.Milliseconds();
+ ri.Printf(PRINT_ALL, "world VBO calculation time = %5.2f seconds\n", (endTime - startTime) / 1000.0);
+
+ // point triangle surfaces to world VBO
+ for(k = 0, surface = surfacesSorted[k]; k < numSurfaces; k++, surface = surfacesSorted[k])
+ {
+ if(*surface->data == SF_FACE)
+ {
+ srfSurfaceFace_t *srf = (srfSurfaceFace_t *) surface->data;
+
+ if( srf->numVerts && srf->numTriangles)
+ {
+ srf->vbo = s_worldData.vbo;
+ srf->ibo = s_worldData.ibo;
+ }
+ }
+ else if(*surface->data == SF_GRID)
+ {
+ srfGridMesh_t *srf = (srfGridMesh_t *) surface->data;
+
+ if( srf->numVerts && srf->numTriangles)
+ {
+ srf->vbo = s_worldData.vbo;
+ srf->ibo = s_worldData.ibo;
+ }
+ }
+ else if(*surface->data == SF_TRIANGLES)
+ {
+ srfTriangles_t *srf = (srfTriangles_t *) surface->data;
+
+ if( srf->numVerts && srf->numTriangles)
+ {
+ srf->vbo = s_worldData.vbo;
+ srf->ibo = s_worldData.ibo;
+ }
+ }
+ }
+
+
+ startTime = ri.Milliseconds();
+
+ ri.Free(surfacesSorted);
+
+ ri.Hunk_FreeTempMemory(triangles);
+ ri.Hunk_FreeTempMemory(verts);
+}
+
+/*
+===============
+R_LoadSurfaces
+===============
+*/
+static void R_LoadSurfaces( lump_t *surfs, lump_t *verts, lump_t *indexLump ) {
+ dsurface_t *in;
+ msurface_t *out;
+ drawVert_t *dv;
+ int *indexes;
+ int count;
+ int numFaces, numMeshes, numTriSurfs, numFlares;
+ int i;
+ float *hdrVertColors = NULL;
+
+ numFaces = 0;
+ numMeshes = 0;
+ numTriSurfs = 0;
+ numFlares = 0;
+
+ in = (void *)(fileBase + surfs->fileofs);
+ if (surfs->filelen % sizeof(*in))
+ ri.Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name);
+ count = surfs->filelen / sizeof(*in);
+
+ dv = (void *)(fileBase + verts->fileofs);
+ if (verts->filelen % sizeof(*dv))
+ ri.Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name);
+
+ indexes = (void *)(fileBase + indexLump->fileofs);
+ if ( indexLump->filelen % sizeof(*indexes))
+ ri.Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name);
+
+ out = ri.Hunk_Alloc ( count * sizeof(*out), h_low );
+
+ s_worldData.surfaces = out;
+ s_worldData.numsurfaces = count;
+ s_worldData.surfacesViewCount = ri.Hunk_Alloc ( count * sizeof(*s_worldData.surfacesViewCount), h_low );
+ s_worldData.surfacesDlightBits = ri.Hunk_Alloc ( count * sizeof(*s_worldData.surfacesDlightBits), h_low );
+ s_worldData.surfacesPshadowBits = ri.Hunk_Alloc ( count * sizeof(*s_worldData.surfacesPshadowBits), h_low );
+
+ // load hdr vertex colors
+ if (r_hdr->integer)
+ {
+ char filename[MAX_QPATH];
+ int size;
+
+ Com_sprintf( filename, sizeof( filename ), "maps/%s/vertlight.raw", s_worldData.baseName);
+ //ri.Printf(PRINT_ALL, "looking for %s\n", filename);
+
+ size = ri.FS_ReadFile(filename, (void **)&hdrVertColors);
+
+ if (hdrVertColors)
+ {
+ //ri.Printf(PRINT_ALL, "Found!\n");
+ if (size != sizeof(float) * 3 * (verts->filelen / sizeof(*dv)))
+ ri.Error(ERR_DROP, "Bad size for %s (%i, expected %i)!\n", filename, size, (int)(sizeof(float)) * 3 * (verts->filelen / sizeof(*dv)));
+ }
+ }
+
+
+ // Two passes, allocate surfaces first, then load them full of data
+ // This ensures surfaces are close together to reduce L2 cache misses when using VBOs,
+ // which don't actually use the verts and tris
+ in = (void *)(fileBase + surfs->fileofs);
+ out = s_worldData.surfaces;
+ for ( i = 0 ; i < count ; i++, in++, out++ ) {
+ switch ( LittleLong( in->surfaceType ) ) {
+ case MST_PATCH:
+ // FIXME: do this
+ break;
+ case MST_TRIANGLE_SOUP:
+ out->data = ri.Hunk_Alloc( sizeof(srfTriangles_t), h_low);
+ break;
+ case MST_PLANAR:
+ out->data = ri.Hunk_Alloc( sizeof(srfSurfaceFace_t), h_low);
+ break;
+ case MST_FLARE:
+ out->data = ri.Hunk_Alloc( sizeof(srfFlare_t), h_low);
+ break;
+ default:
+ break;
+ }
+ }
+
+ in = (void *)(fileBase + surfs->fileofs);
+ out = s_worldData.surfaces;
+ for ( i = 0 ; i < count ; i++, in++, out++ ) {
+ switch ( LittleLong( in->surfaceType ) ) {
+ case MST_PATCH:
+ ParseMesh ( in, dv, hdrVertColors, out );
+ {
+ srfGridMesh_t *surface = (srfGridMesh_t *)out->data;
+
+ out->cullinfo.type = CULLINFO_BOX | CULLINFO_SPHERE;
+ VectorCopy(surface->meshBounds[0], out->cullinfo.bounds[0]);
+ VectorCopy(surface->meshBounds[1], out->cullinfo.bounds[1]);
+ VectorCopy(surface->localOrigin, out->cullinfo.localOrigin);
+ out->cullinfo.radius = surface->meshRadius;
+ }
+ numMeshes++;
+ break;
+ case MST_TRIANGLE_SOUP:
+ ParseTriSurf( in, dv, hdrVertColors, out, indexes );
+ numTriSurfs++;
+ break;
+ case MST_PLANAR:
+ ParseFace( in, dv, hdrVertColors, out, indexes );
+ numFaces++;
+ break;
+ case MST_FLARE:
+ ParseFlare( in, dv, out, indexes );
+ {
+ out->cullinfo.type = CULLINFO_NONE;
+ }
+ numFlares++;
+ break;
+ default:
+ ri.Error( ERR_DROP, "Bad surfaceType" );
+ }
+ }
+
+ if (hdrVertColors)
+ {
+ ri.FS_FreeFile(hdrVertColors);
+ }
+
+#ifdef PATCH_STITCHING
+ R_StitchAllPatches();
+#endif
+
+ R_FixSharedVertexLodError();
+
+#ifdef PATCH_STITCHING
+ R_MovePatchSurfacesToHunk();
+#endif
+
+ ri.Printf( PRINT_ALL, "...loaded %d faces, %i meshes, %i trisurfs, %i flares\n",
+ numFaces, numMeshes, numTriSurfs, numFlares );
+}
+
+
+
+/*
+=================
+R_LoadSubmodels
+=================
+*/
+static void R_LoadSubmodels( lump_t *l ) {
+ dmodel_t *in;
+ bmodel_t *out;
+ int i, j, count;
+
+ in = (void *)(fileBase + l->fileofs);
+ if (l->filelen % sizeof(*in))
+ ri.Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name);
+ count = l->filelen / sizeof(*in);
+
+ s_worldData.numBModels = count;
+ s_worldData.bmodels = out = ri.Hunk_Alloc( count * sizeof(*out), h_low );
+
+ for ( i=0 ; i<count ; i++, in++, out++ ) {
+ model_t *model;
+
+ model = R_AllocModel();
+
+ assert( model != NULL ); // this should never happen
+ if ( model == NULL ) {
+ ri.Error(ERR_DROP, "R_LoadSubmodels: R_AllocModel() failed");
+ }
+
+ model->type = MOD_BRUSH;
+ model->bmodel = out;
+ Com_sprintf( model->name, sizeof( model->name ), "*%d", i );
+
+ for (j=0 ; j<3 ; j++) {
+ out->bounds[0][j] = LittleFloat (in->mins[j]);
+ out->bounds[1][j] = LittleFloat (in->maxs[j]);
+ }
+
+ out->firstSurface = LittleLong( in->firstSurface );
+ out->numSurfaces = LittleLong( in->numSurfaces );
+
+ if(i == 0)
+ {
+ // Tr3B: add this for limiting VBO surface creation
+ s_worldData.numWorldSurfaces = out->numSurfaces;
+ }
+ }
+}
+
+
+
+//==================================================================
+
+/*
+=================
+R_SetParent
+=================
+*/
+static void R_SetParent (mnode_t *node, mnode_t *parent)
+{
+ node->parent = parent;
+ if (node->contents != -1)
+ return;
+ R_SetParent (node->children[0], node);
+ R_SetParent (node->children[1], node);
+}
+
+/*
+=================
+R_LoadNodesAndLeafs
+=================
+*/
+static void R_LoadNodesAndLeafs (lump_t *nodeLump, lump_t *leafLump) {
+ int i, j, p;
+ dnode_t *in;
+ dleaf_t *inLeaf;
+ mnode_t *out;
+ int numNodes, numLeafs;
+
+ in = (void *)(fileBase + nodeLump->fileofs);
+ if (nodeLump->filelen % sizeof(dnode_t) ||
+ leafLump->filelen % sizeof(dleaf_t) ) {
+ ri.Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name);
+ }
+ numNodes = nodeLump->filelen / sizeof(dnode_t);
+ numLeafs = leafLump->filelen / sizeof(dleaf_t);
+
+ out = ri.Hunk_Alloc ( (numNodes + numLeafs) * sizeof(*out), h_low);
+
+ s_worldData.nodes = out;
+ s_worldData.numnodes = numNodes + numLeafs;
+ s_worldData.numDecisionNodes = numNodes;
+
+ // load nodes
+ for ( i=0 ; i<numNodes; i++, in++, out++)
+ {
+ for (j=0 ; j<3 ; j++)
+ {
+ out->mins[j] = LittleLong (in->mins[j]);
+ out->maxs[j] = LittleLong (in->maxs[j]);
+ }
+
+ p = LittleLong(in->planeNum);
+ out->plane = s_worldData.planes + p;
+
+ out->contents = CONTENTS_NODE; // differentiate from leafs
+
+ for (j=0 ; j<2 ; j++)
+ {
+ p = LittleLong (in->children[j]);
+ if (p >= 0)
+ out->children[j] = s_worldData.nodes + p;
+ else
+ out->children[j] = s_worldData.nodes + numNodes + (-1 - p);
+ }
+ }
+
+ // load leafs
+ inLeaf = (void *)(fileBase + leafLump->fileofs);
+ for ( i=0 ; i<numLeafs ; i++, inLeaf++, out++)
+ {
+ for (j=0 ; j<3 ; j++)
+ {
+ out->mins[j] = LittleLong (inLeaf->mins[j]);
+ out->maxs[j] = LittleLong (inLeaf->maxs[j]);
+ }
+
+ out->cluster = LittleLong(inLeaf->cluster);
+ out->area = LittleLong(inLeaf->area);
+
+ if ( out->cluster >= s_worldData.numClusters ) {
+ s_worldData.numClusters = out->cluster + 1;
+ }
+
+ out->firstmarksurface = LittleLong(inLeaf->firstLeafSurface);
+ out->nummarksurfaces = LittleLong(inLeaf->numLeafSurfaces);
+ }
+
+ // chain decendants
+ R_SetParent (s_worldData.nodes, NULL);
+}
+
+//=============================================================================
+
+/*
+=================
+R_LoadShaders
+=================
+*/
+static void R_LoadShaders( lump_t *l ) {
+ int i, count;
+ dshader_t *in, *out;
+
+ in = (void *)(fileBase + l->fileofs);
+ if (l->filelen % sizeof(*in))
+ ri.Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name);
+ count = l->filelen / sizeof(*in);
+ out = ri.Hunk_Alloc ( count*sizeof(*out), h_low );
+
+ s_worldData.shaders = out;
+ s_worldData.numShaders = count;
+
+ Com_Memcpy( out, in, count*sizeof(*out) );
+
+ for ( i=0 ; i<count ; i++ ) {
+ out[i].surfaceFlags = LittleLong( out[i].surfaceFlags );
+ out[i].contentFlags = LittleLong( out[i].contentFlags );
+ }
+}
+
+
+/*
+=================
+R_LoadMarksurfaces
+=================
+*/
+static void R_LoadMarksurfaces (lump_t *l)
+{
+ int i, j, count;
+ int *in;
+ int *out;
+
+ in = (void *)(fileBase + l->fileofs);
+ if (l->filelen % sizeof(*in))
+ ri.Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name);
+ count = l->filelen / sizeof(*in);
+ out = ri.Hunk_Alloc ( count*sizeof(*out), h_low);
+
+ s_worldData.marksurfaces = out;
+ s_worldData.nummarksurfaces = count;
+
+ for ( i=0 ; i<count ; i++)
+ {
+ j = LittleLong(in[i]);
+ out[i] = j;
+ }
+}
+
+
+/*
+=================
+R_LoadPlanes
+=================
+*/
+static void R_LoadPlanes( lump_t *l ) {
+ int i, j;
+ cplane_t *out;
+ dplane_t *in;
+ int count;
+ int bits;
+
+ in = (void *)(fileBase + l->fileofs);
+ if (l->filelen % sizeof(*in))
+ ri.Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name);
+ count = l->filelen / sizeof(*in);
+ out = ri.Hunk_Alloc ( count*2*sizeof(*out), h_low);
+
+ s_worldData.planes = out;
+ s_worldData.numplanes = count;
+
+ for ( i=0 ; i<count ; i++, in++, out++) {
+ bits = 0;
+ for (j=0 ; j<3 ; j++) {
+ out->normal[j] = LittleFloat (in->normal[j]);
+ if (out->normal[j] < 0) {
+ bits |= 1<<j;
+ }
+ }
+
+ out->dist = LittleFloat (in->dist);
+ out->type = PlaneTypeForNormal( out->normal );
+ out->signbits = bits;
+ }
+}
+
+/*
+=================
+R_LoadFogs
+
+=================
+*/
+static void R_LoadFogs( lump_t *l, lump_t *brushesLump, lump_t *sidesLump ) {
+ int i;
+ fog_t *out;
+ dfog_t *fogs;
+ dbrush_t *brushes, *brush;
+ dbrushside_t *sides;
+ int count, brushesCount, sidesCount;
+ int sideNum;
+ int planeNum;
+ shader_t *shader;
+ float d;
+ int firstSide;
+
+ fogs = (void *)(fileBase + l->fileofs);
+ if (l->filelen % sizeof(*fogs)) {
+ ri.Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name);
+ }
+ count = l->filelen / sizeof(*fogs);
+
+ // create fog strucutres for them
+ s_worldData.numfogs = count + 1;
+ s_worldData.fogs = ri.Hunk_Alloc ( s_worldData.numfogs*sizeof(*out), h_low);
+ out = s_worldData.fogs + 1;
+
+ if ( !count ) {
+ return;
+ }
+
+ brushes = (void *)(fileBase + brushesLump->fileofs);
+ if (brushesLump->filelen % sizeof(*brushes)) {
+ ri.Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name);
+ }
+ brushesCount = brushesLump->filelen / sizeof(*brushes);
+
+ sides = (void *)(fileBase + sidesLump->fileofs);
+ if (sidesLump->filelen % sizeof(*sides)) {
+ ri.Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name);
+ }
+ sidesCount = sidesLump->filelen / sizeof(*sides);
+
+ for ( i=0 ; i<count ; i++, fogs++) {
+ out->originalBrushNumber = LittleLong( fogs->brushNum );
+
+ if ( (unsigned)out->originalBrushNumber >= brushesCount ) {
+ ri.Error( ERR_DROP, "fog brushNumber out of range" );
+ }
+ brush = brushes + out->originalBrushNumber;
+
+ firstSide = LittleLong( brush->firstSide );
+
+ if ( (unsigned)firstSide > sidesCount - 6 ) {
+ ri.Error( ERR_DROP, "fog brush sideNumber out of range" );
+ }
+
+ // brushes are always sorted with the axial sides first
+ sideNum = firstSide + 0;
+ planeNum = LittleLong( sides[ sideNum ].planeNum );
+ out->bounds[0][0] = -s_worldData.planes[ planeNum ].dist;
+
+ sideNum = firstSide + 1;
+ planeNum = LittleLong( sides[ sideNum ].planeNum );
+ out->bounds[1][0] = s_worldData.planes[ planeNum ].dist;
+
+ sideNum = firstSide + 2;
+ planeNum = LittleLong( sides[ sideNum ].planeNum );
+ out->bounds[0][1] = -s_worldData.planes[ planeNum ].dist;
+
+ sideNum = firstSide + 3;
+ planeNum = LittleLong( sides[ sideNum ].planeNum );
+ out->bounds[1][1] = s_worldData.planes[ planeNum ].dist;
+
+ sideNum = firstSide + 4;
+ planeNum = LittleLong( sides[ sideNum ].planeNum );
+ out->bounds[0][2] = -s_worldData.planes[ planeNum ].dist;
+
+ sideNum = firstSide + 5;
+ planeNum = LittleLong( sides[ sideNum ].planeNum );
+ out->bounds[1][2] = s_worldData.planes[ planeNum ].dist;
+
+ // get information from the shader for fog parameters
+ shader = R_FindShader( fogs->shader, LIGHTMAP_NONE, qtrue );
+
+ out->parms = shader->fogParms;
+
+ out->colorInt = ColorBytes4 ( shader->fogParms.color[0] * tr.identityLight,
+ shader->fogParms.color[1] * tr.identityLight,
+ shader->fogParms.color[2] * tr.identityLight, 1.0 );
+
+ d = shader->fogParms.depthForOpaque < 1 ? 1 : shader->fogParms.depthForOpaque;
+ out->tcScale = 1.0f / ( d * 8 );
+
+ // set the gradient vector
+ sideNum = LittleLong( fogs->visibleSide );
+
+ if ( sideNum == -1 ) {
+ out->hasSurface = qfalse;
+ } else {
+ out->hasSurface = qtrue;
+ planeNum = LittleLong( sides[ firstSide + sideNum ].planeNum );
+ VectorSubtract( vec3_origin, s_worldData.planes[ planeNum ].normal, out->surface );
+ out->surface[3] = -s_worldData.planes[ planeNum ].dist;
+ }
+
+ out++;
+ }
+
+}
+
+
+/*
+================
+R_LoadLightGrid
+
+================
+*/
+void R_LoadLightGrid( lump_t *l ) {
+ int i;
+ vec3_t maxs;
+ int numGridPoints;
+ world_t *w;
+ float *wMins, *wMaxs;
+
+ w = &s_worldData;
+
+ w->lightGridInverseSize[0] = 1.0f / w->lightGridSize[0];
+ w->lightGridInverseSize[1] = 1.0f / w->lightGridSize[1];
+ w->lightGridInverseSize[2] = 1.0f / w->lightGridSize[2];
+
+ wMins = w->bmodels[0].bounds[0];
+ wMaxs = w->bmodels[0].bounds[1];
+
+ for ( i = 0 ; i < 3 ; i++ ) {
+ w->lightGridOrigin[i] = w->lightGridSize[i] * ceil( wMins[i] / w->lightGridSize[i] );
+ maxs[i] = w->lightGridSize[i] * floor( wMaxs[i] / w->lightGridSize[i] );
+ w->lightGridBounds[i] = (maxs[i] - w->lightGridOrigin[i])/w->lightGridSize[i] + 1;
+ }
+
+ numGridPoints = w->lightGridBounds[0] * w->lightGridBounds[1] * w->lightGridBounds[2];
+
+ if ( l->filelen != numGridPoints * 8 ) {
+ ri.Printf( PRINT_WARNING, "WARNING: light grid mismatch\n" );
+ w->lightGridData = NULL;
+ return;
+ }
+
+ w->lightGridData = ri.Hunk_Alloc( l->filelen, h_low );
+ Com_Memcpy( w->lightGridData, (void *)(fileBase + l->fileofs), l->filelen );
+
+ // deal with overbright bits
+ for ( i = 0 ; i < numGridPoints ; i++ ) {
+ R_ColorShiftLightingBytes( &w->lightGridData[i*8], &w->lightGridData[i*8] );
+ R_ColorShiftLightingBytes( &w->lightGridData[i*8+3], &w->lightGridData[i*8+3] );
+ }
+
+ // load hdr lightgrid
+ if (r_hdr->integer)
+ {
+ char filename[MAX_QPATH];
+ float *hdrLightGrid;
+ int size;
+
+ Com_sprintf( filename, sizeof( filename ), "maps/%s/lightgrid.raw", s_worldData.baseName);
+ //ri.Printf(PRINT_ALL, "looking for %s\n", filename);
+
+ size = ri.FS_ReadFile(filename, (void **)&hdrLightGrid);
+
+ if (hdrLightGrid)
+ {
+ float lightScale = pow(2, r_mapOverBrightBits->integer - tr.overbrightBits);
+
+ //ri.Printf(PRINT_ALL, "found!\n");
+
+ if (size != sizeof(float) * 6 * numGridPoints)
+ {
+ ri.Error(ERR_DROP, "Bad size for %s (%i, expected %i)!\n", filename, size, (int)(sizeof(float)) * 6 * numGridPoints);
+ }
+
+ w->hdrLightGrid = ri.Hunk_Alloc(size, h_low);
+
+ for (i = 0; i < numGridPoints ; i++)
+ {
+ w->hdrLightGrid[i * 6 ] = hdrLightGrid[i * 6 ] * lightScale;
+ w->hdrLightGrid[i * 6 + 1] = hdrLightGrid[i * 6 + 1] * lightScale;
+ w->hdrLightGrid[i * 6 + 2] = hdrLightGrid[i * 6 + 2] * lightScale;
+ w->hdrLightGrid[i * 6 + 3] = hdrLightGrid[i * 6 + 3] * lightScale;
+ w->hdrLightGrid[i * 6 + 4] = hdrLightGrid[i * 6 + 4] * lightScale;
+ w->hdrLightGrid[i * 6 + 5] = hdrLightGrid[i * 6 + 5] * lightScale;
+ }
+ }
+
+ if (hdrLightGrid)
+ ri.FS_FreeFile(hdrLightGrid);
+ }
+}
+
+/*
+================
+R_LoadEntities
+================
+*/
+void R_LoadEntities( lump_t *l ) {
+ char *p, *token, *s;
+ char keyname[MAX_TOKEN_CHARS];
+ char value[MAX_TOKEN_CHARS];
+ world_t *w;
+
+ w = &s_worldData;
+ w->lightGridSize[0] = 64;
+ w->lightGridSize[1] = 64;
+ w->lightGridSize[2] = 128;
+
+ p = (char *)(fileBase + l->fileofs);
+
+ // store for reference by the cgame
+ w->entityString = ri.Hunk_Alloc( l->filelen + 1, h_low );
+ strcpy( w->entityString, p );
+ w->entityParsePoint = w->entityString;
+
+ token = COM_ParseExt( &p, qtrue );
+ if (!*token || *token != '{') {
+ return;
+ }
+
+ // only parse the world spawn
+ while ( 1 ) {
+ // parse key
+ token = COM_ParseExt( &p, qtrue );
+
+ if ( !*token || *token == '}' ) {
+ break;
+ }
+ Q_strncpyz(keyname, token, sizeof(keyname));
+
+ // parse value
+ token = COM_ParseExt( &p, qtrue );
+
+ if ( !*token || *token == '}' ) {
+ break;
+ }
+ Q_strncpyz(value, token, sizeof(value));
+
+ // check for remapping of shaders for vertex lighting
+ s = "vertexremapshader";
+ if (!Q_strncmp(keyname, s, strlen(s)) ) {
+ s = strchr(value, ';');
+ if (!s) {
+ ri.Printf( PRINT_WARNING, "WARNING: no semi colon in vertexshaderremap '%s'\n", value );
+ break;
+ }
+ *s++ = 0;
+ if (r_vertexLight->integer) {
+ R_RemapShader(value, s, "0");
+ }
+ continue;
+ }
+ // check for remapping of shaders
+ s = "remapshader";
+ if (!Q_strncmp(keyname, s, strlen(s)) ) {
+ s = strchr(value, ';');
+ if (!s) {
+ ri.Printf( PRINT_WARNING, "WARNING: no semi colon in shaderremap '%s'\n", value );
+ break;
+ }
+ *s++ = 0;
+ R_RemapShader(value, s, "0");
+ continue;
+ }
+ // check for a different grid size
+ if (!Q_stricmp(keyname, "gridsize")) {
+ sscanf(value, "%f %f %f", &w->lightGridSize[0], &w->lightGridSize[1], &w->lightGridSize[2] );
+ continue;
+ }
+
+ // check for auto exposure
+ if (!Q_stricmp(keyname, "autoExposureMinMax")) {
+ sscanf(value, "%f %f", &tr.autoExposureMinMax[0], &tr.autoExposureMinMax[1]);
+ continue;
+ }
+ }
+}
+
+/*
+=================
+R_GetEntityToken
+=================
+*/
+qboolean R_GetEntityToken( char *buffer, int size ) {
+ const char *s;
+
+ s = COM_Parse( &s_worldData.entityParsePoint );
+ Q_strncpyz( buffer, s, size );
+ if ( !s_worldData.entityParsePoint || !s[0] ) {
+ s_worldData.entityParsePoint = s_worldData.entityString;
+ return qfalse;
+ } else {
+ return qtrue;
+ }
+}
+
+
+/*
+=================
+R_MergeLeafSurfaces
+
+Merges surfaces that share a common leaf
+=================
+*/
+void R_MergeLeafSurfaces(void)
+{
+ int i, j, k;
+ int numWorldSurfaces;
+ int mergedSurfIndex;
+ int numMergedSurfaces;
+ int numUnmergedSurfaces;
+ IBO_t *ibo;
+
+ msurface_t *mergedSurf;
+
+ glIndex_t *iboIndexes, *outIboIndexes;
+ int numIboIndexes;
+
+ int startTime, endTime;
+
+ startTime = ri.Milliseconds();
+
+ numWorldSurfaces = s_worldData.numWorldSurfaces;
+
+ // use viewcount to keep track of mergers
+ for (i = 0; i < numWorldSurfaces; i++)
+ {
+ s_worldData.surfacesViewCount[i] = -1;
+ }
+
+ // create ibo
+ ibo = tr.ibos[tr.numIBOs++] = ri.Hunk_Alloc(sizeof(*ibo), h_low);
+ memset(ibo, 0, sizeof(*ibo));
+ Q_strncpyz(ibo->name, "staticWorldMesh_IBO_mergedSurfs", sizeof(ibo->name));
+
+ // allocate more than we need
+ iboIndexes = outIboIndexes = ri.Malloc(s_worldData.ibo->indexesSize);
+
+ // mark matching surfaces
+ for (i = 0; i < s_worldData.numnodes - s_worldData.numDecisionNodes; i++)
+ {
+ mnode_t *leaf = s_worldData.nodes + s_worldData.numDecisionNodes + i;
+
+ for (j = 0; j < leaf->nummarksurfaces; j++)
+ {
+ msurface_t *surf1;
+ shader_t *shader1;
+ int fogIndex1;
+ int surfNum1;
+
+ surfNum1 = *(s_worldData.marksurfaces + leaf->firstmarksurface + j);
+
+ if (s_worldData.surfacesViewCount[surfNum1] != -1)
+ continue;
+
+ surf1 = s_worldData.surfaces + surfNum1;
+
+ if ((*surf1->data != SF_GRID) && (*surf1->data != SF_TRIANGLES) && (*surf1->data != SF_FACE))
+ continue;
+
+ shader1 = surf1->shader;
+
+ if(shader1->isSky)
+ continue;
+
+ if(shader1->isPortal)
+ continue;
+
+ if(ShaderRequiresCPUDeforms(shader1))
+ continue;
+
+ fogIndex1 = surf1->fogIndex;
+
+ s_worldData.surfacesViewCount[surfNum1] = surfNum1;
+
+ for (k = j + 1; k < leaf->nummarksurfaces; k++)
+ {
+ msurface_t *surf2;
+ shader_t *shader2;
+ int fogIndex2;
+ int surfNum2;
+
+ surfNum2 = *(s_worldData.marksurfaces + leaf->firstmarksurface + k);
+
+ if (s_worldData.surfacesViewCount[surfNum2] != -1)
+ continue;
+
+ surf2 = s_worldData.surfaces + surfNum2;
+
+ if ((*surf2->data != SF_GRID) && (*surf2->data != SF_TRIANGLES) && (*surf2->data != SF_FACE))
+ continue;
+
+ shader2 = surf2->shader;
+
+ if (shader1 != shader2)
+ continue;
+
+ fogIndex2 = surf2->fogIndex;
+
+ if (fogIndex1 != fogIndex2)
+ continue;
+
+ s_worldData.surfacesViewCount[surfNum2] = surfNum1;
+ }
+ }
+ }
+
+ // count merged/unmerged surfaces
+ numMergedSurfaces = 0;
+ numUnmergedSurfaces = 0;
+ for (i = 0; i < numWorldSurfaces; i++)
+ {
+ if (s_worldData.surfacesViewCount[i] == i)
+ {
+ numMergedSurfaces++;
+ }
+ else if (s_worldData.surfacesViewCount[i] == -1)
+ {
+ numUnmergedSurfaces++;
+ }
+ }
+
+ // Allocate merged surfaces
+ s_worldData.mergedSurfaces = ri.Hunk_Alloc(sizeof(*s_worldData.mergedSurfaces) * numMergedSurfaces, h_low);
+ s_worldData.mergedSurfacesViewCount = ri.Hunk_Alloc(sizeof(*s_worldData.mergedSurfacesViewCount) * numMergedSurfaces, h_low);
+ s_worldData.mergedSurfacesDlightBits = ri.Hunk_Alloc(sizeof(*s_worldData.mergedSurfacesDlightBits) * numMergedSurfaces, h_low);
+ s_worldData.numMergedSurfaces = numMergedSurfaces;
+
+ // view surfaces are like mark surfaces, except negative ones represent merged surfaces
+ // -1 represents 0, -2 represents 1, and so on
+ s_worldData.viewSurfaces = ri.Hunk_Alloc(sizeof(*s_worldData.viewSurfaces) * s_worldData.nummarksurfaces, h_low);
+
+ // copy view surfaces into mark surfaces
+ for (i = 0; i < s_worldData.nummarksurfaces; i++)
+ {
+ s_worldData.viewSurfaces[i] = s_worldData.marksurfaces[i];
+ }
+
+ // actually merge surfaces
+ numIboIndexes = 0;
+ mergedSurfIndex = 0;
+ mergedSurf = s_worldData.mergedSurfaces;
+ for (i = 0; i < numWorldSurfaces; i++)
+ {
+ msurface_t *surf1;
+
+ vec3_t bounds[2];
+
+ int numSurfsToMerge;
+ int numTriangles;
+ int numVerts;
+ int firstIndex;
+
+ srfVBOMesh_t *vboSurf;
+
+ if (s_worldData.surfacesViewCount[i] != i)
+ continue;
+
+ surf1 = s_worldData.surfaces + i;
+
+ // count verts, indexes, and surfaces
+ numSurfsToMerge = 0;
+ numTriangles = 0;
+ numVerts = 0;
+ for (j = i; j < numWorldSurfaces; j++)
+ {
+ msurface_t *surf2;
+
+ if (s_worldData.surfacesViewCount[j] != i)
+ continue;
+
+ surf2 = s_worldData.surfaces + j;
+
+ switch(*surf2->data)
+ {
+ case SF_FACE:
+ {
+ srfSurfaceFace_t *face;
+
+ face = (srfSurfaceFace_t *) surf2->data;
+ numTriangles += face->numTriangles;
+ numVerts += face->numVerts;
+ }
+ break;
+
+ case SF_GRID:
+ {
+ srfGridMesh_t *grid;
+
+ grid = (srfGridMesh_t *) surf2->data;
+ numTriangles += grid->numTriangles;
+ numVerts += grid->numVerts;
+ }
+ break;
+
+ case SF_TRIANGLES:
+ {
+ srfTriangles_t *tris;
+
+ tris = (srfTriangles_t *) surf2->data;
+ numTriangles += tris->numTriangles;
+ numVerts += tris->numVerts;
+ }
+ break;
+
+ default:
+ break;
+ }
+
+ numSurfsToMerge++;
+ }
+
+ if (numVerts == 0 || numTriangles == 0 || numSurfsToMerge < 2)
+ {
+ continue;
+ }
+
+ // Merge surfaces (indexes) and calculate bounds
+ ClearBounds(bounds[0], bounds[1]);
+ firstIndex = numIboIndexes;
+ for (j = i; j < numWorldSurfaces; j++)
+ {
+ msurface_t *surf2;
+
+ if (s_worldData.surfacesViewCount[j] != i)
+ continue;
+
+ surf2 = s_worldData.surfaces + j;
+
+ AddPointToBounds(surf2->cullinfo.bounds[0], bounds[0], bounds[1]);
+ AddPointToBounds(surf2->cullinfo.bounds[1], bounds[0], bounds[1]);
+
+ switch(*surf2->data)
+ {
+ case SF_FACE:
+ {
+ srfSurfaceFace_t *face;
+
+ face = (srfSurfaceFace_t *) surf2->data;
+
+ for (k = 0; k < face->numTriangles; k++)
+ {
+ *outIboIndexes++ = face->triangles[k].indexes[0] + face->firstVert;
+ *outIboIndexes++ = face->triangles[k].indexes[1] + face->firstVert;
+ *outIboIndexes++ = face->triangles[k].indexes[2] + face->firstVert;
+ numIboIndexes += 3;
+ }
+ }
+ break;
+
+ case SF_GRID:
+ {
+ srfGridMesh_t *grid;
+
+ grid = (srfGridMesh_t *) surf2->data;
+
+ for (k = 0; k < grid->numTriangles; k++)
+ {
+ *outIboIndexes++ = grid->triangles[k].indexes[0] + grid->firstVert;
+ *outIboIndexes++ = grid->triangles[k].indexes[1] + grid->firstVert;
+ *outIboIndexes++ = grid->triangles[k].indexes[2] + grid->firstVert;
+ numIboIndexes += 3;
+ }
+ }
+ break;
+
+ case SF_TRIANGLES:
+ {
+ srfTriangles_t *tris;
+
+ tris = (srfTriangles_t *) surf2->data;
+
+ for (k = 0; k < tris->numTriangles; k++)
+ {
+ *outIboIndexes++ = tris->triangles[k].indexes[0] + tris->firstVert;
+ *outIboIndexes++ = tris->triangles[k].indexes[1] + tris->firstVert;
+ *outIboIndexes++ = tris->triangles[k].indexes[2] + tris->firstVert;
+ numIboIndexes += 3;
+ }
+ }
+ break;
+
+ // never happens, but silences a compile warning
+ default:
+ break;
+ }
+ }
+
+ vboSurf = ri.Hunk_Alloc(sizeof(*vboSurf), h_low);
+ memset(vboSurf, 0, sizeof(*vboSurf));
+ vboSurf->surfaceType = SF_VBO_MESH;
+
+ vboSurf->vbo = s_worldData.vbo;
+ vboSurf->ibo = ibo;
+
+ vboSurf->numIndexes = numTriangles * 3;
+ vboSurf->numVerts = numVerts;
+ vboSurf->firstIndex = firstIndex;
+
+ vboSurf->shader = surf1->shader;
+ vboSurf->fogIndex = surf1->fogIndex;
+
+ VectorCopy(bounds[0], vboSurf->bounds[0]);
+ VectorCopy(bounds[1], vboSurf->bounds[1]);
+
+ VectorCopy(bounds[0], mergedSurf->cullinfo.bounds[0]);
+ VectorCopy(bounds[1], mergedSurf->cullinfo.bounds[1]);
+
+ mergedSurf->cullinfo.type = CULLINFO_BOX;
+ mergedSurf->data = (surfaceType_t *)vboSurf;
+ mergedSurf->fogIndex = surf1->fogIndex;
+ mergedSurf->shader = surf1->shader;
+
+ // redirect view surfaces to this surf
+ for (j = i; j < numWorldSurfaces; j++)
+ {
+ if (s_worldData.surfacesViewCount[j] != i)
+ continue;
+
+ for (k = 0; k < s_worldData.nummarksurfaces; k++)
+ {
+ int *mark = s_worldData.marksurfaces + k;
+ int *view = s_worldData.viewSurfaces + k;
+
+ if (*mark == j)
+ *view = -(mergedSurfIndex + 1);
+ }
+ }
+
+ mergedSurfIndex++;
+ mergedSurf++;
+ }
+
+ // finish up the ibo
+ R_SyncRenderThread();
+
+ qglGenBuffersARB(1, &ibo->indexesVBO);
+
+ R_BindIBO(ibo);
+
+ qglBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, numIboIndexes * sizeof(*iboIndexes), iboIndexes, GL_STATIC_DRAW_ARB);
+
+ R_BindNullIBO();
+
+ GL_CheckErrors();
+
+ ri.Free(iboIndexes);
+
+ endTime = ri.Milliseconds();
+
+ ri.Printf(PRINT_ALL, "Processed %d surfaces into %d merged, %d unmerged in %5.2f seconds\n",
+ numWorldSurfaces, numMergedSurfaces, numUnmergedSurfaces, (endTime - startTime) / 1000.0f);
+
+ // reset viewcounts
+ for (i = 0; i < numWorldSurfaces; i++)
+ {
+ s_worldData.surfacesViewCount[i] = -1;
+ }
+}
+
+
+void R_CalcVertexLightDirs( void )
+{
+ int i, k;
+ msurface_t *surface;
+
+ for(k = 0, surface = &s_worldData.surfaces[0]; k < s_worldData.numsurfaces /* s_worldData.numWorldSurfaces */; k++, surface++)
+ {
+ if(*surface->data == SF_FACE)
+ {
+ srfSurfaceFace_t *srf = (srfSurfaceFace_t *) surface->data;
+
+ if(srf->numVerts)
+ {
+ for(i = 0; i < srf->numVerts; i++)
+ {
+ R_LightDirForPoint( srf->verts[i].xyz, srf->verts[i].lightdir, srf->verts[i].normal, &s_worldData );
+ }
+ }
+ }
+ else if(*surface->data == SF_GRID)
+ {
+ srfGridMesh_t *srf = (srfGridMesh_t *) surface->data;
+
+ if(srf->numVerts)
+ {
+ for(i = 0; i < srf->numVerts; i++)
+ {
+ R_LightDirForPoint( srf->verts[i].xyz, srf->verts[i].lightdir, srf->verts[i].normal, &s_worldData );
+ }
+ }
+ }
+ else if(*surface->data == SF_TRIANGLES)
+ {
+ srfTriangles_t *srf = (srfTriangles_t *) surface->data;
+
+ if(srf->numVerts)
+ {
+ for(i = 0; i < srf->numVerts; i++)
+ {
+ R_LightDirForPoint( srf->verts[i].xyz, srf->verts[i].lightdir, srf->verts[i].normal, &s_worldData );
+ }
+ }
+ }
+ }
+}
+
+
+/*
+=================
+RE_LoadWorldMap
+
+Called directly from cgame
+=================
+*/
+void RE_LoadWorldMap( const char *name ) {
+ int i;
+ dheader_t *header;
+ union {
+ byte *b;
+ void *v;
+ } buffer;
+ byte *startMarker;
+
+ if ( tr.worldMapLoaded ) {
+ ri.Error( ERR_DROP, "ERROR: attempted to redundantly load world map\n" );
+ }
+
+ // set default map light scale
+ tr.mapLightScale = 1.0f;
+
+ // set default sun direction to be used if it isn't
+ // overridden by a shader
+ tr.sunDirection[0] = 0.45f;
+ tr.sunDirection[1] = 0.3f;
+ tr.sunDirection[2] = 0.9f;
+
+ VectorNormalize( tr.sunDirection );
+
+ // set default autoexposure settings
+ tr.autoExposureMinMax[0] = -2.0f;
+ tr.autoExposureMinMax[1] = 2.0f;
+
+ // set default tone mapping settings
+ tr.toneMinAvgMaxLevel[0] = -3.25f;
+ tr.toneMinAvgMaxLevel[1] = -1.0f;
+ tr.toneMinAvgMaxLevel[2] = 1.0f;
+
+ tr.worldMapLoaded = qtrue;
+
+ // load it
+ ri.FS_ReadFile( name, &buffer.v );
+ if ( !buffer.b ) {
+ ri.Error (ERR_DROP, "RE_LoadWorldMap: %s not found", name);
+ }
+
+ // clear tr.world so if the level fails to load, the next
+ // try will not look at the partially loaded version
+ tr.world = NULL;
+
+ Com_Memset( &s_worldData, 0, sizeof( s_worldData ) );
+ Q_strncpyz( s_worldData.name, name, sizeof( s_worldData.name ) );
+
+ Q_strncpyz( s_worldData.baseName, COM_SkipPath( s_worldData.name ), sizeof( s_worldData.name ) );
+ COM_StripExtension(s_worldData.baseName, s_worldData.baseName, sizeof(s_worldData.baseName));
+
+ startMarker = ri.Hunk_Alloc(0, h_low);
+ c_gridVerts = 0;
+
+ header = (dheader_t *)buffer.b;
+ fileBase = (byte *)header;
+
+ i = LittleLong (header->version);
+ if ( i != BSP_VERSION ) {
+ ri.Error (ERR_DROP, "RE_LoadWorldMap: %s has wrong version number (%i should be %i)",
+ name, i, BSP_VERSION);
+ }
+
+ // swap all the lumps
+ for (i=0 ; i<sizeof(dheader_t)/4 ; i++) {
+ ((int *)header)[i] = LittleLong ( ((int *)header)[i]);
+ }
+
+ // load into heap
+ R_LoadEntities( &header->lumps[LUMP_ENTITIES] );
+ R_LoadShaders( &header->lumps[LUMP_SHADERS] );
+ R_LoadLightmaps( &header->lumps[LUMP_LIGHTMAPS], &header->lumps[LUMP_SURFACES] );
+ R_LoadPlanes (&header->lumps[LUMP_PLANES]);
+ R_LoadFogs( &header->lumps[LUMP_FOGS], &header->lumps[LUMP_BRUSHES], &header->lumps[LUMP_BRUSHSIDES] );
+ R_LoadSurfaces( &header->lumps[LUMP_SURFACES], &header->lumps[LUMP_DRAWVERTS], &header->lumps[LUMP_DRAWINDEXES] );
+ R_LoadMarksurfaces (&header->lumps[LUMP_LEAFSURFACES]);
+ R_LoadNodesAndLeafs (&header->lumps[LUMP_NODES], &header->lumps[LUMP_LEAFS]);
+ R_LoadSubmodels (&header->lumps[LUMP_MODELS]);
+ R_LoadVisibility( &header->lumps[LUMP_VISIBILITY] );
+ R_LoadLightGrid( &header->lumps[LUMP_LIGHTGRID] );
+
+ // determine vertex light directions
+ R_CalcVertexLightDirs();
+
+ // create static VBOS from the world
+ R_CreateWorldVBO();
+ if (r_mergeLeafSurfaces->integer)
+ {
+ R_MergeLeafSurfaces();
+ }
+
+ s_worldData.dataSize = (byte *)ri.Hunk_Alloc(0, h_low) - startMarker;
+
+ // only set tr.world now that we know the entire level has loaded properly
+ tr.world = &s_worldData;
+
+ // make sure the VBO glState entries are safe
+ R_BindNullVBO();
+ R_BindNullIBO();
+
+ ri.FS_FreeFile( buffer.v );
+}
Added: trunk/code/rend2/tr_cmds.c
===================================================================
--- trunk/code/rend2/tr_cmds.c (rev 0)
+++ trunk/code/rend2/tr_cmds.c 2012-10-26 01:23:06 UTC (rev 2329)
@@ -0,0 +1,666 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Quake III Arena source code is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Quake III Arena source code; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+#include "tr_local.h"
+
+volatile renderCommandList_t *renderCommandList;
+
+volatile qboolean renderThreadActive;
+
+
+/*
+=====================
+R_PerformanceCounters
+=====================
+*/
+void R_PerformanceCounters( void ) {
+ if ( !r_speeds->integer ) {
+ // clear the counters even if we aren't printing
+ Com_Memset( &tr.pc, 0, sizeof( tr.pc ) );
+ Com_Memset( &backEnd.pc, 0, sizeof( backEnd.pc ) );
+ return;
+ }
+
+ if (r_speeds->integer == 1) {
+ ri.Printf (PRINT_ALL, "%i/%i/%i shaders/batches/surfs %i leafs %i verts %i/%i tris %.2f mtex %.2f dc\n",
+ backEnd.pc.c_shaders, backEnd.pc.c_surfBatches, backEnd.pc.c_surfaces, tr.pc.c_leafs, backEnd.pc.c_vertexes,
+ backEnd.pc.c_indexes/3, backEnd.pc.c_totalIndexes/3,
+ R_SumOfUsedImages()/(1000000.0f), backEnd.pc.c_overDraw / (float)(glConfig.vidWidth * glConfig.vidHeight) );
+ } else if (r_speeds->integer == 2) {
+ ri.Printf (PRINT_ALL, "(patch) %i sin %i sclip %i sout %i bin %i bclip %i bout\n",
+ tr.pc.c_sphere_cull_patch_in, tr.pc.c_sphere_cull_patch_clip, tr.pc.c_sphere_cull_patch_out,
+ tr.pc.c_box_cull_patch_in, tr.pc.c_box_cull_patch_clip, tr.pc.c_box_cull_patch_out );
+ ri.Printf (PRINT_ALL, "(md3) %i sin %i sclip %i sout %i bin %i bclip %i bout\n",
+ tr.pc.c_sphere_cull_md3_in, tr.pc.c_sphere_cull_md3_clip, tr.pc.c_sphere_cull_md3_out,
+ tr.pc.c_box_cull_md3_in, tr.pc.c_box_cull_md3_clip, tr.pc.c_box_cull_md3_out );
+ } else if (r_speeds->integer == 3) {
+ ri.Printf (PRINT_ALL, "viewcluster: %i\n", tr.viewCluster );
+ } else if (r_speeds->integer == 4) {
+ if ( backEnd.pc.c_dlightVertexes ) {
+ ri.Printf (PRINT_ALL, "dlight srf:%i culled:%i verts:%i tris:%i\n",
+ tr.pc.c_dlightSurfaces, tr.pc.c_dlightSurfacesCulled,
+ backEnd.pc.c_dlightVertexes, backEnd.pc.c_dlightIndexes / 3 );
+ }
+ }
+ else if (r_speeds->integer == 5 )
+ {
+ ri.Printf( PRINT_ALL, "zFar: %.0f\n", tr.viewParms.zFar );
+ }
+ else if (r_speeds->integer == 6 )
+ {
+ ri.Printf( PRINT_ALL, "flare adds:%i tests:%i renders:%i\n",
+ backEnd.pc.c_flareAdds, backEnd.pc.c_flareTests, backEnd.pc.c_flareRenders );
+ }
+ else if (r_speeds->integer == 7 )
+ {
+ ri.Printf( PRINT_ALL, "VBO draws: static %i dynamic %i\nMultidraws: %i merged %i\n",
+ backEnd.pc.c_staticVboDraws, backEnd.pc.c_dynamicVboDraws, backEnd.pc.c_multidraws, backEnd.pc.c_multidrawsMerged );
+ ri.Printf( PRINT_ALL, "GLSL binds: %i draws: gen %i light %i fog %i dlight %i\n",
+ backEnd.pc.c_glslShaderBinds, backEnd.pc.c_genericDraws, backEnd.pc.c_lightallDraws, backEnd.pc.c_fogDraws, backEnd.pc.c_dlightDraws);
+ }
+
+ Com_Memset( &tr.pc, 0, sizeof( tr.pc ) );
+ Com_Memset( &backEnd.pc, 0, sizeof( backEnd.pc ) );
+}
+
+
+/*
+====================
+R_InitCommandBuffers
+====================
+*/
+void R_InitCommandBuffers( void ) {
+ glConfig.smpActive = qfalse;
+ if ( r_smp->integer ) {
+ ri.Printf( PRINT_ALL, "Trying SMP acceleration...\n" );
+ if ( GLimp_SpawnRenderThread( RB_RenderThread ) ) {
+ ri.Printf( PRINT_ALL, "...succeeded.\n" );
+ glConfig.smpActive = qtrue;
+ } else {
+ ri.Printf( PRINT_ALL, "...failed.\n" );
+ }
+ }
+}
+
+/*
+====================
+R_ShutdownCommandBuffers
+====================
+*/
+void R_ShutdownCommandBuffers( void ) {
+ // kill the rendering thread
+ if ( glConfig.smpActive ) {
+ GLimp_WakeRenderer( NULL );
+ glConfig.smpActive = qfalse;
+ }
+}
+
+/*
+====================
+R_IssueRenderCommands
+====================
+*/
+int c_blockedOnRender;
+int c_blockedOnMain;
+
+void R_IssueRenderCommands( qboolean runPerformanceCounters ) {
+ renderCommandList_t *cmdList;
+
+ cmdList = &backEndData[tr.smpFrame]->commands;
+ assert(cmdList);
+ // add an end-of-list command
+ *(int *)(cmdList->cmds + cmdList->used) = RC_END_OF_LIST;
+
+ // clear it out, in case this is a sync and not a buffer flip
+ cmdList->used = 0;
+
+ if ( glConfig.smpActive ) {
+ // if the render thread is not idle, wait for it
+ if ( renderThreadActive ) {
+ c_blockedOnRender++;
+ if ( r_showSmp->integer ) {
+ ri.Printf( PRINT_ALL, "R" );
+ }
+ } else {
+ c_blockedOnMain++;
+ if ( r_showSmp->integer ) {
+ ri.Printf( PRINT_ALL, "." );
+ }
+ }
+
+ // sleep until the renderer has completed
+ GLimp_FrontEndSleep();
+ }
+
+ // at this point, the back end thread is idle, so it is ok
+ // to look at its performance counters
+ if ( runPerformanceCounters ) {
+ R_PerformanceCounters();
+ }
+
+ // actually start the commands going
+ if ( !r_skipBackEnd->integer ) {
+ // let it start on the new batch
+ if ( !glConfig.smpActive ) {
+ RB_ExecuteRenderCommands( cmdList->cmds );
+ } else {
+ GLimp_WakeRenderer( cmdList );
+ }
+ }
+}
+
+
+/*
+====================
+R_SyncRenderThread
+
+Issue any pending commands and wait for them to complete.
+After exiting, the render thread will have completed its work
+and will remain idle and the main thread is free to issue
+OpenGL calls until R_IssueRenderCommands is called.
+====================
+*/
+void R_SyncRenderThread( void ) {
+ if ( !tr.registered ) {
+ return;
+ }
+ R_IssueRenderCommands( qfalse );
+
+ if ( !glConfig.smpActive ) {
+ return;
+ }
+ GLimp_FrontEndSleep();
+}
+
+/*
+============
+R_GetCommandBuffer
+
+make sure there is enough command space, waiting on the
+render thread if needed.
+============
+*/
+void *R_GetCommandBuffer( int bytes ) {
+ renderCommandList_t *cmdList;
+
+ cmdList = &backEndData[tr.smpFrame]->commands;
+ bytes = PAD(bytes, sizeof(void *));
+
+ // always leave room for the end of list command
+ if ( cmdList->used + bytes + 4 > MAX_RENDER_COMMANDS ) {
+ if ( bytes > MAX_RENDER_COMMANDS - 4 ) {
+ ri.Error( ERR_FATAL, "R_GetCommandBuffer: bad size %i", bytes );
+ }
+ // if we run out of room, just start dropping commands
+ return NULL;
+ }
+
+ cmdList->used += bytes;
+
+ return cmdList->cmds + cmdList->used - bytes;
+}
+
+
+/*
+=============
+R_AddDrawSurfCmd
+
+=============
+*/
+void R_AddDrawSurfCmd( drawSurf_t *drawSurfs, int numDrawSurfs ) {
+ drawSurfsCommand_t *cmd;
+
+ cmd = R_GetCommandBuffer( sizeof( *cmd ) );
+ if ( !cmd ) {
+ return;
+ }
+ cmd->commandId = RC_DRAW_SURFS;
+
+ cmd->drawSurfs = drawSurfs;
+ cmd->numDrawSurfs = numDrawSurfs;
+
+ cmd->refdef = tr.refdef;
+ cmd->viewParms = tr.viewParms;
+}
+
+
+/*
+=============
+R_AddCapShadowmapCmd
+
+=============
+*/
+void R_AddCapShadowmapCmd( int map, int cubeSide ) {
+ capShadowmapCommand_t *cmd;
+
+ cmd = R_GetCommandBuffer( sizeof( *cmd ) );
+ if ( !cmd ) {
+ return;
+ }
+ cmd->commandId = RC_CAPSHADOWMAP;
+
+ cmd->map = map;
+ cmd->cubeSide = cubeSide;
+}
+
+
+/*
+=============
+R_PostProcessingCmd
+
+=============
+*/
+void R_AddPostProcessCmd( ) {
+ postProcessCommand_t *cmd;
+
+ cmd = R_GetCommandBuffer( sizeof( *cmd ) );
+ if ( !cmd ) {
+ return;
+ }
+ cmd->commandId = RC_POSTPROCESS;
+
+ cmd->refdef = tr.refdef;
+ cmd->viewParms = tr.viewParms;
+}
+
+/*
+=============
+RE_SetColor
+
+Passing NULL will set the color to white
+=============
+*/
+void RE_SetColor( const float *rgba ) {
+ setColorCommand_t *cmd;
+
+ if ( !tr.registered ) {
+ return;
+ }
+ cmd = R_GetCommandBuffer( sizeof( *cmd ) );
+ if ( !cmd ) {
+ return;
+ }
+ cmd->commandId = RC_SET_COLOR;
+ if ( !rgba ) {
+ static float colorWhite[4] = { 1, 1, 1, 1 };
+
+ rgba = colorWhite;
+ }
+
+ cmd->color[0] = rgba[0];
+ cmd->color[1] = rgba[1];
+ cmd->color[2] = rgba[2];
+ cmd->color[3] = rgba[3];
+}
+
+
+/*
+=============
+RE_StretchPic
+=============
+*/
+void RE_StretchPic ( float x, float y, float w, float h,
+ float s1, float t1, float s2, float t2, qhandle_t hShader ) {
+ stretchPicCommand_t *cmd;
+
+ if (!tr.registered) {
+ return;
+ }
+ cmd = R_GetCommandBuffer( sizeof( *cmd ) );
+ if ( !cmd ) {
+ return;
+ }
+ cmd->commandId = RC_STRETCH_PIC;
+ cmd->shader = R_GetShaderByHandle( hShader );
+ cmd->x = x;
+ cmd->y = y;
+ cmd->w = w;
+ cmd->h = h;
+ cmd->s1 = s1;
+ cmd->t1 = t1;
+ cmd->s2 = s2;
+ cmd->t2 = t2;
+}
+
+#define MODE_RED_CYAN 1
+#define MODE_RED_BLUE 2
+#define MODE_RED_GREEN 3
+#define MODE_GREEN_MAGENTA 4
+#define MODE_MAX MODE_GREEN_MAGENTA
+
+void R_SetColorMode(GLboolean *rgba, stereoFrame_t stereoFrame, int colormode)
+{
+ rgba[0] = rgba[1] = rgba[2] = rgba[3] = GL_TRUE;
+
+ if(colormode > MODE_MAX)
+ {
+ if(stereoFrame == STEREO_LEFT)
+ stereoFrame = STEREO_RIGHT;
+ else if(stereoFrame == STEREO_RIGHT)
+ stereoFrame = STEREO_LEFT;
+
+ colormode -= MODE_MAX;
+ }
+
+ if(colormode == MODE_GREEN_MAGENTA)
+ {
+ if(stereoFrame == STEREO_LEFT)
+ rgba[0] = rgba[2] = GL_FALSE;
+ else if(stereoFrame == STEREO_RIGHT)
+ rgba[1] = GL_FALSE;
+ }
+ else
+ {
+ if(stereoFrame == STEREO_LEFT)
+ rgba[1] = rgba[2] = GL_FALSE;
+ else if(stereoFrame == STEREO_RIGHT)
+ {
+ rgba[0] = GL_FALSE;
+
+ if(colormode == MODE_RED_BLUE)
+ rgba[1] = GL_FALSE;
+ else if(colormode == MODE_RED_GREEN)
+ rgba[2] = GL_FALSE;
+ }
+ }
+}
+
+
+/*
+====================
+RE_BeginFrame
+
+If running in stereo, RE_BeginFrame will be called twice
+for each RE_EndFrame
+====================
+*/
+void RE_BeginFrame( stereoFrame_t stereoFrame ) {
+ drawBufferCommand_t *cmd = NULL;
+ colorMaskCommand_t *colcmd = NULL;
+
+ if ( !tr.registered ) {
+ return;
+ }
+ glState.finishCalled = qfalse;
+
+ tr.frameCount++;
+ tr.frameSceneNum = 0;
+
+ //
+ // do overdraw measurement
+ //
+ if ( r_measureOverdraw->integer )
+ {
+ if ( glConfig.stencilBits < 4 )
+ {
+ ri.Printf( PRINT_ALL, "Warning: not enough stencil bits to measure overdraw: %d\n", glConfig.stencilBits );
+ ri.Cvar_Set( "r_measureOverdraw", "0" );
+ r_measureOverdraw->modified = qfalse;
+ }
+ else if ( r_shadows->integer == 2 )
+ {
+ ri.Printf( PRINT_ALL, "Warning: stencil shadows and overdraw measurement are mutually exclusive\n" );
+ ri.Cvar_Set( "r_measureOverdraw", "0" );
+ r_measureOverdraw->modified = qfalse;
+ }
+ else
+ {
+ R_SyncRenderThread();
+ qglEnable( GL_STENCIL_TEST );
+ qglStencilMask( ~0U );
+ qglClearStencil( 0U );
+ qglStencilFunc( GL_ALWAYS, 0U, ~0U );
+ qglStencilOp( GL_KEEP, GL_INCR, GL_INCR );
+ }
+ r_measureOverdraw->modified = qfalse;
+ }
+ else
+ {
+ // this is only reached if it was on and is now off
+ if ( r_measureOverdraw->modified ) {
+ R_SyncRenderThread();
+ qglDisable( GL_STENCIL_TEST );
+ }
+ r_measureOverdraw->modified = qfalse;
+ }
+
+ //
+ // texturemode stuff
+ //
+ if ( r_textureMode->modified ) {
+ R_SyncRenderThread();
+ GL_TextureMode( r_textureMode->string );
+ r_textureMode->modified = qfalse;
+ }
+
+ //
+ // gamma stuff
+ //
+ if ( r_gamma->modified ) {
+ r_gamma->modified = qfalse;
+
+ R_SyncRenderThread();
+ R_SetColorMappings();
+ }
+
+ // check for errors
+ if ( !r_ignoreGLErrors->integer )
+ {
+ int err;
+
+ R_SyncRenderThread();
+ if ((err = qglGetError()) != GL_NO_ERROR)
+ ri.Error(ERR_FATAL, "RE_BeginFrame() - glGetError() failed (0x%x)!", err);
+ }
+
+ if (glConfig.stereoEnabled) {
+ if( !(cmd = R_GetCommandBuffer(sizeof(*cmd))) )
+ return;
+
+ cmd->commandId = RC_DRAW_BUFFER;
+
+ if ( stereoFrame == STEREO_LEFT ) {
+ cmd->buffer = (int)GL_BACK_LEFT;
+ } else if ( stereoFrame == STEREO_RIGHT ) {
+ cmd->buffer = (int)GL_BACK_RIGHT;
+ } else {
+ ri.Error( ERR_FATAL, "RE_BeginFrame: Stereo is enabled, but stereoFrame was %i", stereoFrame );
+ }
+ }
+ else
+ {
+ if(r_anaglyphMode->integer)
+ {
+ if(r_anaglyphMode->modified)
+ {
+ // clear both, front and backbuffer.
+ qglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+ backEnd.colorMask[0] = GL_FALSE;
+ backEnd.colorMask[1] = GL_FALSE;
+ backEnd.colorMask[2] = GL_FALSE;
+ backEnd.colorMask[3] = GL_FALSE;
+ qglClearColor(0.0f, 0.0f, 0.0f, 1.0f);
+
+ qglDrawBuffer(GL_FRONT);
+ qglClear(GL_COLOR_BUFFER_BIT);
+ qglDrawBuffer(GL_BACK);
+ qglClear(GL_COLOR_BUFFER_BIT);
+
+ if (glRefConfig.framebufferObject)
+ {
+ // clear all framebuffers
+ // FIXME: must be a better way to do this
+ int i;
+
+ for (i = 0; i < 3; i++)
+ {
+ if (i == 1 && !tr.msaaResolveFbo)
+ continue;
+
+ switch(i)
+ {
+ case 0:
+ FBO_Bind(tr.renderFbo);
+ break;
+
+ case 1:
+ FBO_Bind(tr.msaaResolveFbo);
+ break;
+
+ case 2:
+ FBO_Bind(tr.screenScratchFbo);
+ break;
+ }
+
+ qglDrawBuffer(GL_FRONT);
+ qglClear(GL_COLOR_BUFFER_BIT);
+ qglDrawBuffer(GL_BACK);
+ qglClear(GL_COLOR_BUFFER_BIT);
+ }
+
+ FBO_Bind(NULL);
+ }
+
+ r_anaglyphMode->modified = qfalse;
+ }
+
+ if(stereoFrame == STEREO_LEFT)
+ {
+ if( !(cmd = R_GetCommandBuffer(sizeof(*cmd))) )
+ return;
+
+ if( !(colcmd = R_GetCommandBuffer(sizeof(*colcmd))) )
+ return;
+ }
+ else if(stereoFrame == STEREO_RIGHT)
+ {
+ clearDepthCommand_t *cldcmd;
+
+ if( !(cldcmd = R_GetCommandBuffer(sizeof(*cldcmd))) )
+ return;
+
+ cldcmd->commandId = RC_CLEARDEPTH;
+
+ if( !(colcmd = R_GetCommandBuffer(sizeof(*colcmd))) )
+ return;
+ }
+ else
+ ri.Error( ERR_FATAL, "RE_BeginFrame: Stereo is enabled, but stereoFrame was %i", stereoFrame );
+
+ R_SetColorMode(colcmd->rgba, stereoFrame, r_anaglyphMode->integer);
+ colcmd->commandId = RC_COLORMASK;
+ }
+ else
+ {
+ if(stereoFrame != STEREO_CENTER)
+ ri.Error( ERR_FATAL, "RE_BeginFrame: Stereo is disabled, but stereoFrame was %i", stereoFrame );
+
+ if( !(cmd = R_GetCommandBuffer(sizeof(*cmd))) )
+ return;
+ }
+
+ if(cmd)
+ {
+ cmd->commandId = RC_DRAW_BUFFER;
+
+ if(r_anaglyphMode->modified)
+ {
+ qglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+ backEnd.colorMask[0] = 0;
+ backEnd.colorMask[1] = 0;
+ backEnd.colorMask[2] = 0;
+ backEnd.colorMask[3] = 0;
+ r_anaglyphMode->modified = qfalse;
+ }
+
+ if (!Q_stricmp(r_drawBuffer->string, "GL_FRONT"))
+ cmd->buffer = (int)GL_FRONT;
+ else
+ cmd->buffer = (int)GL_BACK;
+ }
+ }
+
+ tr.refdef.stereoFrame = stereoFrame;
+}
+
+
+/*
+=============
+RE_EndFrame
+
+Returns the number of msec spent in the back end
+=============
+*/
+void RE_EndFrame( int *frontEndMsec, int *backEndMsec ) {
+ swapBuffersCommand_t *cmd;
+
+ if ( !tr.registered ) {
+ return;
+ }
+ cmd = R_GetCommandBuffer( sizeof( *cmd ) );
+ if ( !cmd ) {
+ return;
+ }
+ cmd->commandId = RC_SWAP_BUFFERS;
+
+ R_IssueRenderCommands( qtrue );
+
+ // use the other buffers next frame, because another CPU
+ // may still be rendering into the current ones
+ R_ToggleSmpFrame();
+
+ if ( frontEndMsec ) {
+ *frontEndMsec = tr.frontEndMsec;
+ }
+ tr.frontEndMsec = 0;
+ if ( backEndMsec ) {
+ *backEndMsec = backEnd.pc.msec;
+ }
+ backEnd.pc.msec = 0;
+}
+
+/*
+=============
+RE_TakeVideoFrame
+=============
+*/
+void RE_TakeVideoFrame( int width, int height,
+ byte *captureBuffer, byte *encodeBuffer, qboolean motionJpeg )
+{
+ videoFrameCommand_t *cmd;
+
+ if( !tr.registered ) {
+ return;
+ }
+
+ cmd = R_GetCommandBuffer( sizeof( *cmd ) );
+ if( !cmd ) {
+ return;
+ }
+
+ cmd->commandId = RC_VIDEOFRAME;
+
+ cmd->width = width;
+ cmd->height = height;
+ cmd->captureBuffer = captureBuffer;
+ cmd->encodeBuffer = encodeBuffer;
+ cmd->motionJpeg = motionJpeg;
+}
Added: trunk/code/rend2/tr_curve.c
===================================================================
--- trunk/code/rend2/tr_curve.c (rev 0)
+++ trunk/code/rend2/tr_curve.c 2012-10-26 01:23:06 UTC (rev 2329)
@@ -0,0 +1,806 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Quake III Arena source code is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Quake III Arena source code; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+
+#include "tr_local.h"
+
+/*
+
+This file does all of the processing necessary to turn a raw grid of points
+read from the map file into a srfGridMesh_t ready for rendering.
+
+The level of detail solution is direction independent, based only on subdivided
+distance from the true curve.
+
+Only a single entry point:
+
+srfGridMesh_t *R_SubdividePatchToGrid( int width, int height,
+ srfVert_t points[MAX_PATCH_SIZE*MAX_PATCH_SIZE] ) {
+
+*/
+
+
+/*
+============
+LerpDrawVert
+============
+*/
+static void LerpDrawVert( srfVert_t *a, srfVert_t *b, srfVert_t *out ) {
+ out->xyz[0] = 0.5f * (a->xyz[0] + b->xyz[0]);
+ out->xyz[1] = 0.5f * (a->xyz[1] + b->xyz[1]);
+ out->xyz[2] = 0.5f * (a->xyz[2] + b->xyz[2]);
+
+ out->st[0] = 0.5f * (a->st[0] + b->st[0]);
+ out->st[1] = 0.5f * (a->st[1] + b->st[1]);
+
+ out->lightmap[0] = 0.5f * (a->lightmap[0] + b->lightmap[0]);
+ out->lightmap[1] = 0.5f * (a->lightmap[1] + b->lightmap[1]);
+
+ out->vertexColors[0] = 0.5f * (a->vertexColors[0] + b->vertexColors[0]);
+ out->vertexColors[1] = 0.5f * (a->vertexColors[1] + b->vertexColors[1]);
+ out->vertexColors[2] = 0.5f * (a->vertexColors[2] + b->vertexColors[2]);
+ out->vertexColors[3] = 0.5f * (a->vertexColors[3] + b->vertexColors[3]);
+}
+
+/*
+============
+Transpose
+============
+*/
+static void Transpose( int width, int height, srfVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE] ) {
+ int i, j;
+ srfVert_t temp;
+
+ if ( width > height ) {
+ for ( i = 0 ; i < height ; i++ ) {
+ for ( j = i + 1 ; j < width ; j++ ) {
+ if ( j < height ) {
+ // swap the value
+ temp = ctrl[j][i];
+ ctrl[j][i] = ctrl[i][j];
+ ctrl[i][j] = temp;
+ } else {
+ // just copy
+ ctrl[j][i] = ctrl[i][j];
+ }
+ }
+ }
+ } else {
+ for ( i = 0 ; i < width ; i++ ) {
+ for ( j = i + 1 ; j < height ; j++ ) {
+ if ( j < width ) {
+ // swap the value
+ temp = ctrl[i][j];
+ ctrl[i][j] = ctrl[j][i];
+ ctrl[j][i] = temp;
+ } else {
+ // just copy
+ ctrl[i][j] = ctrl[j][i];
+ }
+ }
+ }
+ }
+
+}
+
+
+/*
+=================
+MakeMeshNormals
+
+Handles all the complicated wrapping and degenerate cases
+=================
+*/
+static void MakeMeshNormals( int width, int height, srfVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE] ) {
+ int i, j, k, dist;
+ vec3_t normal;
+ vec3_t sum;
+ int count = 0;
+ vec3_t base;
+ vec3_t delta;
+ int x, y;
+ srfVert_t *dv;
+ vec3_t around[8], temp;
+ qboolean good[8];
+ qboolean wrapWidth, wrapHeight;
+ float len;
+static int neighbors[8][2] = {
+ {0,1}, {1,1}, {1,0}, {1,-1}, {0,-1}, {-1,-1}, {-1,0}, {-1,1}
+ };
+
+ wrapWidth = qfalse;
+ for ( i = 0 ; i < height ; i++ ) {
+ VectorSubtract( ctrl[i][0].xyz, ctrl[i][width-1].xyz, delta );
+ len = VectorLengthSquared( delta );
+ if ( len > 1.0 ) {
+ break;
+ }
+ }
+ if ( i == height ) {
+ wrapWidth = qtrue;
+ }
+
+ wrapHeight = qfalse;
+ for ( i = 0 ; i < width ; i++ ) {
+ VectorSubtract( ctrl[0][i].xyz, ctrl[height-1][i].xyz, delta );
+ len = VectorLengthSquared( delta );
+ if ( len > 1.0 ) {
+ break;
+ }
+ }
+ if ( i == width) {
+ wrapHeight = qtrue;
+ }
+
+
+ for ( i = 0 ; i < width ; i++ ) {
+ for ( j = 0 ; j < height ; j++ ) {
+ count = 0;
+ dv = &ctrl[j][i];
+ VectorCopy( dv->xyz, base );
+ for ( k = 0 ; k < 8 ; k++ ) {
+ VectorClear( around[k] );
+ good[k] = qfalse;
+
+ for ( dist = 1 ; dist <= 3 ; dist++ ) {
+ x = i + neighbors[k][0] * dist;
+ y = j + neighbors[k][1] * dist;
+ if ( wrapWidth ) {
+ if ( x < 0 ) {
+ x = width - 1 + x;
+ } else if ( x >= width ) {
+ x = 1 + x - width;
+ }
+ }
+ if ( wrapHeight ) {
+ if ( y < 0 ) {
+ y = height - 1 + y;
+ } else if ( y >= height ) {
+ y = 1 + y - height;
+ }
+ }
+
+ if ( x < 0 || x >= width || y < 0 || y >= height ) {
+ break; // edge of patch
+ }
+ VectorSubtract( ctrl[y][x].xyz, base, temp );
+ if ( VectorNormalize2( temp, temp ) == 0 ) {
+ continue; // degenerate edge, get more dist
+ } else {
+ good[k] = qtrue;
+ VectorCopy( temp, around[k] );
+ break; // good edge
+ }
+ }
+ }
+
+ VectorClear( sum );
+ for ( k = 0 ; k < 8 ; k++ ) {
+ if ( !good[k] || !good[(k+1)&7] ) {
+ continue; // didn't get two points
+ }
+ CrossProduct( around[(k+1)&7], around[k], normal );
+ if ( VectorNormalize2( normal, normal ) == 0 ) {
+ continue;
+ }
+ VectorAdd( normal, sum, sum );
+ count++;
+ }
+ //if ( count == 0 ) {
+ // printf("bad normal\n");
+ //}
+ VectorNormalize2( sum, dv->normal );
+ }
+ }
+}
+
+#ifdef USE_VERT_TANGENT_SPACE
+static void MakeMeshTangentVectors(int width, int height, srfVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE], int numTriangles,
+ srfTriangle_t triangles[(MAX_GRID_SIZE-1)*(MAX_GRID_SIZE-1)*2])
+{
+ int i, j;
+ srfVert_t *dv[3];
+ static srfVert_t ctrl2[MAX_GRID_SIZE * MAX_GRID_SIZE];
+ srfTriangle_t *tri;
+
+ // FIXME: use more elegant way
+ for(i = 0; i < width; i++)
+ {
+ for(j = 0; j < height; j++)
+ {
+ dv[0] = &ctrl2[j * width + i];
+ *dv[0] = ctrl[j][i];
+ }
+ }
+
+ for(i = 0, tri = triangles; i < numTriangles; i++, tri++)
+ {
+ dv[0] = &ctrl2[tri->indexes[0]];
+ dv[1] = &ctrl2[tri->indexes[1]];
+ dv[2] = &ctrl2[tri->indexes[2]];
+
+ R_CalcTangentVectors(dv);
+ }
+
+#if 0
+ for(i = 0; i < (width * height); i++)
+ {
+ dv0 = &ctrl2[i];
+
+ VectorNormalize(dv0->normal);
+#if 0
+ VectorNormalize(dv0->tangent);
+ VectorNormalize(dv0->bitangent);
+#else
+ d = DotProduct(dv0->tangent, dv0->normal);
+ VectorMA(dv0->tangent, -d, dv0->normal, dv0->tangent);
+ VectorNormalize(dv0->tangent);
+
+ d = DotProduct(dv0->bitangent, dv0->normal);
+ VectorMA(dv0->bitangent, -d, dv0->normal, dv0->bitangent);
+ VectorNormalize(dv0->bitangent);
+#endif
+ }
+#endif
+
+
+#if 0
+ // do another extra smoothing for normals to avoid flat shading
+ for(i = 0; i < (width * height); i++)
+ {
+ for(j = 0; j < (width * height); j++)
+ {
+ if(R_CompareVert(&ctrl2[i], &ctrl2[j], qfalse))
+ {
+ VectorAdd(ctrl2[i].normal, ctrl2[j].normal, ctrl2[i].normal);
+ }
+ }
+
+ VectorNormalize(ctrl2[i].normal);
+ }
+#endif
+
+ for(i = 0; i < width; i++)
+ {
+ for(j = 0; j < height; j++)
+ {
+ dv[0] = &ctrl2[j * width + i];
+ dv[1] = &ctrl[j][i];
+
+ VectorCopy(dv[0]->tangent, dv[1]->tangent);
+ VectorCopy(dv[0]->bitangent, dv[1]->bitangent);
+ }
+ }
+}
+#endif
+
+
+static int MakeMeshTriangles(int width, int height, srfVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE],
+ srfTriangle_t triangles[(MAX_GRID_SIZE-1)*(MAX_GRID_SIZE-1)*2])
+{
+ int i, j;
+ int numTriangles;
+ int w, h;
+ srfVert_t *dv;
+ static srfVert_t ctrl2[MAX_GRID_SIZE * MAX_GRID_SIZE];
+
+ h = height - 1;
+ w = width - 1;
+ numTriangles = 0;
+ for(i = 0; i < h; i++)
+ {
+ for(j = 0; j < w; j++)
+ {
+ int v1, v2, v3, v4;
+
+ // vertex order to be reckognized as tristrips
+ v1 = i * width + j + 1;
+ v2 = v1 - 1;
+ v3 = v2 + width;
+ v4 = v3 + 1;
+
+ triangles[numTriangles].indexes[0] = v2;
+ triangles[numTriangles].indexes[1] = v3;
+ triangles[numTriangles].indexes[2] = v1;
+ numTriangles++;
+
+ triangles[numTriangles].indexes[0] = v1;
+ triangles[numTriangles].indexes[1] = v3;
+ triangles[numTriangles].indexes[2] = v4;
+ numTriangles++;
+ }
+ }
+
+ R_CalcSurfaceTriangleNeighbors(numTriangles, triangles);
+
+ // FIXME: use more elegant way
+ for(i = 0; i < width; i++)
+ {
+ for(j = 0; j < height; j++)
+ {
+ dv = &ctrl2[j * width + i];
+ *dv = ctrl[j][i];
+ }
+ }
+
+ R_CalcSurfaceTrianglePlanes(numTriangles, triangles, ctrl2);
+
+ return numTriangles;
+}
+
+
+/*
+============
+InvertCtrl
+============
+*/
+static void InvertCtrl( int width, int height, srfVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE] ) {
+ int i, j;
+ srfVert_t temp;
+
+ for ( i = 0 ; i < height ; i++ ) {
+ for ( j = 0 ; j < width/2 ; j++ ) {
+ temp = ctrl[i][j];
+ ctrl[i][j] = ctrl[i][width-1-j];
+ ctrl[i][width-1-j] = temp;
+ }
+ }
+}
+
+
+/*
+=================
+InvertErrorTable
+=================
+*/
+static void InvertErrorTable( float errorTable[2][MAX_GRID_SIZE], int width, int height ) {
+ int i;
+ float copy[2][MAX_GRID_SIZE];
+
+ Com_Memcpy( copy, errorTable, sizeof( copy ) );
+
+ for ( i = 0 ; i < width ; i++ ) {
+ errorTable[1][i] = copy[0][i]; //[width-1-i];
+ }
+
+ for ( i = 0 ; i < height ; i++ ) {
+ errorTable[0][i] = copy[1][height-1-i];
+ }
+
+}
+
+/*
+==================
+PutPointsOnCurve
+==================
+*/
+static void PutPointsOnCurve( srfVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE],
+ int width, int height ) {
+ int i, j;
+ srfVert_t prev, next;
+
+ for ( i = 0 ; i < width ; i++ ) {
+ for ( j = 1 ; j < height ; j += 2 ) {
+ LerpDrawVert( &ctrl[j][i], &ctrl[j+1][i], &prev );
+ LerpDrawVert( &ctrl[j][i], &ctrl[j-1][i], &next );
+ LerpDrawVert( &prev, &next, &ctrl[j][i] );
+ }
+ }
+
+
+ for ( j = 0 ; j < height ; j++ ) {
+ for ( i = 1 ; i < width ; i += 2 ) {
+ LerpDrawVert( &ctrl[j][i], &ctrl[j][i+1], &prev );
+ LerpDrawVert( &ctrl[j][i], &ctrl[j][i-1], &next );
+ LerpDrawVert( &prev, &next, &ctrl[j][i] );
+ }
+ }
+}
+
+/*
+=================
+R_CreateSurfaceGridMesh
+=================
+*/
+srfGridMesh_t *R_CreateSurfaceGridMesh(int width, int height,
+ srfVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE], float errorTable[2][MAX_GRID_SIZE],
+ int numTriangles, srfTriangle_t triangles[(MAX_GRID_SIZE-1)*(MAX_GRID_SIZE-1)*2]) {
+ int i, j, size;
+ srfVert_t *vert;
+ vec3_t tmpVec;
+ srfGridMesh_t *grid;
+
+ // copy the results out to a grid
+ size = (width * height - 1) * sizeof( srfVert_t ) + sizeof( *grid );
+
+#ifdef PATCH_STITCHING
+ grid = /*ri.Hunk_Alloc*/ ri.Malloc( size );
+ Com_Memset(grid, 0, size);
+
+ grid->widthLodError = /*ri.Hunk_Alloc*/ ri.Malloc( width * 4 );
+ Com_Memcpy( grid->widthLodError, errorTable[0], width * 4 );
+
+ grid->heightLodError = /*ri.Hunk_Alloc*/ ri.Malloc( height * 4 );
+ Com_Memcpy( grid->heightLodError, errorTable[1], height * 4 );
+
+ grid->numTriangles = numTriangles;
+ grid->triangles = ri.Malloc(grid->numTriangles * sizeof(srfTriangle_t));
+ Com_Memcpy(grid->triangles, triangles, numTriangles * sizeof(srfTriangle_t));
+
+ grid->numVerts = (width * height);
+ grid->verts = ri.Malloc(grid->numVerts * sizeof(srfVert_t));
+#else
+ grid = ri.Hunk_Alloc( size );
+ Com_Memset(grid, 0, size);
+
+ grid->widthLodError = ri.Hunk_Alloc( width * 4 );
+ Com_Memcpy( grid->widthLodError, errorTable[0], width * 4 );
+
+ grid->heightLodError = ri.Hunk_Alloc( height * 4 );
+ Com_Memcpy( grid->heightLodError, errorTable[1], height * 4 );
+
+ grid->numTriangles = numTriangles;
+ grid->triangles = ri.Hunk_Alloc(grid->numTriangles * sizeof(srfTriangle_t), h_low);
+ Com_Memcpy(grid->triangles, triangles, numTriangles * sizeof(srfTriangle_t));
+
+ grid->numVerts = (width * height);
+ grid->verts = ri.Hunk_Alloc(grid->numVerts * sizeof(srfVert_t), h_low);
+#endif
+
+ grid->width = width;
+ grid->height = height;
+ grid->surfaceType = SF_GRID;
+ ClearBounds( grid->meshBounds[0], grid->meshBounds[1] );
+ for ( i = 0 ; i < width ; i++ ) {
+ for ( j = 0 ; j < height ; j++ ) {
+ vert = &grid->verts[j*width+i];
+ *vert = ctrl[j][i];
+ AddPointToBounds( vert->xyz, grid->meshBounds[0], grid->meshBounds[1] );
+ }
+ }
+
+ // compute local origin and bounds
+ VectorAdd( grid->meshBounds[0], grid->meshBounds[1], grid->localOrigin );
+ VectorScale( grid->localOrigin, 0.5f, grid->localOrigin );
+ VectorSubtract( grid->meshBounds[0], grid->localOrigin, tmpVec );
+ grid->meshRadius = VectorLength( tmpVec );
+
+ VectorCopy( grid->localOrigin, grid->lodOrigin );
+ grid->lodRadius = grid->meshRadius;
+ //
+ return grid;
+}
+
+/*
+=================
+R_FreeSurfaceGridMesh
+=================
+*/
+void R_FreeSurfaceGridMesh( srfGridMesh_t *grid ) {
+ ri.Free(grid->widthLodError);
+ ri.Free(grid->heightLodError);
+ ri.Free(grid->triangles);
+ ri.Free(grid->verts);
+ ri.Free(grid);
+}
+
+/*
+=================
+R_SubdividePatchToGrid
+=================
+*/
+srfGridMesh_t *R_SubdividePatchToGrid( int width, int height,
+ srfVert_t points[MAX_PATCH_SIZE*MAX_PATCH_SIZE] ) {
+ int i, j, k, l;
+ srfVert_t_cleared( prev );
+ srfVert_t_cleared( next );
+ srfVert_t_cleared( mid );
+ float len, maxLen;
+ int dir;
+ int t;
+ srfVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE];
+ float errorTable[2][MAX_GRID_SIZE];
+ int numTriangles;
+ static srfTriangle_t triangles[(MAX_GRID_SIZE-1)*(MAX_GRID_SIZE-1)*2];
+ int consecutiveComplete;
+
+ for ( i = 0 ; i < width ; i++ ) {
+ for ( j = 0 ; j < height ; j++ ) {
+ ctrl[j][i] = points[j*width+i];
+ }
+ }
+
+ for ( dir = 0 ; dir < 2 ; dir++ ) {
+
+ for ( j = 0 ; j < MAX_GRID_SIZE ; j++ ) {
+ errorTable[dir][j] = 0;
+ }
+
+ consecutiveComplete = 0;
+
+ // horizontal subdivisions
+ for ( j = 0 ; ; j = (j + 2) % (width - 1) ) {
+ // check subdivided midpoints against control points
+
+ // FIXME: also check midpoints of adjacent patches against the control points
+ // this would basically stitch all patches in the same LOD group together.
+
+ maxLen = 0;
+ for ( i = 0 ; i < height ; i++ ) {
+ vec3_t midxyz;
+ vec3_t midxyz2;
+ vec3_t dir;
+ vec3_t projected;
+ float d;
+
+ // calculate the point on the curve
+ for ( l = 0 ; l < 3 ; l++ ) {
+ midxyz[l] = (ctrl[i][j].xyz[l] + ctrl[i][j+1].xyz[l] * 2
+ + ctrl[i][j+2].xyz[l] ) * 0.25f;
+ }
+
+ // see how far off the line it is
+ // using dist-from-line will not account for internal
+ // texture warping, but it gives a lot less polygons than
+ // dist-from-midpoint
+ VectorSubtract( midxyz, ctrl[i][j].xyz, midxyz );
+ VectorSubtract( ctrl[i][j+2].xyz, ctrl[i][j].xyz, dir );
+ VectorNormalize( dir );
+
+ d = DotProduct( midxyz, dir );
+ VectorScale( dir, d, projected );
+ VectorSubtract( midxyz, projected, midxyz2);
+ len = VectorLengthSquared( midxyz2 ); // we will do the sqrt later
+ if ( len > maxLen ) {
+ maxLen = len;
+ }
+ }
+
+ maxLen = sqrt(maxLen);
+
+ // if all the points are on the lines, remove the entire columns
+ if ( maxLen < 0.1f ) {
+ errorTable[dir][j+1] = 999;
+ // if we go over the whole grid twice without adding any columns, stop
+ if (++consecutiveComplete >= width)
+ break;
+ continue;
+ }
+
+ // see if we want to insert subdivided columns
+ if ( width + 2 > MAX_GRID_SIZE ) {
+ errorTable[dir][j+1] = 1.0f/maxLen;
+ break; // can't subdivide any more
+ }
+
+ if ( maxLen <= r_subdivisions->value ) {
+ errorTable[dir][j+1] = 1.0f/maxLen;
+ // if we go over the whole grid twice without adding any columns, stop
+ if (++consecutiveComplete >= width)
+ break;
+ continue; // didn't need subdivision
+ }
+
+ errorTable[dir][j+2] = 1.0f/maxLen;
+
+ consecutiveComplete = 0;
+
+ // insert two columns and replace the peak
+ width += 2;
+ for ( i = 0 ; i < height ; i++ ) {
+ LerpDrawVert( &ctrl[i][j], &ctrl[i][j+1], &prev );
+ LerpDrawVert( &ctrl[i][j+1], &ctrl[i][j+2], &next );
+ LerpDrawVert( &prev, &next, &mid );
+
+ for ( k = width - 1 ; k > j + 3 ; k-- ) {
+ ctrl[i][k] = ctrl[i][k-2];
+ }
+ ctrl[i][j + 1] = prev;
+ ctrl[i][j + 2] = mid;
+ ctrl[i][j + 3] = next;
+ }
+
+ // skip the new one, we'll get it on the next pass
+ j += 2;
+ }
+
+ Transpose( width, height, ctrl );
+ t = width;
+ width = height;
+ height = t;
+ }
+
+
+ // put all the aproximating points on the curve
+ PutPointsOnCurve( ctrl, width, height );
+
+ // cull out any rows or columns that are colinear
+ for ( i = 1 ; i < width-1 ; i++ ) {
+ if ( errorTable[0][i] != 999 ) {
+ continue;
+ }
+ for ( j = i+1 ; j < width ; j++ ) {
+ for ( k = 0 ; k < height ; k++ ) {
+ ctrl[k][j-1] = ctrl[k][j];
+ }
+ errorTable[0][j-1] = errorTable[0][j];
+ }
+ width--;
+ }
+
+ for ( i = 1 ; i < height-1 ; i++ ) {
+ if ( errorTable[1][i] != 999 ) {
+ continue;
+ }
+ for ( j = i+1 ; j < height ; j++ ) {
+ for ( k = 0 ; k < width ; k++ ) {
+ ctrl[j-1][k] = ctrl[j][k];
+ }
+ errorTable[1][j-1] = errorTable[1][j];
+ }
+ height--;
+ }
+
+#if 1
+ // flip for longest tristrips as an optimization
+ // the results should be visually identical with or
+ // without this step
+ if ( height > width ) {
+ Transpose( width, height, ctrl );
+ InvertErrorTable( errorTable, width, height );
+ t = width;
+ width = height;
+ height = t;
+ InvertCtrl( width, height, ctrl );
+ }
+#endif
+
+ // calculate triangles
+ numTriangles = MakeMeshTriangles(width, height, ctrl, triangles);
+
+ // calculate normals
+ MakeMeshNormals( width, height, ctrl );
+#ifdef USE_VERT_TANGENT_SPACE
+ MakeMeshTangentVectors(width, height, ctrl, numTriangles, triangles);
+#endif
+
+ return R_CreateSurfaceGridMesh(width, height, ctrl, errorTable, numTriangles, triangles);
+}
+
+/*
+===============
+R_GridInsertColumn
+===============
+*/
+srfGridMesh_t *R_GridInsertColumn( srfGridMesh_t *grid, int column, int row, vec3_t point, float loderror ) {
+ int i, j;
+ int width, height, oldwidth;
+ srfVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE];
+ float errorTable[2][MAX_GRID_SIZE];
+ float lodRadius;
+ vec3_t lodOrigin;
+ int numTriangles;
+ static srfTriangle_t triangles[(MAX_GRID_SIZE-1)*(MAX_GRID_SIZE-1)*2];
+
+ oldwidth = 0;
+ width = grid->width + 1;
+ if (width > MAX_GRID_SIZE)
+ return NULL;
+ height = grid->height;
+ for (i = 0; i < width; i++) {
+ if (i == column) {
+ //insert new column
+ for (j = 0; j < grid->height; j++) {
+ LerpDrawVert( &grid->verts[j * grid->width + i-1], &grid->verts[j * grid->width + i], &ctrl[j][i] );
+ if (j == row)
+ VectorCopy(point, ctrl[j][i].xyz);
+ }
+ errorTable[0][i] = loderror;
+ continue;
+ }
+ errorTable[0][i] = grid->widthLodError[oldwidth];
+ for (j = 0; j < grid->height; j++) {
+ ctrl[j][i] = grid->verts[j * grid->width + oldwidth];
+ }
+ oldwidth++;
+ }
+ for (j = 0; j < grid->height; j++) {
+ errorTable[1][j] = grid->heightLodError[j];
+ }
+ // put all the aproximating points on the curve
+ //PutPointsOnCurve( ctrl, width, height );
+
+ // calculate triangles
+ numTriangles = MakeMeshTriangles(width, height, ctrl, triangles);
+
+ // calculate normals
+ MakeMeshNormals( width, height, ctrl );
+
+ VectorCopy(grid->lodOrigin, lodOrigin);
+ lodRadius = grid->lodRadius;
+ // free the old grid
+ R_FreeSurfaceGridMesh(grid);
+ // create a new grid
+ grid = R_CreateSurfaceGridMesh(width, height, ctrl, errorTable, numTriangles, triangles);
+ grid->lodRadius = lodRadius;
+ VectorCopy(lodOrigin, grid->lodOrigin);
+ return grid;
+}
+
+/*
+===============
+R_GridInsertRow
+===============
+*/
+srfGridMesh_t *R_GridInsertRow( srfGridMesh_t *grid, int row, int column, vec3_t point, float loderror ) {
+ int i, j;
+ int width, height, oldheight;
+ srfVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE];
+ float errorTable[2][MAX_GRID_SIZE];
+ float lodRadius;
+ vec3_t lodOrigin;
+ int numTriangles;
+ static srfTriangle_t triangles[(MAX_GRID_SIZE-1)*(MAX_GRID_SIZE-1)*2];
+
+ oldheight = 0;
+ width = grid->width;
+ height = grid->height + 1;
+ if (height > MAX_GRID_SIZE)
+ return NULL;
+ for (i = 0; i < height; i++) {
+ if (i == row) {
+ //insert new row
+ for (j = 0; j < grid->width; j++) {
+ LerpDrawVert( &grid->verts[(i-1) * grid->width + j], &grid->verts[i * grid->width + j], &ctrl[i][j] );
+ if (j == column)
+ VectorCopy(point, ctrl[i][j].xyz);
+ }
+ errorTable[1][i] = loderror;
+ continue;
+ }
+ errorTable[1][i] = grid->heightLodError[oldheight];
+ for (j = 0; j < grid->width; j++) {
+ ctrl[i][j] = grid->verts[oldheight * grid->width + j];
+ }
+ oldheight++;
+ }
+ for (j = 0; j < grid->width; j++) {
+ errorTable[0][j] = grid->widthLodError[j];
+ }
+ // put all the aproximating points on the curve
+ //PutPointsOnCurve( ctrl, width, height );
+
+ // calculate triangles
+ numTriangles = MakeMeshTriangles(width, height, ctrl, triangles);
+
+ // calculate normals
+ MakeMeshNormals( width, height, ctrl );
+
+ VectorCopy(grid->lodOrigin, lodOrigin);
+ lodRadius = grid->lodRadius;
+ // free the old grid
+ R_FreeSurfaceGridMesh(grid);
+ // create a new grid
+ grid = R_CreateSurfaceGridMesh(width, height, ctrl, errorTable, numTriangles, triangles);
+ grid->lodRadius = lodRadius;
+ VectorCopy(lodOrigin, grid->lodOrigin);
+ return grid;
+}
Added: trunk/code/rend2/tr_extensions.c
===================================================================
--- trunk/code/rend2/tr_extensions.c (rev 0)
+++ trunk/code/rend2/tr_extensions.c 2012-10-26 01:23:06 UTC (rev 2329)
@@ -0,0 +1,682 @@
+/*
+===========================================================================
+Copyright (C) 2011 James Canete (use.less01 at gmail.com)
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Quake III Arena source code is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Quake III Arena source code; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+// tr_extensions.c - extensions needed by the renderer not in sdl_glimp.c
+
+#ifdef USE_LOCAL_HEADERS
+# include "SDL.h"
+#else
+# include <SDL.h>
+#endif
+
+#include "tr_local.h"
+
+// GL_EXT_draw_range_elements
+void (APIENTRY * qglDrawRangeElementsEXT) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices);
+
+// GL_EXT_multi_draw_arrays
+void (APIENTRY * qglMultiDrawArraysEXT) (GLenum mode, GLint *first, GLsizei *count, GLsizei primcount);
+void (APIENTRY * qglMultiDrawElementsEXT) (GLenum mode, const GLsizei *count, GLenum type, const GLvoid **indices, GLsizei primcount);
+
+// GL_ARB_vertex_shader
+void (APIENTRY * qglBindAttribLocationARB) (GLhandleARB programObj, GLuint index, const GLcharARB * name);
+void (APIENTRY * qglGetActiveAttribARB) (GLhandleARB programObj, GLuint index, GLsizei maxLength, GLsizei * length,
+ GLint * size, GLenum * type, GLcharARB * name);
+GLint(APIENTRY * qglGetAttribLocationARB) (GLhandleARB programObj, const GLcharARB * name);
+
+// GL_ARB_vertex_program
+void (APIENTRY * qglVertexAttrib4fARB) (GLuint, GLfloat, GLfloat, GLfloat, GLfloat);
+void (APIENTRY * qglVertexAttrib4fvARB) (GLuint, const GLfloat *);
+void (APIENTRY * qglVertexAttribPointerARB) (GLuint index, GLint size, GLenum type, GLboolean normalized,
+ GLsizei stride, const GLvoid * pointer);
+void (APIENTRY * qglEnableVertexAttribArrayARB) (GLuint index);
+void (APIENTRY * qglDisableVertexAttribArrayARB) (GLuint index);
+
+// GL_ARB_vertex_buffer_object
+void (APIENTRY * qglBindBufferARB) (GLenum target, GLuint buffer);
+void (APIENTRY * qglDeleteBuffersARB) (GLsizei n, const GLuint * buffers);
+void (APIENTRY * qglGenBuffersARB) (GLsizei n, GLuint * buffers);
+
+GLboolean(APIENTRY * qglIsBufferARB) (GLuint buffer);
+void (APIENTRY * qglBufferDataARB) (GLenum target, GLsizeiptrARB size, const GLvoid * data, GLenum usage);
+void (APIENTRY * qglBufferSubDataARB) (GLenum target, GLintptrARB offset, GLsizeiptrARB size, const GLvoid * data);
+void (APIENTRY * qglGetBufferSubDataARB) (GLenum target, GLintptrARB offset, GLsizeiptrARB size, GLvoid * data);
+
+void (APIENTRY * qglGetBufferParameterivARB) (GLenum target, GLenum pname, GLint * params);
+void (APIENTRY * qglGetBufferPointervARB) (GLenum target, GLenum pname, GLvoid * *params);
+
+// GL_ARB_shader_objects
+void (APIENTRY * qglDeleteObjectARB) (GLhandleARB obj);
+
+GLhandleARB(APIENTRY * qglGetHandleARB) (GLenum pname);
+void (APIENTRY * qglDetachObjectARB) (GLhandleARB containerObj, GLhandleARB attachedObj);
+
+GLhandleARB(APIENTRY * qglCreateShaderObjectARB) (GLenum shaderType);
+void (APIENTRY * qglShaderSourceARB) (GLhandleARB shaderObj, GLsizei count, const GLcharARB * *string,
+ const GLint * length);
+void (APIENTRY * qglCompileShaderARB) (GLhandleARB shaderObj);
+
+GLhandleARB(APIENTRY * qglCreateProgramObjectARB) (void);
+void (APIENTRY * qglAttachObjectARB) (GLhandleARB containerObj, GLhandleARB obj);
+void (APIENTRY * qglLinkProgramARB) (GLhandleARB programObj);
+void (APIENTRY * qglUseProgramObjectARB) (GLhandleARB programObj);
+void (APIENTRY * qglValidateProgramARB) (GLhandleARB programObj);
+void (APIENTRY * qglUniform1fARB) (GLint location, GLfloat v0);
+void (APIENTRY * qglUniform2fARB) (GLint location, GLfloat v0, GLfloat v1);
+void (APIENTRY * qglUniform3fARB) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
+void (APIENTRY * qglUniform4fARB) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
+void (APIENTRY * qglUniform1iARB) (GLint location, GLint v0);
+void (APIENTRY * qglUniform2iARB) (GLint location, GLint v0, GLint v1);
+void (APIENTRY * qglUniform3iARB) (GLint location, GLint v0, GLint v1, GLint v2);
+void (APIENTRY * qglUniform4iARB) (GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
+void (APIENTRY * qglUniform1fvARB) (GLint location, GLsizei count, const GLfloat * value);
+void (APIENTRY * qglUniform2fvARB) (GLint location, GLsizei count, const GLfloat * value);
+void (APIENTRY * qglUniform3fvARB) (GLint location, GLsizei count, const GLfloat * value);
+void (APIENTRY * qglUniform4fvARB) (GLint location, GLsizei count, const GLfloat * value);
+void (APIENTRY * qglUniform2ivARB) (GLint location, GLsizei count, const GLint * value);
+void (APIENTRY * qglUniform3ivARB) (GLint location, GLsizei count, const GLint * value);
+void (APIENTRY * qglUniform4ivARB) (GLint location, GLsizei count, const GLint * value);
+void (APIENTRY * qglUniformMatrix2fvARB) (GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);
+void (APIENTRY * qglUniformMatrix3fvARB) (GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);
+void (APIENTRY * qglUniformMatrix4fvARB) (GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);
+void (APIENTRY * qglGetObjectParameterfvARB) (GLhandleARB obj, GLenum pname, GLfloat * params);
+void (APIENTRY * qglGetObjectParameterivARB) (GLhandleARB obj, GLenum pname, GLint * params);
+void (APIENTRY * qglGetInfoLogARB) (GLhandleARB obj, GLsizei maxLength, GLsizei * length, GLcharARB * infoLog);
+void (APIENTRY * qglGetAttachedObjectsARB) (GLhandleARB containerObj, GLsizei maxCount, GLsizei * count,
+ GLhandleARB * obj);
+GLint(APIENTRY * qglGetUniformLocationARB) (GLhandleARB programObj, const GLcharARB * name);
+void (APIENTRY * qglGetActiveUniformARB) (GLhandleARB programObj, GLuint index, GLsizei maxIndex, GLsizei * length,
+ GLint * size, GLenum * type, GLcharARB * name);
+void (APIENTRY * qglGetUniformfvARB) (GLhandleARB programObj, GLint location, GLfloat * params);
+void (APIENTRY * qglGetUniformivARB) (GLhandleARB programObj, GLint location, GLint * params);
+void (APIENTRY * qglGetShaderSourceARB) (GLhandleARB obj, GLsizei maxLength, GLsizei * length, GLcharARB * source);
+
+// GL_ARB_texture_compression
+void (APIENTRY * qglCompressedTexImage3DARB)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height,
+ GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data);
+void (APIENTRY * qglCompressedTexImage2DARB)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height,
+ GLint border, GLsizei imageSize, const GLvoid *data);
+void (APIENTRY * qglCompressedTexImage1DARB)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border,
+ GLsizei imageSize, const GLvoid *data);
+void (APIENTRY * qglCompressedTexSubImage3DARB)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset,
+ GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid *data);
+void (APIENTRY * qglCompressedTexSubImage2DARB)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width,
+ GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data);
+void (APIENTRY * qglCompressedTexSubImage1DARB)(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format,
+ GLsizei imageSize, const GLvoid *data);
+void (APIENTRY * qglGetCompressedTexImageARB)(GLenum target, GLint lod,
+ GLvoid *img);
+
+// GL_EXT_framebuffer_object
+GLboolean (APIENTRY * qglIsRenderbufferEXT)(GLuint renderbuffer);
+void (APIENTRY * qglBindRenderbufferEXT)(GLenum target, GLuint renderbuffer);
+void (APIENTRY * qglDeleteRenderbuffersEXT)(GLsizei n, const GLuint *renderbuffers);
+void (APIENTRY * qglGenRenderbuffersEXT)(GLsizei n, GLuint *renderbuffers);
+
+void (APIENTRY * qglRenderbufferStorageEXT)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
+
+void (APIENTRY * qglGetRenderbufferParameterivEXT)(GLenum target, GLenum pname, GLint *params);
+
+GLboolean (APIENTRY * qglIsFramebufferEXT)(GLuint framebuffer);
+void (APIENTRY * qglBindFramebufferEXT)(GLenum target, GLuint framebuffer);
+void (APIENTRY * qglDeleteFramebuffersEXT)(GLsizei n, const GLuint *framebuffers);
+void (APIENTRY * qglGenFramebuffersEXT)(GLsizei n, GLuint *framebuffers);
+
+GLenum (APIENTRY * qglCheckFramebufferStatusEXT)(GLenum target);
+
+void (APIENTRY * qglFramebufferTexture1DEXT)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture,
+ GLint level);
+void (APIENTRY * qglFramebufferTexture2DEXT)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture,
+ GLint level);
+void (APIENTRY * qglFramebufferTexture3DEXT)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture,
+ GLint level, GLint zoffset);
+
+void (APIENTRY * qglFramebufferRenderbufferEXT)(GLenum target, GLenum attachment, GLenum renderbuffertarget,
+ GLuint renderbuffer);
+
+void (APIENTRY * qglGetFramebufferAttachmentParameterivEXT)(GLenum target, GLenum attachment, GLenum pname, GLint *params);
+
+void (APIENTRY * qglGenerateMipmapEXT)(GLenum target);
+
+// GL_ARB_occlusion_query
+void (APIENTRY * qglGenQueriesARB)(GLsizei n, GLuint *ids);
+void (APIENTRY * qglDeleteQueriesARB)(GLsizei n, const GLuint *ids);
+GLboolean (APIENTRY * qglIsQueryARB)(GLuint id);
+void (APIENTRY * qglBeginQueryARB)(GLenum target, GLuint id);
+void (APIENTRY * qglEndQueryARB)(GLenum target);
+void (APIENTRY * qglGetQueryivARB)(GLenum target, GLenum pname, GLint *params);
+void (APIENTRY * qglGetQueryObjectivARB)(GLuint id, GLenum pname, GLint *params);
+void (APIENTRY * qglGetQueryObjectuivARB)(GLuint id, GLenum pname, GLuint *params);
+
+// GL_EXT_framebuffer_blit
+void (APIENTRY * qglBlitFramebufferEXT)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
+ GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
+ GLbitfield mask, GLenum filter);
+
+// GL_EXT_framebuffer_multisample
+void (APIENTRY * qglRenderbufferStorageMultisampleEXT)(GLenum target, GLsizei samples,
+ GLenum internalformat, GLsizei width, GLsizei height);
+
+// GL_ARB_draw_buffers
+void (APIENTRY * qglDrawBuffersARB)(GLsizei n, const GLenum *bufs);
+
+static qboolean GLimp_HaveExtension(const char *ext)
+{
+ const char *ptr = Q_stristr( glConfig.extensions_string, ext );
+ if (ptr == NULL)
+ return qfalse;
+ ptr += strlen(ext);
+ return ((*ptr == ' ') || (*ptr == '\0')); // verify it's complete string.
+}
+
+void GLimp_InitExtraExtensions()
+{
+ char *extension;
+ const char* result[3] = { "...ignoring %s\n", "...using %s\n", "...%s not found\n" };
+
+ // GL_EXT_draw_range_elements
+ extension = "GL_EXT_draw_range_elements";
+ glRefConfig.drawRangeElements = qfalse;
+ qglMultiDrawArraysEXT = NULL;
+ qglMultiDrawElementsEXT = NULL;
+ if( GLimp_HaveExtension( extension ) )
+ {
+ qglDrawRangeElementsEXT = (void *) SDL_GL_GetProcAddress("glDrawRangeElementsEXT");
+
+ if ( r_ext_draw_range_elements->integer)
+ glRefConfig.drawRangeElements = qtrue;
+
+ ri.Printf(PRINT_ALL, result[glRefConfig.drawRangeElements], extension);
+ }
+ else
+ {
+ ri.Printf(PRINT_ALL, result[2], extension);
+ }
+
+ // GL_EXT_multi_draw_arrays
+ extension = "GL_EXT_multi_draw_arrays";
+ glRefConfig.multiDrawArrays = qfalse;
+ qglMultiDrawArraysEXT = NULL;
+ qglMultiDrawElementsEXT = NULL;
+ if( GLimp_HaveExtension( extension ) )
+ {
+ qglMultiDrawArraysEXT = (PFNGLMULTIDRAWARRAYSEXTPROC) SDL_GL_GetProcAddress("glMultiDrawArraysEXT");
+ qglMultiDrawElementsEXT = (PFNGLMULTIDRAWELEMENTSEXTPROC) SDL_GL_GetProcAddress("glMultiDrawElementsEXT");
+
+ if ( r_ext_multi_draw_arrays->integer )
+ glRefConfig.multiDrawArrays = qtrue;
+
+ ri.Printf(PRINT_ALL, result[glRefConfig.multiDrawArrays], extension);
+ }
+ else
+ {
+ ri.Printf(PRINT_ALL, result[2], extension);
+ }
+
+ // GL_ARB_vertex_program
+ //glRefConfig.vertexProgram = qfalse;
+ extension = "GL_ARB_vertex_program";
+ qglVertexAttrib4fARB = NULL;
+ qglVertexAttrib4fvARB = NULL;
+ qglVertexAttribPointerARB = NULL;
+ qglEnableVertexAttribArrayARB = NULL;
+ qglDisableVertexAttribArrayARB = NULL;
+ if( GLimp_HaveExtension( extension ) )
+ {
+ qglVertexAttrib4fARB = (PFNGLVERTEXATTRIB4FARBPROC) SDL_GL_GetProcAddress("glVertexAttrib4fARB");
+ qglVertexAttrib4fvARB = (PFNGLVERTEXATTRIB4FVARBPROC) SDL_GL_GetProcAddress("glVertexAttrib4fvARB");
+ qglVertexAttribPointerARB = (PFNGLVERTEXATTRIBPOINTERARBPROC) SDL_GL_GetProcAddress("glVertexAttribPointerARB");
+ qglEnableVertexAttribArrayARB =
+ (PFNGLENABLEVERTEXATTRIBARRAYARBPROC) SDL_GL_GetProcAddress("glEnableVertexAttribArrayARB");
+ qglDisableVertexAttribArrayARB =
+ (PFNGLDISABLEVERTEXATTRIBARRAYARBPROC) SDL_GL_GetProcAddress("glDisableVertexAttribArrayARB");
+
+ ri.Printf(PRINT_ALL, result[1], extension);
+ //glRefConfig.vertexProgram = qtrue;
+ }
+ else
+ {
+ ri.Error(ERR_FATAL, result[2], extension);
+ }
+
+ // GL_ARB_vertex_buffer_object
+ //glRefConfig.vertexBufferObject = qfalse;
+ extension = "GL_ARB_vertex_buffer_object";
+ qglBindBufferARB = NULL;
+ qglDeleteBuffersARB = NULL;
+ qglGenBuffersARB = NULL;
+ qglIsBufferARB = NULL;
+ qglBufferDataARB = NULL;
+ qglBufferSubDataARB = NULL;
+ qglGetBufferSubDataARB = NULL;
+ qglGetBufferParameterivARB = NULL;
+ qglGetBufferPointervARB = NULL;
+ if( GLimp_HaveExtension( extension ) )
+ {
+ qglBindBufferARB = (PFNGLBINDBUFFERARBPROC) SDL_GL_GetProcAddress("glBindBufferARB");
+ qglDeleteBuffersARB = (PFNGLDELETEBUFFERSARBPROC) SDL_GL_GetProcAddress("glDeleteBuffersARB");
+ qglGenBuffersARB = (PFNGLGENBUFFERSARBPROC) SDL_GL_GetProcAddress("glGenBuffersARB");
+ qglIsBufferARB = (PFNGLISBUFFERARBPROC) SDL_GL_GetProcAddress("glIsBufferARB");
+ qglBufferDataARB = (PFNGLBUFFERDATAARBPROC) SDL_GL_GetProcAddress("glBufferDataARB");
+ qglBufferSubDataARB = (PFNGLBUFFERSUBDATAARBPROC) SDL_GL_GetProcAddress("glBufferSubDataARB");
+ qglGetBufferSubDataARB = (PFNGLGETBUFFERSUBDATAARBPROC) SDL_GL_GetProcAddress("glGetBufferSubDataARB");
+ qglGetBufferParameterivARB = (PFNGLGETBUFFERPARAMETERIVARBPROC) SDL_GL_GetProcAddress("glGetBufferParameterivARB");
+ qglGetBufferPointervARB = (PFNGLGETBUFFERPOINTERVARBPROC) SDL_GL_GetProcAddress("glGetBufferPointervARB");
+ ri.Printf(PRINT_ALL, result[1], extension);
+ //glRefConfig.vertexBufferObject = qtrue;
+ }
+ else
+ {
+ ri.Error(ERR_FATAL, result[2], extension);
+ }
+
+ // GL_ARB_shader_objects
+ extension = "GL_ARB_shader_objects";
+ //glRefConfig.shaderObjects = qfalse;
+ qglDeleteObjectARB = NULL;
+ qglGetHandleARB = NULL;
+ qglDetachObjectARB = NULL;
+ qglCreateShaderObjectARB = NULL;
+ qglShaderSourceARB = NULL;
+ qglCompileShaderARB = NULL;
+ qglCreateProgramObjectARB = NULL;
+ qglAttachObjectARB = NULL;
+ qglLinkProgramARB = NULL;
+ qglUseProgramObjectARB = NULL;
+ qglValidateProgramARB = NULL;
+ qglUniform1fARB = NULL;
+ qglUniform2fARB = NULL;
+ qglUniform3fARB = NULL;
+ qglUniform4fARB = NULL;
+ qglUniform1iARB = NULL;
+ qglUniform2iARB = NULL;
+ qglUniform3iARB = NULL;
+ qglUniform4iARB = NULL;
+ qglUniform1fvARB = NULL;
+ qglUniform2fvARB = NULL;
+ qglUniform3fvARB = NULL;
+ qglUniform4fvARB = NULL;
+ qglUniform2ivARB = NULL;
+ qglUniform3ivARB = NULL;
+ qglUniform4ivARB = NULL;
+ qglUniformMatrix2fvARB = NULL;
+ qglUniformMatrix3fvARB = NULL;
+ qglUniformMatrix4fvARB = NULL;
+ qglGetObjectParameterfvARB = NULL;
+ qglGetObjectParameterivARB = NULL;
+ qglGetInfoLogARB = NULL;
+ qglGetAttachedObjectsARB = NULL;
+ qglGetUniformLocationARB = NULL;
+ qglGetActiveUniformARB = NULL;
+ qglGetUniformfvARB = NULL;
+ qglGetUniformivARB = NULL;
+ qglGetShaderSourceARB = NULL;
+ if( GLimp_HaveExtension( extension ) )
+ {
+ qglDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC) SDL_GL_GetProcAddress("glDeleteObjectARB");
+ qglGetHandleARB = (PFNGLGETHANDLEARBPROC) SDL_GL_GetProcAddress("glGetHandleARB");
+ qglDetachObjectARB = (PFNGLDETACHOBJECTARBPROC) SDL_GL_GetProcAddress("glDetachObjectARB");
+ qglCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC) SDL_GL_GetProcAddress("glCreateShaderObjectARB");
+ qglShaderSourceARB = (PFNGLSHADERSOURCEARBPROC) SDL_GL_GetProcAddress("glShaderSourceARB");
+ qglCompileShaderARB = (PFNGLCOMPILESHADERARBPROC) SDL_GL_GetProcAddress("glCompileShaderARB");
+ qglCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC) SDL_GL_GetProcAddress("glCreateProgramObjectARB");
+ qglAttachObjectARB = (PFNGLATTACHOBJECTARBPROC) SDL_GL_GetProcAddress("glAttachObjectARB");
+ qglLinkProgramARB = (PFNGLLINKPROGRAMARBPROC) SDL_GL_GetProcAddress("glLinkProgramARB");
+ qglUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC) SDL_GL_GetProcAddress("glUseProgramObjectARB");
+ qglValidateProgramARB = (PFNGLVALIDATEPROGRAMARBPROC) SDL_GL_GetProcAddress("glValidateProgramARB");
+ qglUniform1fARB = (PFNGLUNIFORM1FARBPROC) SDL_GL_GetProcAddress("glUniform1fARB");
+ qglUniform2fARB = (PFNGLUNIFORM2FARBPROC) SDL_GL_GetProcAddress("glUniform2fARB");
+ qglUniform3fARB = (PFNGLUNIFORM3FARBPROC) SDL_GL_GetProcAddress("glUniform3fARB");
+ qglUniform4fARB = (PFNGLUNIFORM4FARBPROC) SDL_GL_GetProcAddress("glUniform4fARB");
+ qglUniform1iARB = (PFNGLUNIFORM1IARBPROC) SDL_GL_GetProcAddress("glUniform1iARB");
+ qglUniform2iARB = (PFNGLUNIFORM2IARBPROC) SDL_GL_GetProcAddress("glUniform2iARB");
+ qglUniform3iARB = (PFNGLUNIFORM3IARBPROC) SDL_GL_GetProcAddress("glUniform3iARB");
+ qglUniform4iARB = (PFNGLUNIFORM4IARBPROC) SDL_GL_GetProcAddress("glUniform4iARB");
+ qglUniform1fvARB = (PFNGLUNIFORM1FVARBPROC) SDL_GL_GetProcAddress("glUniform1fvARB");
+ qglUniform2fvARB = (PFNGLUNIFORM2FVARBPROC) SDL_GL_GetProcAddress("glUniform2fvARB");
+ qglUniform3fvARB = (PFNGLUNIFORM3FVARBPROC) SDL_GL_GetProcAddress("glUniform3fvARB");
+ qglUniform4fvARB = (PFNGLUNIFORM4FVARBPROC) SDL_GL_GetProcAddress("glUniform4fvARB");
+ qglUniform2ivARB = (PFNGLUNIFORM2IVARBPROC) SDL_GL_GetProcAddress("glUniform2ivARB");
+ qglUniform3ivARB = (PFNGLUNIFORM3IVARBPROC) SDL_GL_GetProcAddress("glUniform3ivARB");
+ qglUniform4ivARB = (PFNGLUNIFORM4IVARBPROC) SDL_GL_GetProcAddress("glUniform4ivARB");
+ qglUniformMatrix2fvARB = (PFNGLUNIFORMMATRIX2FVARBPROC) SDL_GL_GetProcAddress("glUniformMatrix2fvARB");
+ qglUniformMatrix3fvARB = (PFNGLUNIFORMMATRIX3FVARBPROC) SDL_GL_GetProcAddress("glUniformMatrix3fvARB");
+ qglUniformMatrix4fvARB = (PFNGLUNIFORMMATRIX4FVARBPROC) SDL_GL_GetProcAddress("glUniformMatrix4fvARB");
+ qglGetObjectParameterfvARB = (PFNGLGETOBJECTPARAMETERFVARBPROC) SDL_GL_GetProcAddress("glGetObjectParameterfvARB");
+ qglGetObjectParameterivARB = (PFNGLGETOBJECTPARAMETERIVARBPROC) SDL_GL_GetProcAddress("glGetObjectParameterivARB");
+ qglGetInfoLogARB = (PFNGLGETINFOLOGARBPROC) SDL_GL_GetProcAddress("glGetInfoLogARB");
+ qglGetAttachedObjectsARB = (PFNGLGETATTACHEDOBJECTSARBPROC) SDL_GL_GetProcAddress("glGetAttachedObjectsARB");
+ qglGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC) SDL_GL_GetProcAddress("glGetUniformLocationARB");
+ qglGetActiveUniformARB = (PFNGLGETACTIVEUNIFORMARBPROC) SDL_GL_GetProcAddress("glGetActiveUniformARB");
+ qglGetUniformfvARB = (PFNGLGETUNIFORMFVARBPROC) SDL_GL_GetProcAddress("glGetUniformfvARB");
+ qglGetUniformivARB = (PFNGLGETUNIFORMIVARBPROC) SDL_GL_GetProcAddress("glGetUniformivARB");
+ qglGetShaderSourceARB = (PFNGLGETSHADERSOURCEARBPROC) SDL_GL_GetProcAddress("glGetShaderSourceARB");
+ ri.Printf(PRINT_ALL, result[1], extension);
+ //glRefConfig.shaderObjects = qtrue;
+ }
+ else
+ {
+ ri.Error(ERR_FATAL, result[2], extension);
+ }
+
+ // GL_ARB_vertex_shader
+ //glRefConfig.vertexShader = qfalse;
+ extension = "GL_ARB_vertex_shader";
+ qglBindAttribLocationARB = NULL;
+ qglGetActiveAttribARB = NULL;
+ qglGetAttribLocationARB = NULL;
+ if( GLimp_HaveExtension( extension ) )
+ {
+ //int reservedComponents;
+
+ //qglGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &glConfig.maxVertexUniforms);
+ //qglGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &glConfig.maxVaryingFloats);
+ //qglGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &glConfig.maxVertexAttribs);
+
+ //reservedComponents = 16 * 10; // approximation how many uniforms we have besides the bone matrices
+
+#if 0
+ if(glConfig.driverType == GLDRV_MESA)
+ {
+ // HACK
+ // restrict to number of vertex uniforms to 512 because of:
+ // xreal.x86_64: nv50_program.c:4181: nv50_program_validate_data: Assertion `p->param_nr <= 512' failed
+
+ glConfig.maxVertexUniforms = Q_bound(0, glConfig.maxVertexUniforms, 512);
+ }
+#endif
+
+ //glConfig.maxVertexSkinningBones = (int) Q_bound(0.0, (Q_max(glConfig.maxVertexUniforms - reservedComponents, 0) / 16), MAX_BONES);
+ //glConfig.vboVertexSkinningAvailable = r_vboVertexSkinning->integer && ((glConfig.maxVertexSkinningBones >= 12) ? qtrue : qfalse);
+
+ qglBindAttribLocationARB = (PFNGLBINDATTRIBLOCATIONARBPROC) SDL_GL_GetProcAddress("glBindAttribLocationARB");
+ qglGetActiveAttribARB = (PFNGLGETACTIVEATTRIBARBPROC) SDL_GL_GetProcAddress("glGetActiveAttribARB");
+ qglGetAttribLocationARB = (PFNGLGETATTRIBLOCATIONARBPROC) SDL_GL_GetProcAddress("glGetAttribLocationARB");
+ ri.Printf(PRINT_ALL, result[1], extension);
+ //glRefConfig.vertexShader = qtrue;
+ }
+ else
+ {
+ ri.Error(ERR_FATAL, result[2], extension);
+ }
+
+ // GL_ARB_shading_language_100
+ extension = "GL_ARB_shading_language_100";
+ glRefConfig.textureFloat = qfalse;
+ if( GLimp_HaveExtension( extension ) )
+ {
+ char version[256];
+
+ Q_strncpyz( version, (char *) qglGetString (GL_SHADING_LANGUAGE_VERSION_ARB), sizeof( version ) );
+
+ sscanf(version, "%d.%d", &glRefConfig.glslMajorVersion, &glRefConfig.glslMinorVersion);
+
+ ri.Printf(PRINT_ALL, "...using GLSL version %s\n", version);
+ }
+ else
+ {
+ ri.Error(ERR_FATAL, result[2], extension);
+ }
+
+ glRefConfig.memInfo = MI_NONE;
+
+ if( GLimp_HaveExtension( "GL_NVX_gpu_memory_info" ) )
+ {
+ glRefConfig.memInfo = MI_NVX;
+ }
+ else if( GLimp_HaveExtension( "GL_ATI_meminfo" ) )
+ {
+ glRefConfig.memInfo = MI_ATI;
+ }
+
+ extension = "GL_ARB_texture_non_power_of_two";
+ glRefConfig.textureNonPowerOfTwo = qfalse;
+ if( GLimp_HaveExtension( extension ) )
+ {
+ if(1) //(r_ext_texture_non_power_of_two->integer)
+ {
+ glRefConfig.textureNonPowerOfTwo = qtrue;
+ }
+
+ ri.Printf(PRINT_ALL, result[glRefConfig.textureNonPowerOfTwo], extension);
+ }
+ else
+ {
+ ri.Printf(PRINT_ALL, result[2], extension);
+ }
+
+ // GL_ARB_texture_float
+ extension = "GL_ARB_texture_float";
+ glRefConfig.textureFloat = qfalse;
+ if( GLimp_HaveExtension( extension ) )
+ {
+ if( r_ext_texture_float->integer )
+ {
+ glRefConfig.textureFloat = qtrue;
+ }
+
+ ri.Printf(PRINT_ALL, result[glRefConfig.textureFloat], extension);
+ }
+ else
+ {
+ ri.Printf(PRINT_ALL, result[2], extension);
+ }
+
+ // GL_ARB_half_float_pixel
+ extension = "GL_ARB_half_float_pixel";
+ glRefConfig.halfFloatPixel = qfalse;
+ if( GLimp_HaveExtension( extension ) )
+ {
+ if( r_arb_half_float_pixel->integer )
+ glRefConfig.halfFloatPixel = qtrue;
+
+ ri.Printf(PRINT_ALL, result[glRefConfig.halfFloatPixel], extension);
+ }
+ else
+ {
+ ri.Printf(PRINT_ALL, result[2], extension);
+ }
+
+ // GL_EXT_framebuffer_object
+ extension = "GL_EXT_framebuffer_object";
+ glRefConfig.framebufferObject = qfalse;
+ if( GLimp_HaveExtension( extension ) )
+ {
+ glGetIntegerv(GL_MAX_RENDERBUFFER_SIZE_EXT, &glRefConfig.maxRenderbufferSize);
+ glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS_EXT, &glRefConfig.maxColorAttachments);
+
+ qglIsRenderbufferEXT = (PFNGLISRENDERBUFFEREXTPROC) SDL_GL_GetProcAddress("glIsRenderbufferEXT");
+ qglBindRenderbufferEXT = (PFNGLBINDRENDERBUFFEREXTPROC) SDL_GL_GetProcAddress("glBindRenderbufferEXT");
+ qglDeleteRenderbuffersEXT = (PFNGLDELETERENDERBUFFERSEXTPROC) SDL_GL_GetProcAddress("glDeleteRenderbuffersEXT");
+ qglGenRenderbuffersEXT = (PFNGLGENRENDERBUFFERSEXTPROC) SDL_GL_GetProcAddress("glGenRenderbuffersEXT");
+ qglRenderbufferStorageEXT = (PFNGLRENDERBUFFERSTORAGEEXTPROC) SDL_GL_GetProcAddress("glRenderbufferStorageEXT");
+ qglGetRenderbufferParameterivEXT = (PFNGLGETRENDERBUFFERPARAMETERIVEXTPROC) SDL_GL_GetProcAddress("glGetRenderbufferParameterivEXT");
+ qglIsFramebufferEXT = (PFNGLISFRAMEBUFFEREXTPROC) SDL_GL_GetProcAddress("glIsFramebufferEXT");
+ qglBindFramebufferEXT = (PFNGLBINDFRAMEBUFFEREXTPROC) SDL_GL_GetProcAddress("glBindFramebufferEXT");
+ qglDeleteFramebuffersEXT = (PFNGLDELETEFRAMEBUFFERSEXTPROC) SDL_GL_GetProcAddress("glDeleteFramebuffersEXT");
+ qglGenFramebuffersEXT = (PFNGLGENFRAMEBUFFERSEXTPROC) SDL_GL_GetProcAddress("glGenFramebuffersEXT");
+ qglCheckFramebufferStatusEXT = (PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC) SDL_GL_GetProcAddress("glCheckFramebufferStatusEXT");
+ qglFramebufferTexture1DEXT = (PFNGLFRAMEBUFFERTEXTURE1DEXTPROC) SDL_GL_GetProcAddress("glFramebufferTexture1DEXT");
+ qglFramebufferTexture2DEXT = (PFNGLFRAMEBUFFERTEXTURE2DEXTPROC) SDL_GL_GetProcAddress("glFramebufferTexture2DEXT");
+ qglFramebufferTexture3DEXT = (PFNGLFRAMEBUFFERTEXTURE3DEXTPROC) SDL_GL_GetProcAddress("glFramebufferTexture3DEXT");
+ qglFramebufferRenderbufferEXT = (PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC) SDL_GL_GetProcAddress("glFramebufferRenderbufferEXT");
+ qglGetFramebufferAttachmentParameterivEXT = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC) SDL_GL_GetProcAddress("glGetFramebufferAttachmentParameterivEXT");
+ qglGenerateMipmapEXT = (PFNGLGENERATEMIPMAPEXTPROC) SDL_GL_GetProcAddress("glGenerateMipmapEXT");
+
+ if(r_ext_framebuffer_object->value)
+ glRefConfig.framebufferObject = qtrue;
+
+ ri.Printf(PRINT_ALL, result[glRefConfig.framebufferObject], extension);
+ }
+ else
+ {
+ ri.Printf(PRINT_ALL, result[2], extension);
+ }
+
+ // GL_EXT_packed_depth_stencil
+ extension = "GL_EXT_packed_depth_stencil";
+ glRefConfig.packedDepthStencil = qfalse;
+ if( GLimp_HaveExtension(extension))
+ {
+ glRefConfig.packedDepthStencil = qtrue;
+ ri.Printf(PRINT_ALL, result[glRefConfig.packedDepthStencil], extension);
+ }
+ else
+ {
+ ri.Printf(PRINT_ALL, result[2], extension);
+ }
+
+ // GL_ARB_occlusion_query
+ extension = "GL_ARB_occlusion_query";
+ glRefConfig.occlusionQuery = qfalse;
+ if (GLimp_HaveExtension(extension))
+ {
+ qglGenQueriesARB = (PFNGLGENQUERIESARBPROC) SDL_GL_GetProcAddress("glGenQueriesARB");
+ qglDeleteQueriesARB = (PFNGLDELETEQUERIESARBPROC) SDL_GL_GetProcAddress("glDeleteQueriesARB");
+ qglIsQueryARB = (PFNGLISQUERYARBPROC) SDL_GL_GetProcAddress("glIsQueryARB");
+ qglBeginQueryARB = (PFNGLBEGINQUERYARBPROC) SDL_GL_GetProcAddress("glBeginQueryARB");
+ qglEndQueryARB = (PFNGLENDQUERYARBPROC) SDL_GL_GetProcAddress("glEndQueryARB");
+ qglGetQueryivARB = (PFNGLGETQUERYIVARBPROC) SDL_GL_GetProcAddress("glGetQueryivARB");
+ qglGetQueryObjectivARB = (PFNGLGETQUERYOBJECTIVARBPROC) SDL_GL_GetProcAddress("glGetQueryObjectivARB");
+ qglGetQueryObjectuivARB = (PFNGLGETQUERYOBJECTUIVARBPROC) SDL_GL_GetProcAddress("glGetQueryObjectuivARB");
+ glRefConfig.occlusionQuery = qtrue;
+ ri.Printf(PRINT_ALL, result[glRefConfig.occlusionQuery], extension);
+ }
+ else
+ {
+ ri.Printf(PRINT_ALL, result[2], extension);
+ }
+
+ // GL_EXT_framebuffer_blit
+ extension = "GL_EXT_framebuffer_blit";
+ glRefConfig.framebufferBlit = qfalse;
+ if (GLimp_HaveExtension(extension))
+ {
+ qglBlitFramebufferEXT = (void *)SDL_GL_GetProcAddress("glBlitFramebufferEXT");
+ glRefConfig.framebufferBlit = qtrue;
+ ri.Printf(PRINT_ALL, result[glRefConfig.framebufferBlit], extension);
+ }
+ else
+ {
+ ri.Printf(PRINT_ALL, result[2], extension);
+ }
+
+ // GL_EXT_framebuffer_multisample
+ extension = "GL_EXT_framebuffer_multisample";
+ glRefConfig.framebufferMultisample = qfalse;
+ if (GLimp_HaveExtension(extension))
+ {
+ qglRenderbufferStorageMultisampleEXT = (void *)SDL_GL_GetProcAddress("glRenderbufferStorageMultisampleEXT");
+ glRefConfig.framebufferMultisample = qtrue;
+ ri.Printf(PRINT_ALL, result[glRefConfig.framebufferMultisample], extension);
+ }
+ else
+ {
+ ri.Printf(PRINT_ALL, result[2], extension);
+ }
+
+ // GL_EXT_texture_sRGB
+ extension = "GL_EXT_texture_sRGB";
+ glRefConfig.texture_srgb = qfalse;
+ if (GLimp_HaveExtension(extension))
+ {
+ if (r_srgb->integer)
+ glRefConfig.texture_srgb = qtrue;
+
+ ri.Printf(PRINT_ALL, result[glRefConfig.texture_srgb], extension);
+ }
+ else
+ {
+ ri.Printf(PRINT_ALL, result[2], extension);
+ }
+
+ // GL_EXT_framebuffer_sRGB
+ extension = "GL_EXT_framebuffer_sRGB";
+ glRefConfig.framebuffer_srgb = qfalse;
+ if (GLimp_HaveExtension(extension))
+ {
+ if (r_srgb->integer)
+ glRefConfig.framebuffer_srgb = qtrue;
+
+ ri.Printf(PRINT_ALL, result[glRefConfig.framebuffer_srgb], extension);
+ }
+ else
+ {
+ ri.Printf(PRINT_ALL, result[2], extension);
+ }
+
+ glRefConfig.textureCompression = TCR_NONE;
+
+ // GL_EXT_texture_compression_latc
+ extension = "GL_EXT_texture_compression_latc";
+ if (GLimp_HaveExtension(extension))
+ {
+ if (r_ext_compressed_textures->integer)
+ glRefConfig.textureCompression |= TCR_LATC;
+
+ ri.Printf(PRINT_ALL, result[r_ext_compressed_textures->integer ? 1 : 0], extension);
+ }
+ else
+ {
+ ri.Printf(PRINT_ALL, result[2], extension);
+ }
+
+ // GL_ARB_texture_compression_bptc
+ extension = "GL_ARB_texture_compression_bptc";
+ if (GLimp_HaveExtension(extension))
+ {
+ if (r_ext_compressed_textures->integer >= 2)
+ glRefConfig.textureCompression |= TCR_BPTC;
+
+ ri.Printf(PRINT_ALL, result[(r_ext_compressed_textures->integer >= 2) ? 1 : 0], extension);
+ }
+ else
+ {
+ ri.Printf(PRINT_ALL, result[2], extension);
+ }
+
+ // GL_ARB_draw_buffers
+ extension = "GL_ARB_draw_buffers";
+ qglDrawBuffersARB = NULL;
+ if( GLimp_HaveExtension( extension ) )
+ {
+ qglDrawBuffersARB = (void *) SDL_GL_GetProcAddress("glDrawBuffersARB");
+
+ ri.Printf(PRINT_ALL, result[1], extension);
+ }
+ else
+ {
+ ri.Printf(PRINT_ALL, result[2], extension);
+ }
+
+ // GL_ARB_depth_clamp
+ extension = "GL_ARB_depth_clamp";
+ glRefConfig.depthClamp = qfalse;
+ if( GLimp_HaveExtension( extension ) )
+ {
+ glRefConfig.depthClamp = qtrue;
+ ri.Printf(PRINT_ALL, result[1], extension);
+ }
+ else
+ {
+ ri.Printf(PRINT_ALL, result[2], extension);
+ }
+}
Added: trunk/code/rend2/tr_extramath.c
===================================================================
--- trunk/code/rend2/tr_extramath.c (rev 0)
+++ trunk/code/rend2/tr_extramath.c 2012-10-26 01:23:06 UTC (rev 2329)
@@ -0,0 +1,240 @@
+/*
+===========================================================================
+Copyright (C) 2010 James Canete (use.less01 at gmail.com)
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Quake III Arena source code is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Quake III Arena source code; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+// tr_extramath.c - extra math needed by the renderer not in qmath.c
+
+#include "tr_local.h"
+
+// Some matrix helper functions
+// FIXME: do these already exist in ioq3 and I don't know about them?
+
+void Matrix16Zero( matrix_t out )
+{
+ out[ 0] = 0.0f; out[ 4] = 0.0f; out[ 8] = 0.0f; out[12] = 0.0f;
+ out[ 1] = 0.0f; out[ 5] = 0.0f; out[ 9] = 0.0f; out[13] = 0.0f;
+ out[ 2] = 0.0f; out[ 6] = 0.0f; out[10] = 0.0f; out[14] = 0.0f;
+ out[ 3] = 0.0f; out[ 7] = 0.0f; out[11] = 0.0f; out[15] = 0.0f;
+}
+
+void Matrix16Identity( matrix_t out )
+{
+ out[ 0] = 1.0f; out[ 4] = 0.0f; out[ 8] = 0.0f; out[12] = 0.0f;
+ out[ 1] = 0.0f; out[ 5] = 1.0f; out[ 9] = 0.0f; out[13] = 0.0f;
+ out[ 2] = 0.0f; out[ 6] = 0.0f; out[10] = 1.0f; out[14] = 0.0f;
+ out[ 3] = 0.0f; out[ 7] = 0.0f; out[11] = 0.0f; out[15] = 1.0f;
+}
+
+void Matrix16Copy( const matrix_t in, matrix_t out )
+{
+ out[ 0] = in[ 0]; out[ 4] = in[ 4]; out[ 8] = in[ 8]; out[12] = in[12];
+ out[ 1] = in[ 1]; out[ 5] = in[ 5]; out[ 9] = in[ 9]; out[13] = in[13];
+ out[ 2] = in[ 2]; out[ 6] = in[ 6]; out[10] = in[10]; out[14] = in[14];
+ out[ 3] = in[ 3]; out[ 7] = in[ 7]; out[11] = in[11]; out[15] = in[15];
+}
+
+void Matrix16Multiply( const matrix_t in1, const matrix_t in2, matrix_t out )
+{
+ out[ 0] = in1[ 0] * in2[ 0] + in1[ 4] * in2[ 1] + in1[ 8] * in2[ 2] + in1[12] * in2[ 3];
+ out[ 1] = in1[ 1] * in2[ 0] + in1[ 5] * in2[ 1] + in1[ 9] * in2[ 2] + in1[13] * in2[ 3];
+ out[ 2] = in1[ 2] * in2[ 0] + in1[ 6] * in2[ 1] + in1[10] * in2[ 2] + in1[14] * in2[ 3];
+ out[ 3] = in1[ 3] * in2[ 0] + in1[ 7] * in2[ 1] + in1[11] * in2[ 2] + in1[15] * in2[ 3];
+
+ out[ 4] = in1[ 0] * in2[ 4] + in1[ 4] * in2[ 5] + in1[ 8] * in2[ 6] + in1[12] * in2[ 7];
+ out[ 5] = in1[ 1] * in2[ 4] + in1[ 5] * in2[ 5] + in1[ 9] * in2[ 6] + in1[13] * in2[ 7];
+ out[ 6] = in1[ 2] * in2[ 4] + in1[ 6] * in2[ 5] + in1[10] * in2[ 6] + in1[14] * in2[ 7];
+ out[ 7] = in1[ 3] * in2[ 4] + in1[ 7] * in2[ 5] + in1[11] * in2[ 6] + in1[15] * in2[ 7];
+
+ out[ 8] = in1[ 0] * in2[ 8] + in1[ 4] * in2[ 9] + in1[ 8] * in2[10] + in1[12] * in2[11];
+ out[ 9] = in1[ 1] * in2[ 8] + in1[ 5] * in2[ 9] + in1[ 9] * in2[10] + in1[13] * in2[11];
+ out[10] = in1[ 2] * in2[ 8] + in1[ 6] * in2[ 9] + in1[10] * in2[10] + in1[14] * in2[11];
+ out[11] = in1[ 3] * in2[ 8] + in1[ 7] * in2[ 9] + in1[11] * in2[10] + in1[15] * in2[11];
+
+ out[12] = in1[ 0] * in2[12] + in1[ 4] * in2[13] + in1[ 8] * in2[14] + in1[12] * in2[15];
+ out[13] = in1[ 1] * in2[12] + in1[ 5] * in2[13] + in1[ 9] * in2[14] + in1[13] * in2[15];
+ out[14] = in1[ 2] * in2[12] + in1[ 6] * in2[13] + in1[10] * in2[14] + in1[14] * in2[15];
+ out[15] = in1[ 3] * in2[12] + in1[ 7] * in2[13] + in1[11] * in2[14] + in1[15] * in2[15];
+}
+
+void Matrix16Transform( const matrix_t in1, const vec4_t in2, vec4_t out )
+{
+ out[ 0] = in1[ 0] * in2[ 0] + in1[ 4] * in2[ 1] + in1[ 8] * in2[ 2] + in1[12] * in2[ 3];
+ out[ 1] = in1[ 1] * in2[ 0] + in1[ 5] * in2[ 1] + in1[ 9] * in2[ 2] + in1[13] * in2[ 3];
+ out[ 2] = in1[ 2] * in2[ 0] + in1[ 6] * in2[ 1] + in1[10] * in2[ 2] + in1[14] * in2[ 3];
+ out[ 3] = in1[ 3] * in2[ 0] + in1[ 7] * in2[ 1] + in1[11] * in2[ 2] + in1[15] * in2[ 3];
+}
+
+qboolean Matrix16Compare( const matrix_t a, const matrix_t b )
+{
+ return !(a[ 0] != b[ 0] || a[ 4] != b[ 4] || a[ 8] != b[ 8] || a[12] != b[12] ||
+ a[ 1] != b[ 1] || a[ 5] != b[ 5] || a[ 9] != b[ 9] || a[13] != b[13] ||
+ a[ 2] != b[ 2] || a[ 6] != b[ 6] || a[10] != b[10] || a[14] != b[14] ||
+ a[ 3] != b[ 3] || a[ 7] != b[ 7] || a[11] != b[11] || a[15] != b[15]);
+}
+
+void Matrix16Dump( const matrix_t in )
+{
+ ri.Printf(PRINT_ALL, "%3.5f %3.5f %3.5f %3.5f\n", in[ 0], in[ 4], in[ 8], in[12]);
+ ri.Printf(PRINT_ALL, "%3.5f %3.5f %3.5f %3.5f\n", in[ 1], in[ 5], in[ 9], in[13]);
+ ri.Printf(PRINT_ALL, "%3.5f %3.5f %3.5f %3.5f\n", in[ 2], in[ 6], in[10], in[14]);
+ ri.Printf(PRINT_ALL, "%3.5f %3.5f %3.5f %3.5f\n", in[ 3], in[ 7], in[11], in[15]);
+}
+
+void Matrix16Translation( vec3_t vec, matrix_t out )
+{
+ out[ 0] = 1.0f; out[ 4] = 0.0f; out[ 8] = 0.0f; out[12] = vec[0];
+ out[ 1] = 0.0f; out[ 5] = 1.0f; out[ 9] = 0.0f; out[13] = vec[1];
+ out[ 2] = 0.0f; out[ 6] = 0.0f; out[10] = 1.0f; out[14] = vec[2];
+ out[ 3] = 0.0f; out[ 7] = 0.0f; out[11] = 0.0f; out[15] = 1.0f;
+}
+
+void Matrix16Ortho( float left, float right, float bottom, float top, float znear, float zfar, matrix_t out )
+{
+ out[ 0] = 2.0f / (right - left); out[ 4] = 0.0f; out[ 8] = 0.0f; out[12] = -(right + left) / (right - left);
+ out[ 1] = 0.0f; out[ 5] = 2.0f / (top - bottom); out[ 9] = 0.0f; out[13] = -(top + bottom) / (top - bottom);
+ out[ 2] = 0.0f; out[ 6] = 0.0f; out[10] = 2.0f / (zfar - znear); out[14] = -(zfar + znear) / (zfar - znear);
+ out[ 3] = 0.0f; out[ 7] = 0.0f; out[11] = 0.0f; out[15] = 1.0f;
+}
+
+void Matrix16View(vec3_t axes[3], vec3_t origin, matrix_t out)
+{
+ out[0] = axes[0][0];
+ out[1] = axes[1][0];
+ out[2] = axes[2][0];
+ out[3] = 0;
+
+ out[4] = axes[0][1];
+ out[5] = axes[1][1];
+ out[6] = axes[2][1];
+ out[7] = 0;
+
+ out[8] = axes[0][2];
+ out[9] = axes[1][2];
+ out[10] = axes[2][2];
+ out[11] = 0;
+
+ out[12] = -DotProduct(origin, axes[0]);
+ out[13] = -DotProduct(origin, axes[1]);
+ out[14] = -DotProduct(origin, axes[2]);
+ out[15] = 1;
+}
+
+void Matrix16SimpleInverse( const matrix_t in, matrix_t out)
+{
+ vec3_t v;
+ float invSqrLen;
+
+ VectorCopy(in + 0, v);
+ invSqrLen = 1.0f / DotProduct(v, v); VectorScale(v, invSqrLen, v);
+ out[ 0] = v[0]; out[ 4] = v[1]; out[ 8] = v[2]; out[12] = -DotProduct(v, &in[12]);
+
+ VectorCopy(in + 4, v);
+ invSqrLen = 1.0f / DotProduct(v, v); VectorScale(v, invSqrLen, v);
+ out[ 1] = v[0]; out[ 5] = v[1]; out[ 9] = v[2]; out[13] = -DotProduct(v, &in[12]);
+
+ VectorCopy(in + 8, v);
+ invSqrLen = 1.0f / DotProduct(v, v); VectorScale(v, invSqrLen, v);
+ out[ 2] = v[0]; out[ 6] = v[1]; out[10] = v[2]; out[14] = -DotProduct(v, &in[12]);
+
+ out[ 3] = 0.0f; out[ 7] = 0.0f; out[11] = 0.0f; out[15] = 1.0f;
+}
+
+void VectorLerp( vec3_t a, vec3_t b, float lerp, vec3_t c)
+{
+ c[0] = a[0] * (1.0f - lerp) + b[0] * lerp;
+ c[1] = a[1] * (1.0f - lerp) + b[1] * lerp;
+ c[2] = a[2] * (1.0f - lerp) + b[2] * lerp;
+}
+
+qboolean SpheresIntersect(vec3_t origin1, float radius1, vec3_t origin2, float radius2)
+{
+ float radiusSum = radius1 + radius2;
+ vec3_t diff;
+
+ VectorSubtract(origin1, origin2, diff);
+
+ if (DotProduct(diff, diff) <= radiusSum * radiusSum)
+ {
+ return qtrue;
+ }
+
+ return qfalse;
+}
+
+void BoundingSphereOfSpheres(vec3_t origin1, float radius1, vec3_t origin2, float radius2, vec3_t origin3, float *radius3)
+{
+ vec3_t diff;
+
+ VectorScale(origin1, 0.5f, origin3);
+ VectorMA(origin3, 0.5f, origin2, origin3);
+
+ VectorSubtract(origin1, origin2, diff);
+ *radius3 = VectorLength(diff) * 0.5f + MAX(radius1, radius2);
+}
+
+int NextPowerOfTwo(int in)
+{
+ int out;
+
+ for (out = 1; out < in; out <<= 1)
+ ;
+
+ return out;
+}
+
+unsigned short FloatToHalf(float in)
+{
+ unsigned short out;
+
+ union
+ {
+ float f;
+ unsigned int i;
+ } f32;
+
+ int sign, inExponent, inFraction;
+ int outExponent, outFraction;
+
+ f32.f = in;
+
+ sign = (f32.i & 0x80000000) >> 31;
+ inExponent = (f32.i & 0x7F800000) >> 23;
+ inFraction = f32.i & 0x007FFFFF;
+
+ outExponent = CLAMP(inExponent - 127, -15, 16) + 15;
+
+ outFraction = 0;
+ if (outExponent == 0x1F)
+ {
+ if (inExponent == 0xFF && inFraction != 0)
+ outFraction = 0x3FF;
+ }
+ else if (outExponent == 0x00)
+ {
+ if (inExponent == 0x00 && inFraction != 0)
+ outFraction = 0x3FF;
+ }
+ else
+ outFraction = inFraction >> 13;
+
+ out = (sign << 15) | (outExponent << 10) | outFraction;
+
+ return out;
+}
Added: trunk/code/rend2/tr_extramath.h
===================================================================
--- trunk/code/rend2/tr_extramath.h (rev 0)
+++ trunk/code/rend2/tr_extramath.h 2012-10-26 01:23:06 UTC (rev 2329)
@@ -0,0 +1,104 @@
+/*
+===========================================================================
+Copyright (C) 2010 James Canete (use.less01 at gmail.com)
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Quake III Arena source code is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Quake III Arena source code; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+// tr_extramath.h
+
+#ifndef __TR_EXTRAMATH_H__
+#define __TR_EXTRAMATH_H__
+
+typedef vec_t matrix_t[16];
+typedef int vec2i_t[2];
+typedef int vec3i_t[3];
+typedef int vec4i_t[4];
+
+void Matrix16Zero( matrix_t out );
+void Matrix16Identity( matrix_t out );
+void Matrix16Copy( const matrix_t in, matrix_t out );
+void Matrix16Multiply( const matrix_t in1, const matrix_t in2, matrix_t out );
+void Matrix16Transform( const matrix_t in1, const vec4_t in2, vec4_t out );
+qboolean Matrix16Compare(const matrix_t a, const matrix_t b);
+void Matrix16Dump( const matrix_t in );
+void Matrix16Translation( vec3_t vec, matrix_t out );
+void Matrix16Ortho( float left, float right, float bottom, float top, float znear, float zfar, matrix_t out );
+void Matrix16View(vec3_t axes[3], vec3_t origin, matrix_t out);
+void Matrix16SimpleInverse( const matrix_t in, matrix_t out);
+
+#define VectorCopy2(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1])
+
+#define VectorCopy4(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1],(b)[2]=(a)[2],(b)[3]=(a)[3])
+#define VectorSet4(v,x,y,z,w) ((v)[0]=(x),(v)[1]=(y),(v)[2]=(z),(v)[3]=(w))
+#define DotProduct4(a,b) ((a)[0]*(b)[0] + (a)[1]*(b)[1] + (a)[2]*(b)[2] + (a)[3]*(b)[3])
+#define VectorScale4(a,b,c) ((c)[0]=(a)[0]*(b),(c)[1]=(a)[1]*(b),(c)[2]=(a)[2]*(b),(c)[3]=(a)[3]*(b))
+
+#define VectorCopy5(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1],(b)[2]=(a)[2],(b)[3]=(a)[3],(b)[4]=(a)[4])
+
+#define OffsetByteToFloat(a) ((float)(a) * 1.0f/127.5f - 1.0f)
+#define FloatToOffsetByte(a) (byte)(((a) + 1.0f) * 127.5f)
+#define ByteToFloat(a) ((float)(a) * 1.0f/255.0f)
+#define FloatToByte(a) (byte)((a) * 255.0f)
+
+#define RGBtosRGB(a) (((a) < 0.0031308f) ? (12.92f * (a)) : (1.055f * pow((a), 0.41666f) - 0.055f))
+#define sRGBtoRGB(a) (((a) <= 0.04045f) ? ((a) / 12.92f) : (pow((((a) + 0.055f) / 1.055f), 2.4)) )
+
+static ID_INLINE int VectorCompare4(const vec4_t v1, const vec4_t v2)
+{
+ if(v1[0] != v2[0] || v1[1] != v2[1] || v1[2] != v2[2] || v1[3] != v2[3])
+ {
+ return 0;
+ }
+ return 1;
+}
+
+static ID_INLINE int VectorCompare5(const vec5_t v1, const vec5_t v2)
+{
+ if(v1[0] != v2[0] || v1[1] != v2[1] || v1[2] != v2[2] || v1[3] != v2[3] || v1[4] != v2[4])
+ {
+ return 0;
+ }
+ return 1;
+}
+
+void VectorLerp( vec3_t a, vec3_t b, float lerp, vec3_t c);
+
+
+qboolean SpheresIntersect(vec3_t origin1, float radius1, vec3_t origin2, float radius2);
+void BoundingSphereOfSpheres(vec3_t origin1, float radius1, vec3_t origin2, float radius2, vec3_t origin3, float *radius3);
+
+#ifndef SGN
+#define SGN(x) (((x) >= 0) ? !!(x) : -1)
+#endif
+
+#ifndef MAX
+#define MAX(a,b) ((a) > (b) ? (a) : (b))
+#endif
+
+#ifndef MIN
+#define MIN(a,b) ((a) < (b) ? (a) : (b))
+#endif
+
+#ifndef CLAMP
+#define CLAMP(a,b,c) MIN(MAX((a),(b)),(c))
+#endif
+
+int NextPowerOfTwo(int in);
+unsigned short FloatToHalf(float in);
+
+#endif
Added: trunk/code/rend2/tr_extratypes.h
===================================================================
--- trunk/code/rend2/tr_extratypes.h (rev 0)
+++ trunk/code/rend2/tr_extratypes.h 2012-10-26 01:23:06 UTC (rev 2329)
@@ -0,0 +1,43 @@
+/*
+===========================================================================
+Copyright (C) 2009-2011 Andrei Drexler, Richard Allen, James Canete
+
+This file is part of Reaction source code.
+
+Reaction source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Reaction source code is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Reaction source code; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+
+#ifndef __TR_EXTRATYPES_H__
+#define __TR_EXTRATYPES_H__
+
+// tr_extratypes.h, for mods that want to extend tr_types.h without losing compatibility with original VMs
+
+// extra renderfx flags start at 0x0400
+#define RF_SUNFLARE 0x0400
+
+// extra refdef flags start at 0x0008
+#define RDF_NOFOG 0x0008 // don't apply fog
+#define RDF_EXTRA 0x0010 // Makro - refdefex_t to follow after refdef_t
+#define RDF_SUNLIGHT 0x0020 // SmileTheory - render sunlight and shadows
+
+typedef struct {
+ float blurFactor;
+ float sunDir[3];
+ float sunCol[3];
+ float sunAmbCol[3];
+} refdefex_t;
+
+#endif
\ No newline at end of file
Added: trunk/code/rend2/tr_fbo.c
===================================================================
--- trunk/code/rend2/tr_fbo.c (rev 0)
+++ trunk/code/rend2/tr_fbo.c 2012-10-26 01:23:06 UTC (rev 2329)
@@ -0,0 +1,843 @@
+/*
+===========================================================================
+Copyright (C) 2006 Kirk Barnes
+Copyright (C) 2006-2008 Robert Beckebans <trebor_7 at users.sourceforge.net>
+
+This file is part of XreaL source code.
+
+XreaL source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+XreaL source code is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with XreaL source code; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+// tr_fbo.c
+#include "tr_local.h"
+
+/*
+=============
+R_CheckFBO
+=============
+*/
+qboolean R_CheckFBO(const FBO_t * fbo)
+{
+ int code;
+ int id;
+
+ qglGetIntegerv(GL_FRAMEBUFFER_BINDING_EXT, &id);
+ qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo->frameBuffer);
+
+ code = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
+
+ if(code == GL_FRAMEBUFFER_COMPLETE_EXT)
+ {
+ qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, id);
+ return qtrue;
+ }
+
+ // an error occured
+ switch (code)
+ {
+ case GL_FRAMEBUFFER_COMPLETE_EXT:
+ break;
+
+ case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
+ ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Unsupported framebuffer format\n", fbo->name);
+ break;
+
+ case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT:
+ ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Framebuffer incomplete attachment\n", fbo->name);
+ break;
+
+ case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT:
+ ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Framebuffer incomplete, missing attachment\n", fbo->name);
+ break;
+
+ //case GL_FRAMEBUFFER_INCOMPLETE_DUPLICATE_ATTACHMENT_EXT:
+ // ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Framebuffer incomplete, duplicate attachment\n", fbo->name);
+ // break;
+
+ case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT:
+ ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Framebuffer incomplete, attached images must have same dimensions\n",
+ fbo->name);
+ break;
+
+ case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT:
+ ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Framebuffer incomplete, attached images must have same format\n",
+ fbo->name);
+ break;
+
+ case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT:
+ ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Framebuffer incomplete, missing draw buffer\n", fbo->name);
+ break;
+
+ case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT:
+ ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Framebuffer incomplete, missing read buffer\n", fbo->name);
+ break;
+
+ default:
+ ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) unknown error 0x%X\n", fbo->name, code);
+ //ri.Error(ERR_FATAL, "R_CheckFBO: (%s) unknown error 0x%X", fbo->name, code);
+ //assert(0);
+ break;
+ }
+
+ qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, id);
+
+ return qfalse;
+}
+
+/*
+============
+FBO_Create
+============
+*/
+FBO_t *FBO_Create(const char *name, int width, int height)
+{
+ FBO_t *fbo;
+
+ if(strlen(name) >= MAX_QPATH)
+ {
+ ri.Error(ERR_DROP, "FBO_Create: \"%s\" is too long\n", name);
+ }
+
+ if(width <= 0 || width > glRefConfig.maxRenderbufferSize)
+ {
+ ri.Error(ERR_DROP, "FBO_Create: bad width %i", width);
+ }
+
+ if(height <= 0 || height > glRefConfig.maxRenderbufferSize)
+ {
+ ri.Error(ERR_DROP, "FBO_Create: bad height %i", height);
+ }
+
+ if(tr.numFBOs == MAX_FBOS)
+ {
+ ri.Error(ERR_DROP, "FBO_Create: MAX_FBOS hit");
+ }
+
+ fbo = tr.fbos[tr.numFBOs] = ri.Hunk_Alloc(sizeof(*fbo), h_low);
+ Q_strncpyz(fbo->name, name, sizeof(fbo->name));
+ fbo->index = tr.numFBOs++;
+ fbo->width = width;
+ fbo->height = height;
+
+ qglGenFramebuffersEXT(1, &fbo->frameBuffer);
+
+ return fbo;
+}
+
+void FBO_CreateBuffer(FBO_t *fbo, int format, int index, int multisample)
+{
+ uint32_t *pRenderBuffer;
+ GLenum attachment;
+ qboolean absent;
+
+ switch(format)
+ {
+ case GL_RGB:
+ case GL_RGBA:
+ case GL_RGB8:
+ case GL_RGBA8:
+ case GL_RGB16F_ARB:
+ case GL_RGBA16F_ARB:
+ case GL_RGB32F_ARB:
+ case GL_RGBA32F_ARB:
+ fbo->colorFormat = format;
+ pRenderBuffer = &fbo->colorBuffers[index];
+ attachment = GL_COLOR_ATTACHMENT0_EXT + index;
+ break;
+
+ case GL_DEPTH_COMPONENT:
+ case GL_DEPTH_COMPONENT16_ARB:
+ case GL_DEPTH_COMPONENT24_ARB:
+ case GL_DEPTH_COMPONENT32_ARB:
+ fbo->depthFormat = format;
+ pRenderBuffer = &fbo->depthBuffer;
+ attachment = GL_DEPTH_ATTACHMENT_EXT;
+ break;
+
+ case GL_STENCIL_INDEX:
+ case GL_STENCIL_INDEX1_EXT:
+ case GL_STENCIL_INDEX4_EXT:
+ case GL_STENCIL_INDEX8_EXT:
+ case GL_STENCIL_INDEX16_EXT:
+ fbo->stencilFormat = format;
+ pRenderBuffer = &fbo->stencilBuffer;
+ attachment = GL_STENCIL_ATTACHMENT_EXT;
+ break;
+
+ case GL_DEPTH_STENCIL_EXT:
+ case GL_DEPTH24_STENCIL8_EXT:
+ fbo->packedDepthStencilFormat = format;
+ pRenderBuffer = &fbo->packedDepthStencilBuffer;
+ attachment = 0; // special for stencil and depth
+ break;
+
+ default:
+ ri.Printf(PRINT_WARNING, "FBO_CreateBuffer: invalid format %d\n", format);
+ return;
+ }
+
+ absent = *pRenderBuffer == 0;
+ if (absent)
+ qglGenRenderbuffersEXT(1, pRenderBuffer);
+
+ qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, *pRenderBuffer);
+ if (multisample && glRefConfig.framebufferMultisample)
+ {
+ qglRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, multisample, format, fbo->width, fbo->height);
+ }
+ else
+ {
+ qglRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, format, fbo->width, fbo->height);
+ }
+
+ if(absent)
+ {
+ if (attachment == 0)
+ {
+ qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, *pRenderBuffer);
+ qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, *pRenderBuffer);
+ }
+ else
+ qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, attachment, GL_RENDERBUFFER_EXT, *pRenderBuffer);
+ }
+}
+
+
+/*
+=================
+R_AttachFBOTexture1D
+=================
+*/
+void R_AttachFBOTexture1D(int texId, int index)
+{
+ if(index < 0 || index >= glRefConfig.maxColorAttachments)
+ {
+ ri.Printf(PRINT_WARNING, "R_AttachFBOTexture1D: invalid attachment index %i\n", index);
+ return;
+ }
+
+ qglFramebufferTexture1DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + index, GL_TEXTURE_1D, texId, 0);
+}
+
+/*
+=================
+R_AttachFBOTexture2D
+=================
+*/
+void R_AttachFBOTexture2D(int target, int texId, int index)
+{
+ if(target != GL_TEXTURE_2D && (target < GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB || target > GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB))
+ {
+ ri.Printf(PRINT_WARNING, "R_AttachFBOTexture2D: invalid target %i\n", target);
+ return;
+ }
+
+ if(index < 0 || index >= glRefConfig.maxColorAttachments)
+ {
+ ri.Printf(PRINT_WARNING, "R_AttachFBOTexture2D: invalid attachment index %i\n", index);
+ return;
+ }
+
+ qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + index, target, texId, 0);
+}
+
+/*
+=================
+R_AttachFBOTexture3D
+=================
+*/
+void R_AttachFBOTexture3D(int texId, int index, int zOffset)
+{
+ if(index < 0 || index >= glRefConfig.maxColorAttachments)
+ {
+ ri.Printf(PRINT_WARNING, "R_AttachFBOTexture3D: invalid attachment index %i\n", index);
+ return;
+ }
+
+ qglFramebufferTexture3DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + index, GL_TEXTURE_3D_EXT, texId, 0, zOffset);
+}
+
+/*
+=================
+R_AttachFBOTextureDepth
+=================
+*/
+void R_AttachFBOTextureDepth(int texId)
+{
+ qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, texId, 0);
+}
+
+/*
+=================
+R_AttachFBOTexturePackedDepthStencil
+=================
+*/
+void R_AttachFBOTexturePackedDepthStencil(int texId)
+{
+ qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, texId, 0);
+ qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_TEXTURE_2D, texId, 0);
+}
+
+void FBO_AttachTextureImage(image_t *img, int index)
+{
+ if (!glState.currentFBO)
+ {
+ ri.Printf(PRINT_WARNING, "FBO: attempted to attach a texture image with no FBO bound!\n");
+ return;
+ }
+
+ R_AttachFBOTexture2D(GL_TEXTURE_2D, img->texnum, index);
+ glState.currentFBO->colorImage[index] = img;
+}
+
+/*
+============
+FBO_Bind
+============
+*/
+void FBO_Bind(FBO_t * fbo)
+{
+ if (fbo && glState.currentFBO == fbo)
+ return;
+
+ if (r_logFile->integer)
+ {
+ // don't just call LogComment, or we will get a call to va() every frame!
+ if (fbo)
+ GLimp_LogComment(va("--- FBO_Bind( %s ) ---\n", fbo->name));
+ else
+ GLimp_LogComment("--- FBO_Bind ( NULL ) ---\n");
+ }
+
+ if (!fbo)
+ {
+ qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
+ //qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
+ glState.currentFBO = NULL;
+
+ return;
+ }
+
+ qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo->frameBuffer);
+
+ /*
+ if(fbo->colorBuffers[0])
+ {
+ qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fbo->colorBuffers[0]);
+ }
+ */
+
+ /*
+ if(fbo->depthBuffer)
+ {
+ qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fbo->depthBuffer);
+ qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, fbo->depthBuffer);
+ }
+ */
+
+ glState.currentFBO = fbo;
+}
+
+/*
+============
+FBO_Init
+============
+*/
+void FBO_Init(void)
+{
+ int i;
+ // int width, height, hdrFormat, multisample;
+ int hdrFormat, multisample;
+
+ ri.Printf(PRINT_ALL, "------- FBO_Init -------\n");
+
+ if(!glRefConfig.framebufferObject)
+ return;
+
+ tr.numFBOs = 0;
+
+ GL_CheckErrors();
+
+ // make sure the render thread is stopped
+ R_SyncRenderThread();
+
+/* if(glRefConfig.textureNonPowerOfTwo)
+ {
+ width = glConfig.vidWidth;
+ height = glConfig.vidHeight;
+ }
+ else
+ {
+ width = NextPowerOfTwo(glConfig.vidWidth);
+ height = NextPowerOfTwo(glConfig.vidHeight);
+ } */
+
+ hdrFormat = GL_RGBA8;
+ if (r_hdr->integer && glRefConfig.framebufferObject && glRefConfig.textureFloat)
+ {
+ hdrFormat = GL_RGB16F_ARB;
+ }
+
+ qglGetIntegerv(GL_MAX_SAMPLES_EXT, &multisample);
+
+ if (r_ext_framebuffer_multisample->integer < multisample)
+ {
+ multisample = r_ext_framebuffer_multisample->integer;
+ }
+
+ if (multisample < 2 || !glRefConfig.framebufferBlit)
+ multisample = 0;
+
+ if (multisample != r_ext_framebuffer_multisample->integer)
+ {
+ ri.Cvar_SetValue("r_ext_framebuffer_multisample", (float)multisample);
+ }
+
+ if (multisample && glRefConfig.framebufferMultisample)
+ {
+ tr.renderFbo = FBO_Create("_render", tr.renderDepthImage->width, tr.renderDepthImage->height);
+ FBO_Bind(tr.renderFbo);
+
+ FBO_CreateBuffer(tr.renderFbo, hdrFormat, 0, multisample);
+ FBO_CreateBuffer(tr.renderFbo, GL_DEPTH_COMPONENT24_ARB, 0, multisample);
+
+ R_CheckFBO(tr.renderFbo);
+
+
+ tr.msaaResolveFbo = FBO_Create("_msaaResolve", tr.renderDepthImage->width, tr.renderDepthImage->height);
+ FBO_Bind(tr.msaaResolveFbo);
+
+ //FBO_CreateBuffer(tr.msaaResolveFbo, hdrFormat, 0, 0);
+ FBO_AttachTextureImage(tr.renderImage, 0);
+
+ //FBO_CreateBuffer(tr.msaaResolveFbo, GL_DEPTH_COMPONENT24_ARB, 0, 0);
+ R_AttachFBOTextureDepth(tr.renderDepthImage->texnum);
+
+ R_CheckFBO(tr.msaaResolveFbo);
+ }
+ else
+ {
+ tr.renderFbo = FBO_Create("_render", tr.renderDepthImage->width, tr.renderDepthImage->height);
+ FBO_Bind(tr.renderFbo);
+
+ //FBO_CreateBuffer(tr.renderFbo, hdrFormat, 0, 0);
+ FBO_AttachTextureImage(tr.renderImage, 0);
+
+ //FBO_CreateBuffer(tr.renderFbo, GL_DEPTH_COMPONENT24_ARB, 0, 0);
+ R_AttachFBOTextureDepth(tr.renderDepthImage->texnum);
+
+ R_CheckFBO(tr.renderFbo);
+ }
+
+ // clear render buffer
+ // this fixes the corrupt screen bug with r_hdr 1 on older hardware
+ FBO_Bind(tr.renderFbo);
+ qglClearColor( 1, 0, 0.5, 1 );
+ qglClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+ FBO_Bind(NULL);
+
+#ifdef REACTION
+ {
+ tr.godRaysFbo = FBO_Create("_godRays", tr.renderDepthImage->width, tr.renderDepthImage->height);
+ FBO_Bind(tr.godRaysFbo);
+
+ //FBO_CreateBuffer(tr.godRaysFbo, GL_RGBA8, 0, multisample);
+ FBO_AttachTextureImage(tr.godRaysImage, 0);
+
+ //FBO_CreateBuffer(tr.godRaysFbo, GL_DEPTH_COMPONENT24_ARB, 0, multisample);
+ R_AttachFBOTextureDepth(tr.renderDepthImage->texnum);
+
+ R_CheckFBO(tr.godRaysFbo);
+ }
+#endif
+
+ // FIXME: Don't use separate color/depth buffers for a shadow buffer
+ for( i = 0; i < MAX_DRAWN_PSHADOWS; i++)
+ {
+ tr.pshadowFbos[i] = FBO_Create(va("_shadowmap%d", i), tr.pshadowMaps[i]->width, tr.pshadowMaps[i]->height);
+ FBO_Bind(tr.pshadowFbos[i]);
+
+ //FBO_CreateBuffer(tr.pshadowFbos[i], GL_RGBA8, 0, 0);
+ FBO_AttachTextureImage(tr.pshadowMaps[i], 0);
+
+ FBO_CreateBuffer(tr.pshadowFbos[i], GL_DEPTH_COMPONENT24_ARB, 0, 0);
+ //R_AttachFBOTextureDepth(tr.textureDepthImage->texnum);
+
+ R_CheckFBO(tr.pshadowFbos[i]);
+ }
+
+ for ( i = 0; i < 3; i++)
+ {
+ tr.sunShadowFbo[i] = FBO_Create("_sunshadowmap", tr.sunShadowDepthImage[i]->width, tr.sunShadowDepthImage[i]->height);
+ FBO_Bind(tr.sunShadowFbo[i]);
+
+ //FBO_CreateBuffer(tr.sunShadowFbo[i], GL_RGBA8, 0, 0);
+ //FBO_AttachTextureImage(tr.sunShadowImage, 0);
+ qglDrawBuffer(GL_NONE);
+ qglReadBuffer(GL_NONE);
+
+ //FBO_CreateBuffer(tr.sunShadowFbo, GL_DEPTH_COMPONENT24_ARB, 0, 0);
+ R_AttachFBOTextureDepth(tr.sunShadowDepthImage[i]->texnum);
+
+ R_CheckFBO(tr.sunShadowFbo[i]);
+ }
+
+ for (i = 0; i < 2; i++)
+ {
+ tr.textureScratchFbo[i] = FBO_Create(va("_texturescratch%d", i), tr.textureScratchImage[i]->width, tr.textureScratchImage[i]->height);
+ FBO_Bind(tr.textureScratchFbo[i]);
+
+ //FBO_CreateBuffer(tr.textureScratchFbo[i], GL_RGBA8, 0, 0);
+ FBO_AttachTextureImage(tr.textureScratchImage[i], 0);
+
+ R_CheckFBO(tr.textureScratchFbo[i]);
+ }
+
+ {
+ tr.calcLevelsFbo = FBO_Create("_calclevels", tr.calcLevelsImage->width, tr.calcLevelsImage->height);
+ FBO_Bind(tr.calcLevelsFbo);
+
+ //FBO_CreateBuffer(tr.calcLevelsFbo, hdrFormat, 0, 0);
+ FBO_AttachTextureImage(tr.calcLevelsImage, 0);
+
+ R_CheckFBO(tr.calcLevelsFbo);
+ }
+
+ {
+ tr.targetLevelsFbo = FBO_Create("_targetlevels", tr.targetLevelsImage->width, tr.targetLevelsImage->height);
+ FBO_Bind(tr.targetLevelsFbo);
+
+ //FBO_CreateBuffer(tr.targetLevelsFbo, hdrFormat, 0, 0);
+ FBO_AttachTextureImage(tr.targetLevelsImage, 0);
+
+ R_CheckFBO(tr.targetLevelsFbo);
+ }
+
+ {
+ //tr.screenScratchFbo = FBO_Create("_screenscratch", width, height);
+ tr.screenScratchFbo = FBO_Create("_screenscratch", tr.screenScratchImage->width, tr.screenScratchImage->height);
+ FBO_Bind(tr.screenScratchFbo);
+
+ //FBO_CreateBuffer(tr.screenScratchFbo, format, 0, 0);
+ FBO_AttachTextureImage(tr.screenScratchImage, 0);
+
+ // FIXME: hack: share zbuffer between render fbo and pre-screen fbo
+ //FBO_CreateBuffer(tr.screenScratchFbo, GL_DEPTH_COMPONENT24_ARB, 0, 0);
+ R_AttachFBOTextureDepth(tr.renderDepthImage->texnum);
+
+ R_CheckFBO(tr.screenScratchFbo);
+ }
+
+ for (i = 0; i < 2; i++)
+ {
+ tr.quarterFbo[i] = FBO_Create(va("_quarter%d", i), tr.quarterImage[i]->width, tr.quarterImage[i]->height);
+ FBO_Bind(tr.quarterFbo[i]);
+
+ //FBO_CreateBuffer(tr.quarterFbo[i], hdrFormat, 0, 0);
+ FBO_AttachTextureImage(tr.quarterImage[i], 0);
+
+ R_CheckFBO(tr.quarterFbo[i]);
+ }
+
+ {
+ tr.screenShadowFbo = FBO_Create("_screenshadow", tr.screenShadowImage->width, tr.screenShadowImage->height);
+ FBO_Bind(tr.screenShadowFbo);
+
+ FBO_AttachTextureImage(tr.screenShadowImage, 0);
+
+ R_CheckFBO(tr.screenShadowFbo);
+ }
+
+ if (r_ssao->integer)
+ {
+ tr.hdrDepthFbo = FBO_Create("_hdrDepth", tr.hdrDepthImage->width, tr.hdrDepthImage->height);
+ FBO_Bind(tr.hdrDepthFbo);
+
+ FBO_AttachTextureImage(tr.hdrDepthImage, 0);
+
+ R_CheckFBO(tr.hdrDepthFbo);
+
+ tr.screenSsaoFbo = FBO_Create("_screenssao", tr.screenSsaoImage->width, tr.screenSsaoImage->height);
+ FBO_Bind(tr.screenSsaoFbo);
+
+ FBO_AttachTextureImage(tr.screenSsaoImage, 0);
+
+ R_CheckFBO(tr.screenSsaoFbo);
+ }
+
+ GL_CheckErrors();
+
+ FBO_Bind(NULL);
+}
+
+/*
+============
+FBO_Shutdown
+============
+*/
+void FBO_Shutdown(void)
+{
+ int i, j;
+ FBO_t *fbo;
+
+ ri.Printf(PRINT_ALL, "------- FBO_Shutdown -------\n");
+
+ if(!glRefConfig.framebufferObject)
+ return;
+
+ FBO_Bind(NULL);
+
+ for(i = 0; i < tr.numFBOs; i++)
+ {
+ fbo = tr.fbos[i];
+
+ for(j = 0; j < glRefConfig.maxColorAttachments; j++)
+ {
+ if(fbo->colorBuffers[j])
+ qglDeleteRenderbuffersEXT(1, &fbo->colorBuffers[j]);
+ }
+
+ if(fbo->depthBuffer)
+ qglDeleteRenderbuffersEXT(1, &fbo->depthBuffer);
+
+ if(fbo->stencilBuffer)
+ qglDeleteRenderbuffersEXT(1, &fbo->stencilBuffer);
+
+ if(fbo->frameBuffer)
+ qglDeleteFramebuffersEXT(1, &fbo->frameBuffer);
+ }
+}
+
+/*
+============
+R_FBOList_f
+============
+*/
+void R_FBOList_f(void)
+{
+ int i;
+ FBO_t *fbo;
+
+ if(!glRefConfig.framebufferObject)
+ {
+ ri.Printf(PRINT_ALL, "GL_EXT_framebuffer_object is not available.\n");
+ return;
+ }
+
+ ri.Printf(PRINT_ALL, " size name\n");
+ ri.Printf(PRINT_ALL, "----------------------------------------------------------\n");
+
+ for(i = 0; i < tr.numFBOs; i++)
+ {
+ fbo = tr.fbos[i];
+
+ ri.Printf(PRINT_ALL, " %4i: %4i %4i %s\n", i, fbo->width, fbo->height, fbo->name);
+ }
+
+ ri.Printf(PRINT_ALL, " %i FBOs\n", tr.numFBOs);
+}
+
+// FIXME
+extern void RB_SetGL2D (void);
+
+void FBO_BlitFromTexture(struct image_s *src, vec4i_t inSrcBox, vec2_t inSrcTexScale, FBO_t *dst, vec4i_t inDstBox, struct shaderProgram_s *shaderProgram, vec4_t inColor, int blend)
+{
+ vec4i_t dstBox, srcBox;
+ vec2_t srcTexScale;
+ vec4_t color;
+ vec4_t quadVerts[4];
+ vec2_t texCoords[4];
+ vec2_t invTexRes;
+ FBO_t *oldFbo = glState.currentFBO;
+
+ if (!src)
+ return;
+
+ if (inSrcBox)
+ {
+ VectorSet4(srcBox, inSrcBox[0], inSrcBox[1], inSrcBox[0] + inSrcBox[2], inSrcBox[1] + inSrcBox[3]);
+ }
+ else
+ {
+ VectorSet4(srcBox, 0, 0, src->width, src->height);
+ }
+
+ // framebuffers are 0 bottom, Y up.
+ if (inDstBox)
+ {
+ if (dst)
+ {
+ dstBox[0] = inDstBox[0];
+ dstBox[1] = dst->height - inDstBox[1] - inDstBox[3];
+ dstBox[2] = inDstBox[0] + inDstBox[2];
+ dstBox[3] = dst->height - inDstBox[1];
+ }
+ else
+ {
+ dstBox[0] = inDstBox[0];
+ dstBox[1] = glConfig.vidHeight - inDstBox[1] - inDstBox[3];
+ dstBox[2] = inDstBox[0] + inDstBox[2];
+ dstBox[3] = glConfig.vidHeight - inDstBox[1];
+ }
+ }
+ else if (dst)
+ {
+ VectorSet4(dstBox, 0, dst->height, dst->width, 0);
+ }
+ else
+ {
+ VectorSet4(dstBox, 0, glConfig.vidHeight, glConfig.vidWidth, 0);
+ }
+
+ if (inSrcTexScale)
+ {
+ VectorCopy2(inSrcTexScale, srcTexScale);
+ }
+ else
+ {
+ srcTexScale[0] = srcTexScale[1] = 1.0f;
+ }
+
+ if (inColor)
+ {
+ VectorCopy4(inColor, color);
+ }
+ else
+ {
+ color[0] = color[1] = color[2] = color[3] = 1.0f;
+ }
+
+ if (!shaderProgram)
+ {
+ shaderProgram = &tr.textureColorShader;
+ }
+
+ FBO_Bind(dst);
+
+ RB_SetGL2D();
+
+ GL_SelectTexture(TB_COLORMAP);
+
+ GL_Bind(src);
+
+ VectorSet4(quadVerts[0], dstBox[0], dstBox[1], 0, 1);
+ VectorSet4(quadVerts[1], dstBox[2], dstBox[1], 0, 1);
+ VectorSet4(quadVerts[2], dstBox[2], dstBox[3], 0, 1);
+ VectorSet4(quadVerts[3], dstBox[0], dstBox[3], 0, 1);
+
+ texCoords[0][0] = srcBox[0] / (float)src->width; texCoords[0][1] = 1.0f - srcBox[1] / (float)src->height;
+ texCoords[1][0] = srcBox[2] / (float)src->width; texCoords[1][1] = 1.0f - srcBox[1] / (float)src->height;
+ texCoords[2][0] = srcBox[2] / (float)src->width; texCoords[2][1] = 1.0f - srcBox[3] / (float)src->height;
+ texCoords[3][0] = srcBox[0] / (float)src->width; texCoords[3][1] = 1.0f - srcBox[3] / (float)src->height;
+
+ invTexRes[0] = 1.0f / src->width * srcTexScale[0];
+ invTexRes[1] = 1.0f / src->height * srcTexScale[1];
+
+ GL_State( blend );
+
+ GLSL_BindProgram(shaderProgram);
+
+ GLSL_SetUniformMatrix16(shaderProgram, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
+ GLSL_SetUniformVec4(shaderProgram, TEXTURECOLOR_UNIFORM_COLOR, color);
+ GLSL_SetUniformVec2(shaderProgram, TEXTURECOLOR_UNIFORM_INVTEXRES, invTexRes);
+ GLSL_SetUniformVec2(shaderProgram, TEXTURECOLOR_UNIFORM_AUTOEXPOSUREMINMAX, tr.refdef.autoExposureMinMax);
+ GLSL_SetUniformVec3(shaderProgram, TEXTURECOLOR_UNIFORM_TONEMINAVGMAXLINEAR, tr.refdef.toneMinAvgMaxLinear);
+
+ RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes);
+
+ FBO_Bind(oldFbo);
+}
+
+void FBO_Blit(FBO_t *src, vec4i_t inSrcBox, vec2_t srcTexScale, FBO_t *dst, vec4i_t dstBox, struct shaderProgram_s *shaderProgram, vec4_t color, int blend)
+{
+ vec4i_t srcBox;
+
+ if (!src)
+ return;
+
+ // framebuffers are 0 bottom, Y up.
+ if (inSrcBox)
+ {
+ srcBox[0] = inSrcBox[0];
+ srcBox[1] = src->height - inSrcBox[1] - inSrcBox[3];
+ srcBox[2] = inSrcBox[2];
+ srcBox[3] = inSrcBox[3];
+ }
+ else
+ {
+ VectorSet4(srcBox, 0, src->height, src->width, -src->height);
+ }
+
+ FBO_BlitFromTexture(src->colorImage[0], srcBox, srcTexScale, dst, dstBox, shaderProgram, color, blend | GLS_DEPTHTEST_DISABLE);
+}
+
+void FBO_FastBlit(FBO_t *src, vec4i_t srcBox, FBO_t *dst, vec4i_t dstBox, int buffers, int filter)
+{
+ vec4i_t srcBoxFinal, dstBoxFinal;
+ GLuint srcFb, dstFb;
+
+ if (!glRefConfig.framebufferBlit)
+ {
+ FBO_Blit(src, srcBox, NULL, dst, dstBox, NULL, NULL, 0);
+ return;
+ }
+
+ // get to a neutral state first
+ FBO_Bind(NULL);
+
+ srcFb = src ? src->frameBuffer : 0;
+ dstFb = dst ? dst->frameBuffer : 0;
+
+ if (!srcBox)
+ {
+ if (src)
+ {
+ VectorSet4(srcBoxFinal, 0, 0, src->width, src->height);
+ }
+ else
+ {
+ VectorSet4(srcBoxFinal, 0, 0, glConfig.vidWidth, glConfig.vidHeight);
+ }
+ }
+ else
+ {
+ VectorSet4(srcBoxFinal, srcBox[0], srcBox[1], srcBox[0] + srcBox[2], srcBox[1] + srcBox[3]);
+ }
+
+ if (!dstBox)
+ {
+ if (dst)
+ {
+ VectorSet4(dstBoxFinal, 0, 0, dst->width, dst->height);
+ }
+ else
+ {
+ VectorSet4(dstBoxFinal, 0, 0, glConfig.vidWidth, glConfig.vidHeight);
+ }
+ }
+ else
+ {
+ VectorSet4(dstBoxFinal, dstBox[0], dstBox[1], dstBox[0] + dstBox[2], dstBox[1] + dstBox[3]);
+ }
+
+ qglBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, srcFb);
+ qglBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, dstFb);
+ qglBlitFramebufferEXT(srcBoxFinal[0], srcBoxFinal[1], srcBoxFinal[2], srcBoxFinal[3],
+ dstBoxFinal[0], dstBoxFinal[1], dstBoxFinal[2], dstBoxFinal[3],
+ buffers, filter);
+
+ qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
+ glState.currentFBO = NULL;
+}
\ No newline at end of file
Added: trunk/code/rend2/tr_fbo.h
===================================================================
--- trunk/code/rend2/tr_fbo.h (rev 0)
+++ trunk/code/rend2/tr_fbo.h 2012-10-26 01:23:06 UTC (rev 2329)
@@ -0,0 +1,64 @@
+/*
+===========================================================================
+Copyright (C) 2010 James Canete (use.less01 at gmail.com)
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Quake III Arena source code is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Quake III Arena source code; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+// tr_fbo.h
+
+#ifndef __TR_FBO_H__
+#define __TR_FBO_H__
+
+struct image_s;
+struct shaderProgram_s;
+
+typedef struct FBO_s
+{
+ char name[MAX_QPATH];
+
+ int index;
+
+ uint32_t frameBuffer;
+
+ uint32_t colorBuffers[16];
+ int colorFormat;
+ struct image_s *colorImage[16];
+
+ uint32_t depthBuffer;
+ int depthFormat;
+
+ uint32_t stencilBuffer;
+ int stencilFormat;
+
+ uint32_t packedDepthStencilBuffer;
+ int packedDepthStencilFormat;
+
+ int width;
+ int height;
+} FBO_t;
+
+void FBO_Bind(FBO_t *fbo);
+void FBO_Init(void);
+void FBO_Shutdown(void);
+
+void FBO_BlitFromTexture(struct image_s *src, vec4i_t srcBox, vec2_t srcTexScale, FBO_t *dst, vec4i_t dstBox, struct shaderProgram_s *shaderProgram, vec4_t color, int blend);
+void FBO_Blit(FBO_t *src, vec4i_t srcBox, vec2_t srcTexScale, FBO_t *dst, vec4i_t dstBox, struct shaderProgram_s *shaderProgram, vec4_t color, int blend);
+void FBO_FastBlit(FBO_t *src, vec4i_t srcBox, FBO_t *dst, vec4i_t dstBox, int buffers, int filter);
+
+
+#endif
Added: trunk/code/rend2/tr_flares.c
===================================================================
--- trunk/code/rend2/tr_flares.c (rev 0)
+++ trunk/code/rend2/tr_flares.c 2012-10-26 01:23:06 UTC (rev 2329)
@@ -0,0 +1,532 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Quake III Arena source code is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Quake III Arena source code; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+// tr_flares.c
+
+#include "tr_local.h"
+
+/*
+=============================================================================
+
+LIGHT FLARES
+
+A light flare is an effect that takes place inside the eye when bright light
+sources are visible. The size of the flare reletive to the screen is nearly
+constant, irrespective of distance, but the intensity should be proportional to the
+projected area of the light source.
+
+A surface that has been flagged as having a light flare will calculate the depth
+buffer value that its midpoint should have when the surface is added.
+
+After all opaque surfaces have been rendered, the depth buffer is read back for
+each flare in view. If the point has not been obscured by a closer surface, the
+flare should be drawn.
+
+Surfaces that have a repeated texture should never be flagged as flaring, because
+there will only be a single flare added at the midpoint of the polygon.
+
+To prevent abrupt popping, the intensity of the flare is interpolated up and
+down as it changes visibility. This involves scene to scene state, unlike almost
+all other aspects of the renderer, and is complicated by the fact that a single
+frame may have multiple scenes.
+
+RB_RenderFlares() will be called once per view (twice in a mirrored scene, potentially
+up to five or more times in a frame with 3D status bar icons).
+
+=============================================================================
+*/
+
+
+// flare states maintain visibility over multiple frames for fading
+// layers: view, mirror, menu
+typedef struct flare_s {
+ struct flare_s *next; // for active chain
+
+ int addedFrame;
+
+ qboolean inPortal; // true if in a portal view of the scene
+ int frameSceneNum;
+ void *surface;
+ int fogNum;
+
+ int fadeTime;
+
+ qboolean visible; // state of last test
+ float drawIntensity; // may be non 0 even if !visible due to fading
+
+ int windowX, windowY;
+ float eyeZ;
+
+ vec3_t origin;
+ vec3_t color;
+} flare_t;
+
+#define MAX_FLARES 128
+
+flare_t r_flareStructs[MAX_FLARES];
+flare_t *r_activeFlares, *r_inactiveFlares;
+
+int flareCoeff;
+
+/*
+==================
+R_ClearFlares
+==================
+*/
+void R_ClearFlares( void ) {
+ int i;
+
+ Com_Memset( r_flareStructs, 0, sizeof( r_flareStructs ) );
+ r_activeFlares = NULL;
+ r_inactiveFlares = NULL;
+
+ for ( i = 0 ; i < MAX_FLARES ; i++ ) {
+ r_flareStructs[i].next = r_inactiveFlares;
+ r_inactiveFlares = &r_flareStructs[i];
+ }
+}
+
+
+/*
+==================
+RB_AddFlare
+
+This is called at surface tesselation time
+==================
+*/
+void RB_AddFlare( void *surface, int fogNum, vec3_t point, vec3_t color, vec3_t normal ) {
+ int i;
+ flare_t *f;
+ vec3_t local;
+ float d = 1;
+ vec4_t eye, clip, normalized, window;
+
+ backEnd.pc.c_flareAdds++;
+
+ if(normal && (normal[0] || normal[1] || normal[2]))
+ {
+ VectorSubtract( backEnd.viewParms.or.origin, point, local );
+ VectorNormalizeFast(local);
+ d = DotProduct(local, normal);
+
+ // If the viewer is behind the flare don't add it.
+ if(d < 0)
+ return;
+ }
+
+ // if the point is off the screen, don't bother adding it
+ // calculate screen coordinates and depth
+ R_TransformModelToClip( point, backEnd.or.modelMatrix,
+ backEnd.viewParms.projectionMatrix, eye, clip );
+
+ // check to see if the point is completely off screen
+ for ( i = 0 ; i < 3 ; i++ ) {
+ if ( clip[i] >= clip[3] || clip[i] <= -clip[3] ) {
+ return;
+ }
+ }
+
+ R_TransformClipToWindow( clip, &backEnd.viewParms, normalized, window );
+
+ if ( window[0] < 0 || window[0] >= backEnd.viewParms.viewportWidth
+ || window[1] < 0 || window[1] >= backEnd.viewParms.viewportHeight ) {
+ return; // shouldn't happen, since we check the clip[] above, except for FP rounding
+ }
+
+ // see if a flare with a matching surface, scene, and view exists
+ for ( f = r_activeFlares ; f ; f = f->next ) {
+ if ( f->surface == surface && f->frameSceneNum == backEnd.viewParms.frameSceneNum
+ && f->inPortal == backEnd.viewParms.isPortal ) {
+ break;
+ }
+ }
+
+ // allocate a new one
+ if (!f ) {
+ if ( !r_inactiveFlares ) {
+ // the list is completely full
+ return;
+ }
+ f = r_inactiveFlares;
+ r_inactiveFlares = r_inactiveFlares->next;
+ f->next = r_activeFlares;
+ r_activeFlares = f;
+
+ f->surface = surface;
+ f->frameSceneNum = backEnd.viewParms.frameSceneNum;
+ f->inPortal = backEnd.viewParms.isPortal;
+ f->addedFrame = -1;
+ }
+
+ if ( f->addedFrame != backEnd.viewParms.frameCount - 1 ) {
+ f->visible = qfalse;
+ f->fadeTime = backEnd.refdef.time - 2000;
+ }
+
+ f->addedFrame = backEnd.viewParms.frameCount;
+ f->fogNum = fogNum;
+
+ VectorCopy(point, f->origin);
+ VectorCopy( color, f->color );
+
+ // fade the intensity of the flare down as the
+ // light surface turns away from the viewer
+ VectorScale( f->color, d, f->color );
+
+ // save info needed to test
+ f->windowX = backEnd.viewParms.viewportX + window[0];
+ f->windowY = backEnd.viewParms.viewportY + window[1];
+
+ f->eyeZ = eye[2];
+}
+
+/*
+==================
+RB_AddDlightFlares
+==================
+*/
+void RB_AddDlightFlares( void ) {
+ dlight_t *l;
+ int i, j, k;
+ fog_t *fog = NULL;
+
+ if ( !r_flares->integer ) {
+ return;
+ }
+
+ l = backEnd.refdef.dlights;
+
+ if(tr.world)
+ fog = tr.world->fogs;
+
+ for (i=0 ; i<backEnd.refdef.num_dlights ; i++, l++) {
+
+ if(fog)
+ {
+ // find which fog volume the light is in
+ for ( j = 1 ; j < tr.world->numfogs ; j++ ) {
+ fog = &tr.world->fogs[j];
+ for ( k = 0 ; k < 3 ; k++ ) {
+ if ( l->origin[k] < fog->bounds[0][k] || l->origin[k] > fog->bounds[1][k] ) {
+ break;
+ }
+ }
+ if ( k == 3 ) {
+ break;
+ }
+ }
+ if ( j == tr.world->numfogs ) {
+ j = 0;
+ }
+ }
+ else
+ j = 0;
+
+ RB_AddFlare( (void *)l, j, l->origin, l->color, NULL );
+ }
+}
+
+/*
+===============================================================================
+
+FLARE BACK END
+
+===============================================================================
+*/
+
+/*
+==================
+RB_TestFlare
+==================
+*/
+void RB_TestFlare( flare_t *f ) {
+ float depth;
+ qboolean visible;
+ float fade;
+ float screenZ;
+
+ backEnd.pc.c_flareTests++;
+
+ // doing a readpixels is as good as doing a glFinish(), so
+ // don't bother with another sync
+ glState.finishCalled = qfalse;
+
+ // read back the z buffer contents
+ qglReadPixels( f->windowX, f->windowY, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depth );
+
+ screenZ = backEnd.viewParms.projectionMatrix[14] /
+ ( ( 2*depth - 1 ) * backEnd.viewParms.projectionMatrix[11] - backEnd.viewParms.projectionMatrix[10] );
+
+ visible = ( -f->eyeZ - -screenZ ) < 24;
+
+ if ( visible ) {
+ if ( !f->visible ) {
+ f->visible = qtrue;
+ f->fadeTime = backEnd.refdef.time - 1;
+ }
+ fade = ( ( backEnd.refdef.time - f->fadeTime ) /1000.0f ) * r_flareFade->value;
+ } else {
+ if ( f->visible ) {
+ f->visible = qfalse;
+ f->fadeTime = backEnd.refdef.time - 1;
+ }
+ fade = 1.0f - ( ( backEnd.refdef.time - f->fadeTime ) / 1000.0f ) * r_flareFade->value;
+ }
+
+ if ( fade < 0 ) {
+ fade = 0;
+ }
+ if ( fade > 1 ) {
+ fade = 1;
+ }
+
+ f->drawIntensity = fade;
+}
+
+
+/*
+==================
+RB_RenderFlare
+==================
+*/
+void RB_RenderFlare( flare_t *f ) {
+ float size;
+ vec3_t color;
+ int iColor[3];
+ float distance, intensity, factor;
+ byte fogFactors[3] = {255, 255, 255};
+
+ backEnd.pc.c_flareRenders++;
+
+ // We don't want too big values anyways when dividing by distance.
+ if(f->eyeZ > -1.0f)
+ distance = 1.0f;
+ else
+ distance = -f->eyeZ;
+
+ // calculate the flare size..
+ size = backEnd.viewParms.viewportWidth * ( r_flareSize->value/640.0f + 8 / distance );
+
+/*
+ * This is an alternative to intensity scaling. It changes the size of the flare on screen instead
+ * with growing distance. See in the description at the top why this is not the way to go.
+ // size will change ~ 1/r.
+ size = backEnd.viewParms.viewportWidth * (r_flareSize->value / (distance * -2.0f));
+*/
+
+/*
+ * As flare sizes stay nearly constant with increasing distance we must decrease the intensity
+ * to achieve a reasonable visual result. The intensity is ~ (size^2 / distance^2) which can be
+ * got by considering the ratio of
+ * (flaresurface on screen) : (Surface of sphere defined by flare origin and distance from flare)
+ * An important requirement is:
+ * intensity <= 1 for all distances.
+ *
+ * The formula used here to compute the intensity is as follows:
+ * intensity = flareCoeff * size^2 / (distance + size*sqrt(flareCoeff))^2
+ * As you can see, the intensity will have a max. of 1 when the distance is 0.
+ * The coefficient flareCoeff will determine the falloff speed with increasing distance.
+ */
+
+ factor = distance + size * sqrt(flareCoeff);
+
+ intensity = flareCoeff * size * size / (factor * factor);
+
+ VectorScale(f->color, f->drawIntensity * intensity, color);
+
+// Calculations for fogging
+ if(tr.world && f->fogNum < tr.world->numfogs)
+ {
+ tess.numVertexes = 1;
+ VectorCopy(f->origin, tess.xyz[0]);
+ tess.fogNum = f->fogNum;
+
+ RB_CalcModulateColorsByFog(fogFactors);
+
+ // We don't need to render the flare if colors are 0 anyways.
+ if(!(fogFactors[0] || fogFactors[1] || fogFactors[2]))
+ return;
+ }
+
+ iColor[0] = color[0] * fogFactors[0];
+ iColor[1] = color[1] * fogFactors[1];
+ iColor[2] = color[2] * fogFactors[2];
+
+ RB_BeginSurface( tr.flareShader, f->fogNum );
+
+ // FIXME: use quadstamp?
+ tess.xyz[tess.numVertexes][0] = f->windowX - size;
+ tess.xyz[tess.numVertexes][1] = f->windowY - size;
+ tess.texCoords[tess.numVertexes][0][0] = 0;
+ tess.texCoords[tess.numVertexes][0][1] = 0;
+ tess.vertexColors[tess.numVertexes][0] = iColor[0] / 255.0f;
+ tess.vertexColors[tess.numVertexes][1] = iColor[1] / 255.0f;
+ tess.vertexColors[tess.numVertexes][2] = iColor[2] / 255.0f;
+ tess.vertexColors[tess.numVertexes][3] = 1.0f;
+ tess.numVertexes++;
+
+ tess.xyz[tess.numVertexes][0] = f->windowX - size;
+ tess.xyz[tess.numVertexes][1] = f->windowY + size;
+ tess.texCoords[tess.numVertexes][0][0] = 0;
+ tess.texCoords[tess.numVertexes][0][1] = 1;
+ tess.vertexColors[tess.numVertexes][0] = iColor[0] / 255.0f;
+ tess.vertexColors[tess.numVertexes][1] = iColor[1] / 255.0f;
+ tess.vertexColors[tess.numVertexes][2] = iColor[2] / 255.0f;
+ tess.vertexColors[tess.numVertexes][3] = 1.0f;
+ tess.numVertexes++;
+
+ tess.xyz[tess.numVertexes][0] = f->windowX + size;
+ tess.xyz[tess.numVertexes][1] = f->windowY + size;
+ tess.texCoords[tess.numVertexes][0][0] = 1;
+ tess.texCoords[tess.numVertexes][0][1] = 1;
+ tess.vertexColors[tess.numVertexes][0] = iColor[0] / 255.0f;
+ tess.vertexColors[tess.numVertexes][1] = iColor[1] / 255.0f;
+ tess.vertexColors[tess.numVertexes][2] = iColor[2] / 255.0f;
+ tess.vertexColors[tess.numVertexes][3] = 1.0f;
+ tess.numVertexes++;
+
+ tess.xyz[tess.numVertexes][0] = f->windowX + size;
+ tess.xyz[tess.numVertexes][1] = f->windowY - size;
+ tess.texCoords[tess.numVertexes][0][0] = 1;
+ tess.texCoords[tess.numVertexes][0][1] = 0;
+ tess.vertexColors[tess.numVertexes][0] = iColor[0] / 255.0f;
+ tess.vertexColors[tess.numVertexes][1] = iColor[1] / 255.0f;
+ tess.vertexColors[tess.numVertexes][2] = iColor[2] / 255.0f;
+ tess.vertexColors[tess.numVertexes][3] = 1.0f;
+ tess.numVertexes++;
+
+ tess.indexes[tess.numIndexes++] = 0;
+ tess.indexes[tess.numIndexes++] = 1;
+ tess.indexes[tess.numIndexes++] = 2;
+ tess.indexes[tess.numIndexes++] = 0;
+ tess.indexes[tess.numIndexes++] = 2;
+ tess.indexes[tess.numIndexes++] = 3;
+
+ RB_EndSurface();
+}
+
+/*
+==================
+RB_RenderFlares
+
+Because flares are simulating an occular effect, they should be drawn after
+everything (all views) in the entire frame has been drawn.
+
+Because of the way portals use the depth buffer to mark off areas, the
+needed information would be lost after each view, so we are forced to draw
+flares after each view.
+
+The resulting artifact is that flares in mirrors or portals don't dim properly
+when occluded by something in the main view, and portal flares that should
+extend past the portal edge will be overwritten.
+==================
+*/
+void RB_RenderFlares (void) {
+ flare_t *f;
+ flare_t **prev;
+ qboolean draw;
+ matrix_t oldmodelview, oldprojection, matrix;
+
+ if ( !r_flares->integer ) {
+ return;
+ }
+
+ if(r_flareCoeff->modified)
+ {
+ if(r_flareCoeff->value == 0.0f)
+ flareCoeff = atof(FLARE_STDCOEFF);
+ else
+ flareCoeff = r_flareCoeff->value;
+
+ r_flareCoeff->modified = qfalse;
+ }
+
+ // Reset currentEntity to world so that any previously referenced entities
+ // don't have influence on the rendering of these flares (i.e. RF_ renderer flags).
+ backEnd.currentEntity = &tr.worldEntity;
+ backEnd.or = backEnd.viewParms.world;
+
+// RB_AddDlightFlares();
+
+ // perform z buffer readback on each flare in this view
+ draw = qfalse;
+ prev = &r_activeFlares;
+ while ( ( f = *prev ) != NULL ) {
+ // throw out any flares that weren't added last frame
+ if ( f->addedFrame < backEnd.viewParms.frameCount - 1 ) {
+ *prev = f->next;
+ f->next = r_inactiveFlares;
+ r_inactiveFlares = f;
+ continue;
+ }
+
+ // don't draw any here that aren't from this scene / portal
+ f->drawIntensity = 0;
+ if ( f->frameSceneNum == backEnd.viewParms.frameSceneNum
+ && f->inPortal == backEnd.viewParms.isPortal ) {
+ RB_TestFlare( f );
+ if ( f->drawIntensity ) {
+ draw = qtrue;
+ } else {
+ // this flare has completely faded out, so remove it from the chain
+ *prev = f->next;
+ f->next = r_inactiveFlares;
+ r_inactiveFlares = f;
+ continue;
+ }
+ }
+
+ prev = &f->next;
+ }
+
+ if ( !draw ) {
+ return; // none visible
+ }
+
+ if ( backEnd.viewParms.isPortal ) {
+ qglDisable (GL_CLIP_PLANE0);
+ }
+
+ Matrix16Copy(glState.projection, oldprojection);
+ Matrix16Copy(glState.modelview, oldmodelview);
+ Matrix16Identity(matrix);
+ GL_SetModelviewMatrix(matrix);
+ Matrix16Ortho( backEnd.viewParms.viewportX, backEnd.viewParms.viewportX + backEnd.viewParms.viewportWidth,
+ backEnd.viewParms.viewportY, backEnd.viewParms.viewportY + backEnd.viewParms.viewportHeight,
+ -99999, 99999, matrix );
+ GL_SetProjectionMatrix(matrix);
+
+ for ( f = r_activeFlares ; f ; f = f->next ) {
+ if ( f->frameSceneNum == backEnd.viewParms.frameSceneNum
+ && f->inPortal == backEnd.viewParms.isPortal
+ && f->drawIntensity ) {
+ RB_RenderFlare( f );
+ }
+ }
+
+ GL_SetProjectionMatrix(oldprojection);
+ GL_SetModelviewMatrix(oldmodelview);
+}
+
+
+
+
+
Added: trunk/code/rend2/tr_font.c
===================================================================
--- trunk/code/rend2/tr_font.c (rev 0)
+++ trunk/code/rend2/tr_font.c 2012-10-26 01:23:06 UTC (rev 2329)
@@ -0,0 +1,555 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Quake III Arena source code is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Quake III Arena source code; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+// tr_font.c
+//
+//
+// The font system uses FreeType 2.x to render TrueType fonts for use within the game.
+// As of this writing ( Nov, 2000 ) Team Arena uses these fonts for all of the ui and
+// about 90% of the cgame presentation. A few areas of the CGAME were left uses the old
+// fonts since the code is shared with standard Q3A.
+//
+// If you include this font rendering code in a commercial product you MUST include the
+// following somewhere with your product, see www.freetype.org for specifics or changes.
+// The Freetype code also uses some hinting techniques that MIGHT infringe on patents
+// held by apple so be aware of that also.
+//
+// As of Q3A 1.25+ and Team Arena, we are shipping the game with the font rendering code
+// disabled. This removes any potential patent issues and it keeps us from having to
+// distribute an actual TrueTrype font which is 1. expensive to do and 2. seems to require
+// an act of god to accomplish.
+//
+// What we did was pre-render the fonts using FreeType ( which is why we leave the FreeType
+// credit in the credits ) and then saved off the glyph data and then hand touched up the
+// font bitmaps so they scale a bit better in GL.
+//
+// There are limitations in the way fonts are saved and reloaded in that it is based on
+// point size and not name. So if you pre-render Helvetica in 18 point and Impact in 18 point
+// you will end up with a single 18 point data file and image set. Typically you will want to
+// choose 3 sizes to best approximate the scaling you will be doing in the ui scripting system
+//
+// In the UI Scripting code, a scale of 1.0 is equal to a 48 point font. In Team Arena, we
+// use three or four scales, most of them exactly equaling the specific rendered size. We
+// rendered three sizes in Team Arena, 12, 16, and 20.
+//
+// To generate new font data you need to go through the following steps.
+// 1. delete the fontImage_x_xx.tga files and fontImage_xx.dat files from the fonts path.
+// 2. in a ui script, specificy a font, smallFont, and bigFont keyword with font name and
+// point size. the original TrueType fonts must exist in fonts at this point.
+// 3. run the game, you should see things normally.
+// 4. Exit the game and there will be three dat files and at least three tga files. The
+// tga's are in 256x256 pages so if it takes three images to render a 24 point font you
+// will end up with fontImage_0_24.tga through fontImage_2_24.tga
+// 5. In future runs of the game, the system looks for these images and data files when a s
+// specific point sized font is rendered and loads them for use.
+// 6. Because of the original beta nature of the FreeType code you will probably want to hand
+// touch the font bitmaps.
+//
+// Currently a define in the project turns on or off the FreeType code which is currently
+// defined out. To pre-render new fonts you need enable the define ( BUILD_FREETYPE ) and
+// uncheck the exclude from build check box in the FreeType2 area of the Renderer project.
+
+
+#include "tr_local.h"
+#include "../qcommon/qcommon.h"
+
+#ifdef BUILD_FREETYPE
+#include <ft2build.h>
+#include FT_ERRORS_H
+#include FT_SYSTEM_H
+#include FT_IMAGE_H
+#include FT_FREETYPE_H
+#include FT_OUTLINE_H
+
+#define _FLOOR(x) ((x) & -64)
+#define _CEIL(x) (((x)+63) & -64)
+#define _TRUNC(x) ((x) >> 6)
+
+FT_Library ftLibrary = NULL;
+#endif
+
+#define MAX_FONTS 6
+static int registeredFontCount = 0;
+static fontInfo_t registeredFont[MAX_FONTS];
+
+#ifdef BUILD_FREETYPE
+void R_GetGlyphInfo(FT_GlyphSlot glyph, int *left, int *right, int *width, int *top, int *bottom, int *height, int *pitch) {
+ *left = _FLOOR( glyph->metrics.horiBearingX );
+ *right = _CEIL( glyph->metrics.horiBearingX + glyph->metrics.width );
+ *width = _TRUNC(*right - *left);
+
+ *top = _CEIL( glyph->metrics.horiBearingY );
+ *bottom = _FLOOR( glyph->metrics.horiBearingY - glyph->metrics.height );
+ *height = _TRUNC( *top - *bottom );
+ *pitch = ( qtrue ? (*width+3) & -4 : (*width+7) >> 3 );
+}
+
+
+FT_Bitmap *R_RenderGlyph(FT_GlyphSlot glyph, glyphInfo_t* glyphOut) {
+ FT_Bitmap *bit2;
+ int left, right, width, top, bottom, height, pitch, size;
+
+ R_GetGlyphInfo(glyph, &left, &right, &width, &top, &bottom, &height, &pitch);
+
+ if ( glyph->format == ft_glyph_format_outline ) {
+ size = pitch*height;
+
+ bit2 = ri.Malloc(sizeof(FT_Bitmap));
+
+ bit2->width = width;
+ bit2->rows = height;
+ bit2->pitch = pitch;
+ bit2->pixel_mode = ft_pixel_mode_grays;
+ //bit2->pixel_mode = ft_pixel_mode_mono;
+ bit2->buffer = ri.Malloc(pitch*height);
+ bit2->num_grays = 256;
+
+ Com_Memset( bit2->buffer, 0, size );
+
+ FT_Outline_Translate( &glyph->outline, -left, -bottom );
+
+ FT_Outline_Get_Bitmap( ftLibrary, &glyph->outline, bit2 );
+
+ glyphOut->height = height;
+ glyphOut->pitch = pitch;
+ glyphOut->top = (glyph->metrics.horiBearingY >> 6) + 1;
+ glyphOut->bottom = bottom;
+
+ return bit2;
+ } else {
+ ri.Printf(PRINT_ALL, "Non-outline fonts are not supported\n");
+ }
+ return NULL;
+}
+
+void WriteTGA (char *filename, byte *data, int width, int height) {
+ byte *buffer;
+ int i, c;
+ int row;
+ unsigned char *flip;
+ unsigned char *src, *dst;
+
+ buffer = ri.Malloc(width*height*4 + 18);
+ Com_Memset (buffer, 0, 18);
+ buffer[2] = 2; // uncompressed type
+ buffer[12] = width&255;
+ buffer[13] = width>>8;
+ buffer[14] = height&255;
+ buffer[15] = height>>8;
+ buffer[16] = 32; // pixel size
+
+ // swap rgb to bgr
+ c = 18 + width * height * 4;
+ for (i=18 ; i<c ; i+=4)
+ {
+ buffer[i] = data[i-18+2]; // blue
+ buffer[i+1] = data[i-18+1]; // green
+ buffer[i+2] = data[i-18+0]; // red
+ buffer[i+3] = data[i-18+3]; // alpha
+ }
+
+ // flip upside down
+ flip = (unsigned char *)ri.Malloc(width*4);
+ for(row = 0; row < height/2; row++)
+ {
+ src = buffer + 18 + row * 4 * width;
+ dst = buffer + 18 + (height - row - 1) * 4 * width;
+
+ Com_Memcpy(flip, src, width*4);
+ Com_Memcpy(src, dst, width*4);
+ Com_Memcpy(dst, flip, width*4);
+ }
+ ri.Free(flip);
+
+ ri.FS_WriteFile(filename, buffer, c);
+
+ //f = fopen (filename, "wb");
+ //fwrite (buffer, 1, c, f);
+ //fclose (f);
+
+ ri.Free (buffer);
+}
+
+static glyphInfo_t *RE_ConstructGlyphInfo(unsigned char *imageOut, int *xOut, int *yOut, int *maxHeight, FT_Face face, const unsigned char c, qboolean calcHeight) {
+ int i;
+ static glyphInfo_t glyph;
+ unsigned char *src, *dst;
+ float scaled_width, scaled_height;
+ FT_Bitmap *bitmap = NULL;
+
+ Com_Memset(&glyph, 0, sizeof(glyphInfo_t));
+ // make sure everything is here
+ if (face != NULL) {
+ FT_Load_Glyph(face, FT_Get_Char_Index( face, c), FT_LOAD_DEFAULT );
+ bitmap = R_RenderGlyph(face->glyph, &glyph);
+ if (bitmap) {
+ glyph.xSkip = (face->glyph->metrics.horiAdvance >> 6) + 1;
+ } else {
+ return &glyph;
+ }
+
+ if (glyph.height > *maxHeight) {
+ *maxHeight = glyph.height;
+ }
+
+ if (calcHeight) {
+ ri.Free(bitmap->buffer);
+ ri.Free(bitmap);
+ return &glyph;
+ }
+
+/*
+ // need to convert to power of 2 sizes so we do not get
+ // any scaling from the gl upload
+ for (scaled_width = 1 ; scaled_width < glyph.pitch ; scaled_width<<=1)
+ ;
+ for (scaled_height = 1 ; scaled_height < glyph.height ; scaled_height<<=1)
+ ;
+*/
+
+ scaled_width = glyph.pitch;
+ scaled_height = glyph.height;
+
+ // we need to make sure we fit
+ if (*xOut + scaled_width + 1 >= 255) {
+ *xOut = 0;
+ *yOut += *maxHeight + 1;
+ }
+
+ if (*yOut + *maxHeight + 1 >= 255) {
+ *yOut = -1;
+ *xOut = -1;
+ ri.Free(bitmap->buffer);
+ ri.Free(bitmap);
+ return &glyph;
+ }
+
+
+ src = bitmap->buffer;
+ dst = imageOut + (*yOut * 256) + *xOut;
+
+ if (bitmap->pixel_mode == ft_pixel_mode_mono) {
+ for (i = 0; i < glyph.height; i++) {
+ int j;
+ unsigned char *_src = src;
+ unsigned char *_dst = dst;
+ unsigned char mask = 0x80;
+ unsigned char val = *_src;
+ for (j = 0; j < glyph.pitch; j++) {
+ if (mask == 0x80) {
+ val = *_src++;
+ }
+ if (val & mask) {
+ *_dst = 0xff;
+ }
+ mask >>= 1;
+
+ if ( mask == 0 ) {
+ mask = 0x80;
+ }
+ _dst++;
+ }
+
+ src += glyph.pitch;
+ dst += 256;
+ }
+ } else {
+ for (i = 0; i < glyph.height; i++) {
+ Com_Memcpy(dst, src, glyph.pitch);
+ src += glyph.pitch;
+ dst += 256;
+ }
+ }
+
+ // we now have an 8 bit per pixel grey scale bitmap
+ // that is width wide and pf->ftSize->metrics.y_ppem tall
+
+ glyph.imageHeight = scaled_height;
+ glyph.imageWidth = scaled_width;
+ glyph.s = (float)*xOut / 256;
+ glyph.t = (float)*yOut / 256;
+ glyph.s2 = glyph.s + (float)scaled_width / 256;
+ glyph.t2 = glyph.t + (float)scaled_height / 256;
+
+ *xOut += scaled_width + 1;
+
+ ri.Free(bitmap->buffer);
+ ri.Free(bitmap);
+ }
+
+ return &glyph;
+}
+#endif
+
+static int fdOffset;
+static byte *fdFile;
+
+int readInt( void ) {
+ int i = fdFile[fdOffset]+(fdFile[fdOffset+1]<<8)+(fdFile[fdOffset+2]<<16)+(fdFile[fdOffset+3]<<24);
+ fdOffset += 4;
+ return i;
+}
+
+typedef union {
+ byte fred[4];
+ float ffred;
+} poor;
+
+float readFloat( void ) {
+ poor me;
+#if defined Q3_BIG_ENDIAN
+ me.fred[0] = fdFile[fdOffset+3];
+ me.fred[1] = fdFile[fdOffset+2];
+ me.fred[2] = fdFile[fdOffset+1];
+ me.fred[3] = fdFile[fdOffset+0];
+#elif defined Q3_LITTLE_ENDIAN
+ me.fred[0] = fdFile[fdOffset+0];
+ me.fred[1] = fdFile[fdOffset+1];
+ me.fred[2] = fdFile[fdOffset+2];
+ me.fred[3] = fdFile[fdOffset+3];
+#endif
+ fdOffset += 4;
+ return me.ffred;
+}
+
+void RE_RegisterFont(const char *fontName, int pointSize, fontInfo_t *font) {
+#ifdef BUILD_FREETYPE
+ FT_Face face;
+ int j, k, xOut, yOut, lastStart, imageNumber;
+ int scaledSize, newSize, maxHeight, left;
+ unsigned char *out, *imageBuff;
+ glyphInfo_t *glyph;
+ image_t *image;
+ qhandle_t h;
+ float max;
+ float dpi = 72;
+ float glyphScale;
+#endif
+ void *faceData;
+ int i, len;
+ char name[1024];
+
+ if (!fontName) {
+ ri.Printf(PRINT_ALL, "RE_RegisterFont: called with empty name\n");
+ return;
+ }
+
+ if (pointSize <= 0) {
+ pointSize = 12;
+ }
+
+ // make sure the render thread is stopped
+ R_SyncRenderThread();
+
+ if (registeredFontCount >= MAX_FONTS) {
+ ri.Printf(PRINT_WARNING, "RE_RegisterFont: Too many fonts registered already.\n");
+ return;
+ }
+
+ Com_sprintf(name, sizeof(name), "fonts/fontImage_%i.dat",pointSize);
+ for (i = 0; i < registeredFontCount; i++) {
+ if (Q_stricmp(name, registeredFont[i].name) == 0) {
+ Com_Memcpy(font, ®isteredFont[i], sizeof(fontInfo_t));
+ return;
+ }
+ }
+
+ len = ri.FS_ReadFile(name, NULL);
+ if (len == sizeof(fontInfo_t)) {
+ ri.FS_ReadFile(name, &faceData);
+ fdOffset = 0;
+ fdFile = faceData;
+ for(i=0; i<GLYPHS_PER_FONT; i++) {
+ font->glyphs[i].height = readInt();
+ font->glyphs[i].top = readInt();
+ font->glyphs[i].bottom = readInt();
+ font->glyphs[i].pitch = readInt();
+ font->glyphs[i].xSkip = readInt();
+ font->glyphs[i].imageWidth = readInt();
+ font->glyphs[i].imageHeight = readInt();
+ font->glyphs[i].s = readFloat();
+ font->glyphs[i].t = readFloat();
+ font->glyphs[i].s2 = readFloat();
+ font->glyphs[i].t2 = readFloat();
+ font->glyphs[i].glyph = readInt();
+ Q_strncpyz(font->glyphs[i].shaderName, (const char *)&fdFile[fdOffset], sizeof(font->glyphs[i].shaderName));
+ fdOffset += sizeof(font->glyphs[i].shaderName);
+ }
+ font->glyphScale = readFloat();
+ Com_Memcpy(font->name, &fdFile[fdOffset], MAX_QPATH);
+
+// Com_Memcpy(font, faceData, sizeof(fontInfo_t));
+ Q_strncpyz(font->name, name, sizeof(font->name));
+ for (i = GLYPH_START; i < GLYPH_END; i++) {
+ font->glyphs[i].glyph = RE_RegisterShaderNoMip(font->glyphs[i].shaderName);
+ }
+ Com_Memcpy(®isteredFont[registeredFontCount++], font, sizeof(fontInfo_t));
+ return;
+ }
+
+#ifndef BUILD_FREETYPE
+ ri.Printf(PRINT_WARNING, "RE_RegisterFont: FreeType code not available\n");
+#else
+ if (ftLibrary == NULL) {
+ ri.Printf(PRINT_WARNING, "RE_RegisterFont: FreeType not initialized.\n");
+ return;
+ }
+
+ len = ri.FS_ReadFile(fontName, &faceData);
+ if (len <= 0) {
+ ri.Printf(PRINT_WARNING, "RE_RegisterFont: Unable to read font file '%s'\n", fontName);
+ return;
+ }
+
+ // allocate on the stack first in case we fail
+ if (FT_New_Memory_Face( ftLibrary, faceData, len, 0, &face )) {
+ ri.Printf(PRINT_WARNING, "RE_RegisterFont: FreeType, unable to allocate new face.\n");
+ return;
+ }
+
+
+ if (FT_Set_Char_Size( face, pointSize << 6, pointSize << 6, dpi, dpi)) {
+ ri.Printf(PRINT_WARNING, "RE_RegisterFont: FreeType, unable to set face char size.\n");
+ return;
+ }
+
+ //*font = ®isteredFonts[registeredFontCount++];
+
+ // make a 256x256 image buffer, once it is full, register it, clean it and keep going
+ // until all glyphs are rendered
+
+ out = ri.Malloc(1024*1024);
+ if (out == NULL) {
+ ri.Printf(PRINT_WARNING, "RE_RegisterFont: ri.Malloc failure during output image creation.\n");
+ return;
+ }
+ Com_Memset(out, 0, 1024*1024);
+
+ maxHeight = 0;
+
+ for (i = GLYPH_START; i < GLYPH_END; i++) {
+ RE_ConstructGlyphInfo(out, &xOut, &yOut, &maxHeight, face, (unsigned char)i, qtrue);
+ }
+
+ xOut = 0;
+ yOut = 0;
+ i = GLYPH_START;
+ lastStart = i;
+ imageNumber = 0;
+
+ while ( i <= GLYPH_END ) {
+
+ glyph = RE_ConstructGlyphInfo(out, &xOut, &yOut, &maxHeight, face, (unsigned char)i, qfalse);
+
+ if (xOut == -1 || yOut == -1 || i == GLYPH_END) {
+ // ran out of room
+ // we need to create an image from the bitmap, set all the handles in the glyphs to this point
+ //
+
+ scaledSize = 256*256;
+ newSize = scaledSize * 4;
+ imageBuff = ri.Malloc(newSize);
+ left = 0;
+ max = 0;
+ for ( k = 0; k < (scaledSize) ; k++ ) {
+ if (max < out[k]) {
+ max = out[k];
+ }
+ }
+
+ if (max > 0) {
+ max = 255/max;
+ }
+
+ for ( k = 0; k < (scaledSize) ; k++ ) {
+ imageBuff[left++] = 255;
+ imageBuff[left++] = 255;
+ imageBuff[left++] = 255;
+
+ imageBuff[left++] = ((float)out[k] * max);
+ }
+
+ Com_sprintf (name, sizeof(name), "fonts/fontImage_%i_%i.tga", imageNumber++, pointSize);
+ if (r_saveFontData->integer) {
+ WriteTGA(name, imageBuff, 256, 256);
+ }
+
+ //Com_sprintf (name, sizeof(name), "fonts/fontImage_%i_%i", imageNumber++, pointSize);
+ image = R_CreateImage(name, imageBuff, 256, 256, qfalse, qfalse, GL_CLAMP_TO_EDGE);
+ h = RE_RegisterShaderFromImage(name, LIGHTMAP_2D, image, qfalse);
+ for (j = lastStart; j < i; j++) {
+ font->glyphs[j].glyph = h;
+ Q_strncpyz(font->glyphs[j].shaderName, name, sizeof(font->glyphs[j].shaderName));
+ }
+ lastStart = i;
+ Com_Memset(out, 0, 1024*1024);
+ xOut = 0;
+ yOut = 0;
+ ri.Free(imageBuff);
+ i++;
+ } else {
+ Com_Memcpy(&font->glyphs[i], glyph, sizeof(glyphInfo_t));
+ i++;
+ }
+ }
+
+ // change the scale to be relative to 1 based on 72 dpi ( so dpi of 144 means a scale of .5 )
+ glyphScale = 72.0f / dpi;
+
+ // we also need to adjust the scale based on point size relative to 48 points as the ui scaling is based on a 48 point font
+ glyphScale *= 48.0f / pointSize;
+
+ registeredFont[registeredFontCount].glyphScale = glyphScale;
+ font->glyphScale = glyphScale;
+ Com_Memcpy(®isteredFont[registeredFontCount++], font, sizeof(fontInfo_t));
+
+ if (r_saveFontData->integer) {
+ ri.FS_WriteFile(va("fonts/fontImage_%i.dat", pointSize), font, sizeof(fontInfo_t));
+ }
+
+ ri.Free(out);
+
+ ri.FS_FreeFile(faceData);
+#endif
+}
+
+
+
+void R_InitFreeType(void) {
+#ifdef BUILD_FREETYPE
+ if (FT_Init_FreeType( &ftLibrary )) {
+ ri.Printf(PRINT_WARNING, "R_InitFreeType: Unable to initialize FreeType.\n");
+ }
+#endif
+ registeredFontCount = 0;
+}
+
+
+void R_DoneFreeType(void) {
+#ifdef BUILD_FREETYPE
+ if (ftLibrary) {
+ FT_Done_FreeType( ftLibrary );
+ ftLibrary = NULL;
+ }
+#endif
+ registeredFontCount = 0;
+}
+
Added: trunk/code/rend2/tr_glsl.c
===================================================================
--- trunk/code/rend2/tr_glsl.c (rev 0)
+++ trunk/code/rend2/tr_glsl.c 2012-10-26 01:23:06 UTC (rev 2329)
@@ -0,0 +1,2825 @@
+/*
+===========================================================================
+Copyright (C) 2006-2009 Robert Beckebans <trebor_7 at users.sourceforge.net>
+
+This file is part of XreaL source code.
+
+XreaL source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+XreaL source code is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with XreaL source code; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+// tr_glsl.c
+#include "tr_local.h"
+
+void GLSL_BindNullProgram(void);
+
+// FIXME: Do something that isn't this messy
+static const char *fallbackGenericShader_vp =
+"attribute vec4 attr_Position;\r\nattribute vec4 attr_TexCoord0;\r\nattribut"
+"e vec4 attr_TexCoord1;\r\nattribute vec3 attr_Normal;\r\nattribute vec4 att"
+"r_Color;\r\n\r\n#if defined(USE_VERTEX_ANIMATION)\r\nattribute vec4 attr_Po"
+"sition2;\r\nattribute vec3 attr_Normal2;\r\n#endif\r\n\r\nuniform mat4 u_"
+"DiffuseTexMatrix;\r\nuniform vec3 u_ViewOrigin;\r\n\r\n#if defined(USE_TC"
+"GEN)\r\nuniform int u_TCGen0;\r\nuniform vec3 u_TCGen0Vector0;\r\nunif"
+"orm vec3 u_TCGen0Vector1;\r\n#endif\r\n\r\n#if defined(USE_FOG)\r\nunifor"
+"m vec4 u_FogDistance;\r\nuniform vec4 u_FogDepth;\r\nuniform float u_F"
+"ogEyeT;\r\nuniform vec4 u_FogColorMask;\r\n#endif\r\n\r\n#if defined(USE_"
+"DEFORM_VERTEXES)\r\nuniform int u_DeformGen;\r\nuniform float u_DeformP"
+"arams[5];\r\n#endif\r\n\r\nuniform float u_Time;\r\n\r\nuniform mat4 u_M"
+"odelViewProjectionMatrix;\r\nuniform vec4 u_BaseColor;\r\nuniform vec4 "
+"u_VertColor;\r\n\r\n#if defined(USE_RGBAGEN)\r\nuniform int u_ColorGen;"
+"\r\nuniform int u_AlphaGen;\r\nuniform vec3 u_AmbientLight;\r\nuniform"
+" vec3 u_DirectedLight;\r\nuniform vec4 u_LightOrigin;\r\nuniform float "
+" u_PortalRange;\r\n#endif\r\n\r\n#if defined(USE_VERTEX_ANIMATION)\r\nunifo"
+"rm float u_VertexLerp;\r\n#endif\r\n\r\nvarying vec2 var_DiffuseTex;\r\n"
+"#if defined(USE_LIGHTMAP)\r\nvarying vec2 var_LightTex;\r\n#endif\r\nvary"
+"ing vec4 var_Color;\r\n\r\nvec2 DoTexMatrix(vec2 st, vec3 position, mat4 "
+"texMatrix)\r\n{\r\n\tfloat amplitude = texMatrix[3][0];\r\n\tfloat phase = "
+"texMatrix[3][1];\r\n\tvec2 st2 = (texMatrix * vec4(st, 1.0, 0.0)).st;\r\n\r"
+"\n\tvec3 offsetPos = position.xyz / 1024.0;\r\n\toffsetPos.x += offsetPos.z"
+";\r\n\r\n\tvec2 texOffset = sin((offsetPos.xy + vec2(phase)) * 2.0 * M_PI);"
+"\r\n\t\r\n\treturn st2 + texOffset * amplitude;\r\n}\r\n\r\n#if defined(USE"
+"_DEFORM_VERTEXES)\r\nfloat triangle(float x)\r\n{\r\n\treturn max(1.0 - abs"
+"(x), 0);\r\n}\r\n\r\nfloat sawtooth(float x)\r\n{\r\n\treturn x - floor(x);"
+"\r\n}\r\n\r\nvec4 DeformPosition(const vec4 pos, const vec3 normal, const v"
+"ec2 st)\r\n{\r\n\tfloat base = u_DeformParams[0];\r\n\tfloat amplitude"
+" = u_DeformParams[1];\r\n\tfloat phase = u_DeformParams[2];\r\n\tfloat "
+"frequency = u_DeformParams[3];\r\n\tfloat spread = u_DeformParams[4];\r"
+"\n\t\r\n\tif (u_DeformGen == DGEN_BULGE)\r\n\t{\r\n\t\tphase *= M_PI * 0.25"
+" * st.x;\r\n\t}\r\n\telse // if (u_DeformGen <= DGEN_WAVE_INVERSE_SAWTOOTH)"
+"\r\n\t{\r\n\t\tphase += (pos.x + pos.y + pos.z) * spread;\r\n\t}\r\n\r\n\tf"
+"loat value = phase + (u_Time * frequency);\r\n\tfloat func;\r\n\r\n\tif (u_"
+"DeformGen == DGEN_WAVE_SIN)\r\n\t{\r\n\t\tfunc = sin(value * 2.0 * M_PI);\r"
+"\n\t}\r\n\telse if (u_DeformGen == DGEN_WAVE_SQUARE)\r\n\t{\r\n\t\tfunc = s"
+"ign(sin(value * 2.0 * M_PI));\r\n\t}\r\n\telse if (u_DeformGen == DGEN_WAVE"
+"_TRIANGLE)\r\n\t{\r\n\t\tfunc = triangle(value);\r\n\t}\r\n\telse if (u_Def"
+"ormGen == DGEN_WAVE_SAWTOOTH)\r\n\t{\r\n\t\tfunc = sawtooth(value);\r\n\t}"
+"\r\n\telse if (u_DeformGen == DGEN_WAVE_INVERSE_SAWTOOTH)\r\n\t{\r\n\t\tfun"
+"c = (1.0 - sawtooth(value));\r\n\t}\r\n\telse if (u_DeformGen == DGEN_BULGE"
+")\r\n\t{\r\n\t\tfunc = sin(value);\r\n\t}\r\n\t\r\n\tvec4 deformed = pos;\r"
+"\n\tdeformed.xyz += normal * (base + func * amplitude);\r\n\r\n\treturn def"
+"ormed;\r\n}\r\n#endif\r\n\r\n#if defined(USE_TCGEN)\r\nvec2 GenTexCoords(in"
+"t TCGen, vec4 position, vec3 normal, vec3 TCGenVector0, vec3 TCGenVector1)"
+"\r\n{\r\n\tvec2 tex = attr_TexCoord0.st;\r\n\r\n\tif (TCGen == TCGEN_LIGHTM"
+"AP)\r\n\t{\r\n\t\ttex = attr_TexCoord1.st;\r\n\t}\r\n\telse if (TCGen == TC"
+"GEN_ENVIRONMENT_MAPPED)\r\n\t{\r\n\t\tvec3 viewer = normalize(u_ViewOrigin "
+"- position.xyz);\r\n\t\tvec3 reflected = normal * 2.0 * dot(normal, viewer)"
+" - viewer;\r\n\r\n\t\ttex = reflected.yz * vec2(0.5, -0.5) + 0.5;\r\n\t}\r"
+"\n\telse if (TCGen == TCGEN_VECTOR)\r\n\t{\r\n\t\ttex = vec2(dot(position.x"
+"yz, TCGenVector0), dot(position.xyz, TCGenVector1));\r\n\t}\r\n\t\r\n\tretu"
+"rn tex;\r\n}\r\n#endif\r\n\r\nvoid main()\r\n{\r\n#if defined(USE_VERTEX_AN"
+"IMATION)\r\n\tvec4 position = mix(attr_Position, attr_Position2, u_VertexLe"
+"rp);\r\n\tvec3 normal = normalize(mix(attr_Normal, attr_Normal2, u_VertexLe"
+"rp));\r\n#else\r\n\tvec4 position = attr_Position;\r\n\tvec3 normal = attr_"
+"Normal;\r\n#endif\r\n\r\n#if defined(USE_DEFORM_VERTEXES)\r\n\tposition = D"
+"eformPosition(position, normal, attr_TexCoord0.st);\r\n#endif\r\n\r\n\tgl_P"
+"osition = u_ModelViewProjectionMatrix * position;\r\n\r\n#if defined(USE_TC"
+"GEN)\r\n\tvec2 tex = GenTexCoords(u_TCGen0, position, normal, u_TCGen0Vecto"
+"r0, u_TCGen0Vector1);\r\n#else\r\n\tvec2 tex = attr_TexCoord0.st;\r\n#endif"
+"\r\n\tvar_DiffuseTex = DoTexMatrix(tex, position.xyz, u_DiffuseTexMatrix);"
+"\r\n\r\n#if defined(USE_LIGHTMAP)\r\n\tvar_LightTex = attr_TexCoord1.st;\r"
+"\n#endif\r\n\r\n\tvar_Color = u_VertColor * attr_Color + u_BaseColor;\r\n\r"
+"\n#if defined(USE_RGBAGEN)\r\n\tif (u_ColorGen == CGEN_LIGHTING_DIFFUSE)\r"
+"\n\t{\r\n\t\tfloat incoming = max(dot(normal, u_LightOrigin.xyz), 0.0);\r\n"
+"\r\n\t\tvar_Color.rgb = min(u_DirectedLight * incoming + u_AmbientLight, 1."
+"0);\r\n\t}\r\n\t\r\n\tvec3 toView = u_ViewOrigin - position.xyz;\r\n\r\n\ti"
+"f (u_AlphaGen == AGEN_LIGHTING_SPECULAR)\r\n\t{\r\n\t\tvec3 lightDir = norm"
+"alize(vec3(-960.0, -1980.0, 96.0) - position.xyz);\r\n\t\tvec3 viewer = nor"
+"malize(toView);\r\n\t\tvec3 halfangle = normalize(lightDir + viewer);\r\n\t"
+"\t\r\n\t\tvar_Color.a = pow(max(dot(normal, halfangle), 0.0), 8.0);\r\n\t}"
+"\r\n\telse if (u_AlphaGen == AGEN_PORTAL)\r\n\t{\r\n\t\tfloat alpha = lengt"
+"h(toView) / u_PortalRange;\r\n\r\n\t\tvar_Color.a = min(alpha, 1.0);\r\n\t}"
+"\r\n\telse if (u_AlphaGen == AGEN_FRESNEL)\r\n\t{\r\n\t\tvec3 viewer = norm"
+"alize(toView);\r\n\t\t\r\n\t\tvar_Color.a = 0.10 + 0.90 * pow(1.0 - dot(nor"
+"mal, viewer), 5);\r\n\t}\r\n#endif\r\n\r\n#if defined (USE_FOG)\r\n\tfloat "
+"s = dot(position, u_FogDistance);\r\n\tfloat t = dot(position, u_FogDepth);"
+"\r\n\t\r\n\tif (t >= 1.0)\r\n\t{\r\n\t\ts *= t / (t - min(u_FogEyeT, 0.0));"
+"\r\n\t}\r\n\telse\r\n\t{\r\n\t\ts *= max(t + sign(u_FogEyeT), 0.0);\r\n\t}"
+"\r\n\t\r\n\ts = 1.0 - sqrt(clamp(s * 8.0, 0.0, 1.0));\r\n\t\r\n\tvar_Color "
+"*= u_FogColorMask * s + (vec4(1.0) - u_FogColorMask);\r\n#endif\r\n}\r\n";
+
+static const char *fallbackGenericShader_fp =
+"uniform sampler2D u_DiffuseMap;\r\n\r\n#if defined(USE_LIGHTMAP)\r\nuniform"
+" sampler2D u_LightMap;\r\n#endif\r\n\r\nuniform int u_Texture1Env;\r"
+"\n\r\nvarying vec2 var_DiffuseTex;\r\n\r\n#if defined(USE_LIGHTMAP)\r"
+"\nvarying vec2 var_LightTex;\r\n#endif\r\n\r\nvarying vec4 var_Co"
+"lor;\r\n\r\n\r\nvoid main()\r\n{\r\n\tvec4 color = texture2D(u_DiffuseMap,"
+" var_DiffuseTex);\r\n#if defined(USE_LIGHTMAP)\r\n\tvec4 color2 = texture2D"
+"(u_LightMap, var_LightTex);\r\n #if defined(RGBE_LIGHTMAP)\r\n\tcolor2.rgb"
+" *= exp2(color2.a * 255.0 - 128.0);\r\n\tcolor2.a = 1.0;\r\n #endif\r\n\r"
+"\n\tif (u_Texture1Env == TEXENV_MODULATE)\r\n\t{\r\n\t\tcolor *= color2;\r"
+"\n\t}\r\n\telse if (u_Texture1Env == TEXENV_ADD)\r\n\t{\r\n\t\tcolor += col"
+"or2;\r\n\t}\r\n\telse if (u_Texture1Env == TEXENV_REPLACE)\r\n\t{\r\n\t\tco"
+"lor = color2;\r\n\t}\r\n#endif\r\n\r\n\tgl_FragColor = color * var_Color;\r"
+"\n}\r\n";
+
+static const char *fallbackTextureColorShader_vp =
+"#version 120\r\n\r\nattribute vec4 attr_Position;\r\nattribute vec4 attr_Te"
+"xCoord0;\r\n\r\nuniform mat4 u_ModelViewProjectionMatrix;\r\n\r\nvarying "
+"vec2 var_Tex1;\r\n\r\n\r\nvoid main()\r\n{\r\n\tgl_Position = u_ModelView"
+"ProjectionMatrix * attr_Position;\r\n\tvar_Tex1 = attr_TexCoord0.st;\r\n}\r"
+"\n";
+
+static const char *fallbackTextureColorShader_fp =
+"#version 120\r\n\r\nuniform sampler2D u_DiffuseMap;\r\nuniform vec4 u_"
+"Color;\r\n\r\nvarying vec2 var_Tex1;\r\n\r\n\r\nvoid main()\r\n{\r"
+"\n\tgl_FragColor = texture2D(u_DiffuseMap, var_Tex1) * u_Color;\r\n}\r\n";
+
+static const char *fallbackFogPassShader_vp =
+"attribute vec4 attr_Position;\r\nattribute vec3 attr_Normal;\r\nattribute"
+" vec4 attr_TexCoord0;\r\n\r\n//#if defined(USE_VERTEX_ANIMATION)\r\nattrib"
+"ute vec4 attr_Position2;\r\nattribute vec3 attr_Normal2;\r\n//#endif\r\n"
+"\r\nuniform vec4 u_FogDistance;\r\nuniform vec4 u_FogDepth;\r\nunifor"
+"m float u_FogEyeT;\r\n\r\n//#if defined(USE_DEFORM_VERTEXES)\r\nuniform i"
+"nt u_DeformGen;\r\nuniform float u_DeformParams[5];\r\n//#endif\r\n\r"
+"\nuniform float u_Time;\r\nuniform mat4 u_ModelViewProjectionMatrix;\r"
+"\n\r\n//#if defined(USE_VERTEX_ANIMATION)\r\nuniform float u_VertexLerp;"
+"\r\n//#endif\r\n\r\nvarying float var_Scale;\r\n\r\n\r\nfloat triangle(fl"
+"oat x)\r\n{\r\n\treturn max(1.0 - abs(x), 0);\r\n}\r\n\r\nfloat sawtooth(fl"
+"oat x)\r\n{\r\n\treturn x - floor(x);\r\n}\r\n\r\nvec4 DeformPosition(const"
+" vec4 pos, const vec3 normal, const vec2 st)\r\n{\r\n\tif (u_DeformGen == 0"
+")\r\n\t{\r\n\t\treturn pos;\r\n\t}\r\n\r\n\tfloat base = u_DeformParam"
+"s[0];\r\n\tfloat amplitude = u_DeformParams[1];\r\n\tfloat phase = u_De"
+"formParams[2];\r\n\tfloat frequency = u_DeformParams[3];\r\n\tfloat spread "
+"= u_DeformParams[4];\r\n\t\t\r\n\tif (u_DeformGen <= DGEN_WAVE_INVERSE_S"
+"AWTOOTH)\r\n\t{\r\n\t\tphase += (pos.x + pos.y + pos.z) * spread;\r\n\t}\r"
+"\n\telse if (u_DeformGen == DGEN_BULGE)\r\n\t{\r\n\t\tphase *= M_PI * 0.25 "
+"* st.x;\r\n\t}\r\n\r\n\tfloat value = phase + (u_Time * frequency);\r\n\tfl"
+"oat func;\r\n\r\n\tif (u_DeformGen == DGEN_WAVE_SIN)\r\n\t{\r\n\t\tfunc = s"
+"in(value * 2.0 * M_PI);\r\n\t}\r\n\telse if (u_DeformGen == DGEN_WAVE_SQUAR"
+"E)\r\n\t{\r\n\t\tfunc = sign(sin(value * 2.0 * M_PI));\r\n\t}\r\n\telse if "
+"(u_DeformGen == DGEN_WAVE_TRIANGLE)\r\n\t{\r\n\t\tfunc = triangle(value);\r"
+"\n\t}\r\n\telse if (u_DeformGen == DGEN_WAVE_SAWTOOTH)\r\n\t{\r\n\t\tfunc ="
+" sawtooth(value);\r\n\t}\r\n\telse if (u_DeformGen == DGEN_WAVE_INVERSE_SAW"
+"TOOTH)\r\n\t{\r\n\t\tfunc = (1.0 - sawtooth(value));\r\n\t}\r\n\telse if (u"
+"_DeformGen == DGEN_BULGE)\r\n\t{\r\n\t\tfunc = sin(value);\r\n\t}\r\n\r\n\t"
+"vec4 deformed = pos;\r\n\tdeformed.xyz += normal * (base + func * amplitude"
+");\r\n\r\n\treturn deformed;\r\n\r\n}\r\n\r\nvoid main()\r\n{\r\n\tvec4 pos"
+"ition = mix(attr_Position, attr_Position2, u_VertexLerp);\r\n\tvec3 normal "
+"= normalize(mix(attr_Normal, attr_Normal2, u_VertexLerp));\r\n\r\n\tpositio"
+"n = DeformPosition(position, normal, attr_TexCoord0.st);\r\n\r\n\tgl_Positi"
+"on = u_ModelViewProjectionMatrix * position;\r\n\r\n\tfloat s = dot(positio"
+"n, u_FogDistance);\r\n\tfloat t = dot(position, u_FogDepth);\r\n\r\n\tif (t"
+" >= 1.0)\r\n\t{\r\n\t\ts *= t / (t - min(u_FogEyeT, 0.0));\r\n\t}\r\n\telse"
+"\r\n\t{\r\n\t\ts *= max(t + sign(u_FogEyeT), 0.0);\r\n\t}\r\n\r\n\tvar_Scal"
+"e = s * 8.0;\r\n}\r\n";
+
+static const char *fallbackFogPassShader_fp =
+"uniform vec4 u_Color;\r\n\r\nvarying float var_Scale;\r\n\r\nvoid main()\r"
+"\n{\r\n\tgl_FragColor = u_Color;\r\n\tgl_FragColor.a *= sqrt(clamp(var_Scal"
+"e, 0.0, 1.0));\r\n}\r\n";
+
+static const char *fallbackDlightShader_vp =
+"attribute vec4 attr_Position;\r\nattribute vec4 attr_TexCoord0;\r\nattribut"
+"e vec3 attr_Normal;\r\n\r\nuniform vec4 u_DlightInfo;\r\n\r\nuniform int "
+" u_DeformGen;\r\nuniform float u_DeformParams[5];\r\n\r\nuniform float "
+"u_Time;\r\nuniform vec4 u_Color;\r\nuniform mat4 u_ModelViewProjectionM"
+"atrix;\r\n\r\nvarying vec2 var_Tex1;\r\nvarying vec4 var_Color;\r\n\r\n"
+"float triangle(float x)\r\n{\r\n\treturn max(1.0 - abs(x), 0);\r\n}\r\n\r\n"
+"float sawtooth(float x)\r\n{\r\n\treturn x - floor(x);\r\n}\r\n\r\nvec4 Def"
+"ormPosition(const vec4 pos, const vec3 normal, const vec2 st)\r\n{\r\n\tif "
+"(u_DeformGen == 0)\r\n\t{\r\n\t\treturn pos;\r\n\t}\r\n\r\n\tfloat base = "
+" u_DeformParams[0];\r\n\tfloat amplitude = u_DeformParams[1];\r\n\tfloat"
+" phase = u_DeformParams[2];\r\n\tfloat frequency = u_DeformParams[3];\r"
+"\n\tfloat spread = u_DeformParams[4];\r\n\t\t\r\n\tif (u_DeformGen <= DG"
+"EN_WAVE_INVERSE_SAWTOOTH)\r\n\t{\r\n\t\tphase += (pos.x + pos.y + pos.z) * "
+"spread;\r\n\t}\r\n\telse if (u_DeformGen == DGEN_BULGE)\r\n\t{\r\n\t\tphase"
+" *= M_PI * 0.25 * st.x;\r\n\t}\r\n\r\n\tfloat value = phase + (u_Time * fre"
+"quency);\r\n\tfloat func;\r\n\r\n\tif (u_DeformGen == DGEN_WAVE_SIN)\r\n\t{"
+"\r\n\t\tfunc = sin(value * 2.0 * M_PI);\r\n\t}\r\n\telse if (u_DeformGen =="
+" DGEN_WAVE_SQUARE)\r\n\t{\r\n\t\tfunc = sign(sin(value * 2.0 * M_PI));\r\n"
+"\t}\r\n\telse if (u_DeformGen == DGEN_WAVE_TRIANGLE)\r\n\t{\r\n\t\tfunc = t"
+"riangle(value);\r\n\t}\r\n\telse if (u_DeformGen == DGEN_WAVE_SAWTOOTH)\r\n"
+"\t{\r\n\t\tfunc = sawtooth(value);\r\n\t}\r\n\telse if (u_DeformGen == DGEN"
+"_WAVE_INVERSE_SAWTOOTH)\r\n\t{\r\n\t\tfunc = (1.0 - sawtooth(value));\r\n\t"
+"}\r\n\telse if (u_DeformGen == DGEN_BULGE)\r\n\t{\r\n\t\tfunc = sin(value);"
+"\r\n\t}\r\n\r\n\tvec4 deformed = pos;\r\n\tdeformed.xyz += normal * (base +"
+" func * amplitude);\r\n\r\n\treturn deformed;\r\n\r\n}\r\n\r\nvoid main()\r"
+"\n{\r\n\tvec4 position = attr_Position;\r\n\tvec3 normal = attr_Normal;\r\n"
+"\r\n\tposition = DeformPosition(position, normal, attr_TexCoord0.st);\r\n\r"
+"\n\tgl_Position = u_ModelViewProjectionMatrix * position;\r\n\t\t\r\n\tvec3"
+" dist = u_DlightInfo.xyz - position.xyz;\t\r\n\r\n\tfloat diffz = abs(dist."
+"z);\r\n\tfloat radius = 1.0 / u_DlightInfo.a;\r\n\r\n\tvec2 tex = vec2(0.5)"
+" + dist.xy * u_DlightInfo.a;\r\n\tfloat dlightmod = max(sign(dot(dist, norm"
+"al)), 0.0);\r\n\tdlightmod *= clamp(2.0 * (radius - diffz) * u_DlightInfo.a"
+", 0.0, 1.0);\r\n\r\n\tvar_Tex1 = tex;\r\n\tvar_Color = u_Color;\r\n\tvar_Co"
+"lor.rgb *= dlightmod;\r\n}\r\n";
+
+static const char *fallbackDlightShader_fp =
+"uniform sampler2D u_DiffuseMap;\r\n\r\nvarying vec2 var_Tex1;\r\nvaryi"
+"ng vec4 var_Color;\r\n\r\n\r\nvoid main()\r\n{\r\n\tvec4 color = textu"
+"re2D(u_DiffuseMap, var_Tex1);\r\n\r\n\tgl_FragColor = color * var_Color;\r"
+"\n}\r\n";
+
+static const char *fallbackLightallShader_vp =
+"attribute vec4 attr_TexCoord0;\r\n#if defined(USE_LIGHTMAP)\r\nattribute ve"
+"c4 attr_TexCoord1;\r\n#endif\r\nattribute vec4 attr_Color;\r\n\r\nattribute"
+" vec4 attr_Position;\r\nattribute vec3 attr_Normal;\r\n\r\n#if defined(USE_"
+"VERT_TANGENT_SPACE)\r\nattribute vec3 attr_Tangent;\r\nattribute vec3 attr_"
+"Bitangent;\r\n#endif\r\n\r\n#if defined(USE_VERTEX_ANIMATION)\r\nattribute "
+"vec4 attr_Position2;\r\nattribute vec3 attr_Normal2;\r\n #if defined(USE_V"
+"ERT_TANGENT_SPACE)\r\nattribute vec3 attr_Tangent2;\r\nattribute vec3 attr_"
+"Bitangent2;\r\n #endif\r\n#endif\r\n\r\n#if defined(USE_LIGHT) && !defined"
+"(USE_LIGHT_VECTOR)\r\nattribute vec3 attr_LightDirection;\r\n#endif\r\n\r\n"
+"#if defined(TCGEN_ENVIRONMENT) || defined(USE_NORMALMAP) || defined(USE_LIG"
+"HT) && !defined(USE_FAST_LIGHT)\r\nuniform vec3 u_ViewOrigin;\r\n#endif\r"
+"\n\r\nuniform mat4 u_DiffuseTexMatrix;\r\nuniform mat4 u_ModelViewProje"
+"ctionMatrix;\r\nuniform vec4 u_BaseColor;\r\nuniform vec4 u_VertColor;"
+"\r\n\r\n#if defined(USE_MODELMATRIX)\r\nuniform mat4 u_ModelMatrix;\r\n#e"
+"ndif\r\n\r\n#if defined(USE_VERTEX_ANIMATION)\r\nuniform float u_VertexLer"
+"p;\r\n#endif\r\n\r\n#if defined(USE_LIGHT_VECTOR)\r\nuniform vec4 u_Light"
+"Origin;\r\n #if defined(USE_FAST_LIGHT)\r\nuniform vec3 u_DirectedLight;"
+"\r\nuniform vec3 u_AmbientLight;\r\nuniform float u_LightRadius;\r\n #e"
+"ndif\r\n#endif\r\n\r\nvarying vec2 var_DiffuseTex;\r\n\r\n#if defined(USE"
+"_LIGHTMAP)\r\nvarying vec2 var_LightTex;\r\n#endif\r\n\r\n#if defined(USE"
+"_NORMALMAP) || defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)\r\nvarying ve"
+"c3 var_SampleToView;\r\n#endif\r\n\r\nvarying vec4 var_Color;\r\nvaryin"
+"g vec3 var_Position;\r\nvarying vec3 var_Normal;\r\n\r\n#if defined(USE"
+"_VERT_TANGENT_SPACE)\r\nvarying vec3 var_Tangent;\r\nvarying vec3 var_B"
+"itangent;\r\n#endif\r\n\r\nvarying vec3 var_VertLight;\r\n\r\n#if defined"
+"(USE_LIGHT) && !defined(USE_DELUXEMAP)\r\nvarying vec3 var_WorldLight;\r"
+"\n#endif\r\n\r\nvarying vec4 var_ScreenPos;\r\n\r\nvec2 DoTexMatrix(vec2 "
+"st, vec3 position, mat4 texMatrix)\r\n{\r\n\tvec2 st2 = (texMatrix * vec4(s"
+"t, 1, 0)).st;\r\n\r\n\tvec3 offsetPos = position.xyz / 1024.0;\r\n\toffsetP"
+"os.x += offsetPos.z;\r\n\r\n\tvec2 texOffset = sin((offsetPos.xy + vec2(tex"
+"Matrix[3][1])) * 2.0 * M_PI);\r\n\t\r\n\treturn st2 + texOffset * texMatrix"
+"[3][0];\r\n}\r\n\r\nvoid main()\r\n{\r\n#if defined(USE_VERTEX_ANIMATION)\r"
+"\n\tvec4 position = mix(attr_Position, attr_Position2, u_VertexLerp);\r\n"
+"\tvec3 normal = normalize(mix(attr_Normal, attr_Normal2, u_VertexL"
+"erp));\r\n #if defined(USE_VERT_TANGENT_SPACE)\r\n\tvec3 tangent = norma"
+"lize(mix(attr_Tangent, attr_Tangent2, u_VertexLerp));\r\n\tvec3 bitange"
+"nt = normalize(mix(attr_Bitangent, attr_Bitangent2, u_VertexLerp));\r\n #e"
+"ndif\r\n#else\r\n\tvec4 position = attr_Position;\r\n\tvec3 normal = at"
+"tr_Normal;\r\n #if defined(USE_VERT_TANGENT_SPACE)\r\n\tvec3 tangent = a"
+"ttr_Tangent;\r\n\tvec3 bitangent = attr_Bitangent;\r\n #endif\r\n#endif\r"
+"\n\r\n\tgl_Position = u_ModelViewProjectionMatrix * position;\r\n\tvar_Scre"
+"enPos = gl_Position;\r\n\r\n#if (defined(USE_LIGHTMAP) || defined(USE_LIGHT"
+"_VERTEX)) && !defined(USE_DELUXEMAP)\r\n\tvec3 worldLight = attr_LightDirec"
+"tion;\r\n#endif\r\n\t\r\n#if defined(USE_MODELMATRIX)\r\n\tposition = u_Mo"
+"delMatrix * position;\r\n\tnormal = (u_ModelMatrix * vec4(normal, 0.0))."
+"xyz;\r\n #if defined(USE_VERT_TANGENT_SPACE)\r\n\ttangent = (u_ModelMatr"
+"ix * vec4(tangent, 0.0)).xyz;\r\n\tbitangent = (u_ModelMatrix * vec4(bitang"
+"ent, 0.0)).xyz;\r\n #endif\r\n\r\n #if defined(USE_LIGHTMAP) && !defined("
+"USE_DELUXEMAP)\r\n\tworldLight = (u_ModelMatrix * vec4(worldLight, 0.0)).xy"
+"z;\r\n #endif\r\n#endif\r\n\r\n\tvar_Position = position.xyz;\r\n\r\n#if d"
+"efined(TCGEN_ENVIRONMENT) || defined(USE_NORMALMAP) || defined(USE_LIGHT) &"
+"& !defined(USE_FAST_LIGHT)\r\n\tvec3 SampleToView = u_ViewOrigin - position"
+".xyz;\r\n#endif\r\n\r\n#if defined(USE_NORMALMAP) || defined(USE_LIGHT) && "
+"!defined(USE_FAST_LIGHT)\r\n\tvar_SampleToView = SampleToView;\r\n#endif\r"
+"\n\r\n#if defined(TCGEN_ENVIRONMENT)\r\n\tvec3 viewer = normalize(SampleToV"
+"iew);\r\n\tvec3 reflected = normal * 2.0 * dot(normal, viewer) - viewer;\r"
+"\n\r\n\tvec2 tex = reflected.yz * vec2(0.5, -0.5) + 0.5;\r\n#else\r\n\tvec2"
+" tex = attr_TexCoord0.st;\r\n#endif\r\n\r\n\tvar_DiffuseTex = DoTexMatrix(t"
+"ex, position.xyz, u_DiffuseTexMatrix);\r\n\r\n#if defined(USE_LIGHTMAP)\r\n"
+"\tvar_LightTex = attr_TexCoord1.st;\r\n#endif\r\n \r\n\tvar_Normal = norma"
+"l;\r\n#if defined(USE_VERT_TANGENT_SPACE)\r\n\tvar_Tangent = tangent;\r\n\t"
+"var_Bitangent = bitangent;\r\n#endif\r\n\r\n#if defined(USE_LIGHT) && !defi"
+"ned(USE_DELUXEMAP)\r\n #if defined(USE_LIGHT_VECTOR)\r\n\tvec3 worldLight "
+"= u_LightOrigin.xyz - (position.xyz * u_LightOrigin.w);\r\n #endif\r\n\r\n"
+"\tworldLight += normal * 0.0001;\r\n\tvar_WorldLight = worldLight;\r\n#endi"
+"f\r\n\t\r\n#if defined(USE_LIGHT_VERTEX)\r\n var_VertLight = attr_Color."
+"rgb;\r\n #if !defined(USE_FAST_LIGHT)\r\n\tvar_VertLight /= max(dot(normal"
+", normalize(worldLight)), 0.004);\r\n #endif\r\n\tvar_Color.rgb = u_BaseCo"
+"lor.rgb;\r\n\tvar_Color.a = u_VertColor.a * attr_Color.a + u_BaseColor.a;\r"
+"\n#else\r\n\tvar_Color = u_VertColor * attr_Color + u_BaseColor;\r\n#endif"
+"\r\n\r\n#if defined(USE_LIGHT_VECTOR) && defined(USE_FAST_LIGHT)\r\n #if d"
+"efined(USE_INVSQRLIGHT)\r\n\tfloat intensity = 1.0 / dot(worldLight, worldL"
+"ight);\r\n #else\r\n\tfloat intensity = clamp((1.0 - dot(worldLight, world"
+"Light) / (u_LightRadius * u_LightRadius)) * 1.07, 0.0, 1.0);\r\n #endif\r"
+"\n\tfloat NL = clamp(dot(normal, normalize(worldLight)), 0.0, 1.0);\r\n\r\n"
+"\tvar_VertLight = u_DirectedLight * intensity * NL + u_AmbientLight;\r\n#en"
+"dif\r\n}\r\n";
+
+static const char *fallbackLightallShader_fp =
+"uniform sampler2D u_DiffuseMap;\r\n\r\n#if defined(USE_LIGHTMAP)\r\nuniform"
+" sampler2D u_LightMap;\r\n#endif\r\n\r\n#if defined(USE_NORMALMAP)\r\nunifo"
+"rm sampler2D u_NormalMap;\r\n#endif\r\n\r\n#if defined(USE_DELUXEMAP)\r\nun"
+"iform sampler2D u_DeluxeMap;\r\n#endif\r\n\r\n#if defined(USE_SPECULARMAP)"
+"\r\nuniform sampler2D u_SpecularMap;\r\n#endif\r\n\r\n#if defined(USE_SHADO"
+"WMAP)\r\nuniform sampler2D u_ShadowMap;\r\n#endif\r\n\r\nuniform vec3 "
+"u_ViewOrigin;\r\n\r\n#if defined(USE_LIGHT_VECTOR)\r\nuniform vec3 u_D"
+"irectedLight;\r\nuniform vec3 u_AmbientLight;\r\nuniform float u_L"
+"ightRadius;\r\n#endif\r\n\r\n#if defined(USE_LIGHT)\r\nuniform vec2 u_"
+"MaterialInfo;\r\n#endif\r\n\r\nvarying vec2 var_DiffuseTex;\r\n#if def"
+"ined(USE_LIGHTMAP)\r\nvarying vec2 var_LightTex;\r\n#endif\r\nvarying "
+"vec4 var_Color;\r\nvarying vec3 var_Position;\r\n\r\nvarying vec3"
+" var_SampleToView;\r\n\r\nvarying vec3 var_Normal;\r\n#if defined"
+"(USE_VERT_TANGENT_SPACE)\r\nvarying vec3 var_Tangent;\r\nvarying vec3 "
+" var_Bitangent;\r\n#endif\r\n\r\nvarying vec3 var_VertLight;\r\n\r"
+"\n#if defined(USE_LIGHT) && !defined(USE_DELUXEMAP)\r\nvarying vec3 va"
+"r_WorldLight;\r\n#endif\r\n\r\nvarying vec4 var_ScreenPos;\r\n\r\n#define"
+" EPSILON 0.00000001\r\n\r\n#if defined(USE_PARALLAXMAP)\r\nfloat SampleHeig"
+"ht(sampler2D normalMap, vec2 t)\r\n{\r\n #if defined(SWIZZLE_NORMALMAP)\r"
+"\n\treturn texture2D(normalMap, t).r;\r\n #else\r\n\treturn texture2D(norm"
+"alMap, t).a;\r\n #endif\r\n}\r\n\r\nfloat RayIntersectDisplaceMap(vec2 dp,"
+" vec2 ds, sampler2D normalMap)\r\n{\r\n\tconst int linearSearchSteps = 16;"
+"\r\n\tconst int binarySearchSteps = 6;\r\n\r\n\tfloat depthStep = 1.0 / flo"
+"at(linearSearchSteps);\r\n\r\n\t// current size of search window\r\n\tfloat"
+" size = depthStep;\r\n\r\n\t// current depth position\r\n\tfloat depth = 0."
+"0;\r\n\r\n\t// best match found (starts with last position 1.0)\r\n\tfloat "
+"bestDepth = 1.0;\r\n\r\n\t// search front to back for first point inside ob"
+"ject\r\n\tfor(int i = 0; i < linearSearchSteps - 1; ++i)\r\n\t{\r\n\t\tdept"
+"h += size;\r\n\t\t\r\n\t\tfloat t = 1.0 - SampleHeight(normalMap, dp + ds *"
+" depth);\r\n\t\t\r\n\t\tif(bestDepth > 0.996)\t\t// if no depth found yet\r"
+"\n\t\t\tif(depth >= t)\r\n\t\t\t\tbestDepth = depth;\t// store best depth\r"
+"\n\t}\r\n\r\n\tdepth = bestDepth;\r\n\t\r\n\t// recurse around first point "
+"(depth) for closest match\r\n\tfor(int i = 0; i < binarySearchSteps; ++i)\r"
+"\n\t{\r\n\t\tsize *= 0.5;\r\n\r\n\t\tfloat t = 1.0 - SampleHeight(normalMap"
+", dp + ds * depth);\r\n\t\t\r\n\t\tif(depth >= t)\r\n\t\t{\r\n\t\t\tbestDep"
+"th = depth;\r\n\t\t\tdepth -= 2.0 * size;\r\n\t\t}\r\n\r\n\t\tdepth += size"
+";\r\n\t}\r\n\r\n\treturn bestDepth;\r\n}\r\n#endif\r\n\r\nfloat CalcDiffuse"
+"(vec3 N, vec3 L, vec3 E, float NE, float NL, float fzero, float shininess)"
+"\r\n{\r\n #if defined(USE_OREN_NAYAR) || defined(USE_TRIACE_OREN_NAYAR)\r"
+"\n\tfloat gamma = dot(E, L) - NE * NL;\r\n\tfloat B = 2.22222 + 0.1 * shini"
+"ness;\r\n\t\t\r\n\t#if defined(USE_OREN_NAYAR)\r\n\tfloat A = 1.0 - 1.0 / ("
+"2.0 + 0.33 * shininess);\r\n\tgamma = clamp(gamma, 0.0, 1.0);\r\n\t#endif\r"
+"\n\t\r\n\t#if defined(USE_TRIACE_OREN_NAYAR)\r\n\tfloat A = 1.0 - 1.0 / (2."
+"0 + 0.65 * shininess);\r\n\r\n\tif (gamma >= 0.0)\r\n\t#endif\r\n\t{\r\n\t"
+"\tB *= max(max(NL, NE), EPSILON);\r\n\t}\r\n\r\n\treturn A + gamma / B;\r\n"
+" #else\r\n\treturn 1.0 - fzero;\r\n #endif\r\n}\r\n\r\n#if defined(USE_SP"
+"ECULARMAP)\r\nfloat CalcSpecular(float NH, float NL, float NE, float EH, fl"
+"oat fzero, float shininess)\r\n{\r\n #if defined(USE_BLINN) || defined(USE"
+"_TRIACE) || defined(USE_TORRANCE_SPARROW)\r\n\tfloat blinn = pow(NH, shinin"
+"ess);\r\n #endif\r\n\r\n #if defined(USE_BLINN)\r\n\treturn blinn;\r\n #"
+"endif\r\n\r\n #if defined(USE_COOK_TORRANCE) || defined (USE_TRIACE) || de"
+"fined (USE_TORRANCE_SPARROW)\r\n\tfloat fresnel = fzero + (1.0 - fzero) * p"
+"ow(1.0 - EH, 5);\r\n #endif\r\n\r\n #if defined(USE_COOK_TORRANCE) || def"
+"ined(USE_TORRANCE_SPARROW)\r\n\tfloat geo = 2.0 * NH * min(NE, NL);\r\n\tge"
+"o /= max(EH, geo);\r\n #endif \r\n\r\n #if defined(USE_COOK_TORRANCE)\r"
+"\n\tfloat m = sqrt(2.0 / max(shininess, EPSILON));\r\n\r\n\tfloat m_sq = m "
+"* m;\r\n\tfloat NH_sq = NH * NH;\r\n\tfloat beckmann = exp((NH_sq - 1.0) / "
+"max(m_sq * NH_sq, EPSILON)) / max(4.0 * m_sq * NH_sq * NH_sq, EPSILON);\r\n"
+"\r\n\treturn fresnel * geo * beckmann / max(NE, EPSILON);\r\n #endif\r\n\r"
+"\n #if defined(USE_TRIACE)\r\n\tfloat scale = 0.1248582 * shininess + 0.26"
+"91817;\r\n\r\n\treturn fresnel * scale * blinn / max(max(NL, NE), EPSILON);"
+"\r\n #endif\r\n \r\n #if defined(USE_TORRANCE_SPARROW)\r\n\tfloat scale "
+"= 0.125 * shininess + 1.0;\r\n\r\n\treturn fresnel * geo * scale * blinn / "
+"max(NE, EPSILON);\r\n #endif\r\n}\r\n#endif\r\n\r\nvoid main()\r\n{\r\n#if"
+" defined(USE_LIGHT) || defined(USE_NORMALMAP)\r\n\tvec3 surfNormal = normal"
+"ize(var_Normal);\r\n#endif\r\n\r\n#if defined(USE_DELUXEMAP)\r\n\tvec3 worl"
+"dLight = 2.0 * texture2D(u_DeluxeMap, var_LightTex).xyz - vec3(1.0);\r\n\t/"
+"/worldLight += var_WorldLight * 0.0001;\r\n#elif defined(USE_LIGHT)\r\n\tve"
+"c3 worldLight = var_WorldLight;\r\n#endif\r\n\r\n#if defined(USE_LIGHTMAP)"
+"\r\n\tvec4 lightSample = texture2D(u_LightMap, var_LightTex).rgba;\r\n #if"
+" defined(RGBE_LIGHTMAP)\r\n\tlightSample.rgb *= exp2(lightSample.a * 255.0 "
+"- 128.0);\r\n #endif\r\n\tvec3 directedLight = lightSample.rgb;\r\n#elif d"
+"efined(USE_LIGHT_VECTOR)\r\n #if defined(USE_FAST_LIGHT)\r\n\tvec3 directe"
+"dLight = var_VertLight;\r\n #else\r\n #if defined(USE_INVSQRLIGHT)\r\n"
+"\tfloat intensity = 1.0 / dot(worldLight, worldLight);\r\n #else\r\n\tfl"
+"oat intensity = clamp((1.0 - dot(worldLight, worldLight) / (u_LightRadius *"
+" u_LightRadius)) * 1.07, 0.0, 1.0);\r\n #endif\r\n\r\n\tvec3 directedLig"
+"ht = u_DirectedLight * intensity;\r\n\tvec3 ambientLight = u_AmbientLight;"
+"\r\n #endif\r\n\r\n #if defined(USE_SHADOWMAP)\r\n\tvec2 shadowTex = var_"
+"ScreenPos.xy / var_ScreenPos.w * 0.5 + 0.5;\r\n\tdirectedLight *= texture2D"
+"(u_ShadowMap, shadowTex).r;\r\n #endif\r\n#elif defined(USE_LIGHT_VERTEX)"
+"\r\n\tvec3 directedLight = var_VertLight;\r\n#endif\r\n\t\r\n#if defined(TC"
+"GEN_ENVIRONMENT) || defined(USE_NORMALMAP) || (defined(USE_LIGHT) && !defin"
+"ed(USE_FAST_LIGHT))\r\n\tvec3 SampleToView = normalize(var_SampleToView);\r"
+"\n#endif\r\n\tvec2 tex = var_DiffuseTex;\r\n\r\n\tfloat ambientDiff = 1.0;"
+"\r\n\r\n#if defined(USE_NORMALMAP)\r\n #if defined(USE_VERT_TANGENT_SPACE)"
+"\r\n vec3 tangent = var_Tangent;\r\n\tvec3 bitangent = var_Bitangent;"
+"\r\n #else\r\n\tvec3 q0 = dFdx(var_Position);\r\n\tvec3 q1 = dFdy(var_Po"
+"sition);\r\n\tvec2 st0 = dFdx(tex);\r\n\tvec2 st1 = dFdy(tex);\r\n\tfloat d"
+"ir = sign(st1.t * st0.s - st0.t * st1.s);\r\n\r\n\tvec3 tangent = normali"
+"ze( q0 * st1.t - q1 * st0.t) * dir;\r\n\tvec3 bitangent = -normalize( q0 * "
+"st1.s - q1 * st0.s) * dir;\r\n #endif\r\n\r\n\tmat3 tangentToWorld = mat3("
+"tangent, bitangent, var_Normal);\r\n\r\n #if defined(USE_PARALLAXMAP)\r\n"
+"\tvec3 offsetDir = normalize(SampleToView * tangentToWorld);\r\n #if 0\r"
+"\n float height = SampleHeight(u_NormalMap, tex);\r\n\tfloat pdist = 0.0"
+"5 * height - (0.05 / 2.0);\r\n #else\r\n\toffsetDir.xy *= -0.05 / offset"
+"Dir.z;\r\n\tfloat pdist = RayIntersectDisplaceMap(tex, offsetDir.xy, u_Norm"
+"alMap);\r\n #endif\t\r\n\ttex += offsetDir.xy * pdist;\r\n #endif\r\n "
+"#if defined(SWIZZLE_NORMALMAP)\r\n\tvec3 normal = 2.0 * texture2D(u_NormalM"
+"ap, tex).agb - 1.0;\r\n #else\r\n\tvec3 normal = 2.0 * texture2D(u_NormalM"
+"ap, tex).rgb - 1.0;\r\n #endif\r\n\tnormal.z = sqrt(clamp(1.0 - dot(normal"
+".xy, normal.xy), 0.0, 1.0));\r\n\tvec3 worldNormal = tangentToWorld * norma"
+"l;\r\n #if defined(r_normalAmbient)\r\n\tambientDiff = 0.781341 * normal.z"
+" + 0.218659;\r\n #endif\r\n#elif defined(USE_LIGHT)\r\n\tvec3 worldNormal "
+"= surfNormal;\r\n#endif\r\n\r\n#if (defined(USE_LIGHT) && !defined(USE_FAST"
+"_LIGHT)) || (defined(TCGEN_ENVIRONMENT) && defined(USE_NORMALMAP))\r\n\twor"
+"ldNormal = normalize(worldNormal);\r\n#endif\r\n\r\n#if defined(TCGEN_ENVIR"
+"ONMENT) && defined(USE_NORMALMAP)\r\n\tvec3 reflected = worldNormal * 2.0 *"
+" dot(worldNormal, SampleToView) - SampleToView;\r\n\r\n\ttex = reflected.yz"
+" * vec2(0.5, -0.5) + 0.5;\r\n#endif\r\n\r\n\tvec4 diffuse = texture2D(u_Dif"
+"fuseMap, tex);\r\n\r\n#if defined(USE_LIGHT) && defined(USE_FAST_LIGHT)\r\n"
+"\tdiffuse.rgb *= directedLight;\r\n#elif defined(USE_LIGHT)\r\n\tworldLight"
+" = normalize(worldLight);\r\n\r\n #if defined(USE_LIGHTMAP)\r\n\tdirectedL"
+"ight /= max(dot(surfNormal, worldLight), 0.004);\r\n #endif\r\n\r\n #if d"
+"efined(USE_LIGHTMAP) || defined(USE_LIGHT_VERTEX)\r\n\t#if defined(r_normal"
+"Ambient)\r\n\tvec3 ambientLight = directedLight * r_normalAmbient;\r\n\tdir"
+"ectedLight -= ambientLight;\r\n #else\r\n\tvec3 ambientLight = vec3(0);"
+"\r\n #endif\r\n #endif\r\n\r\n\tfloat NL = clamp(dot(worldNormal, worl"
+"dLight), 0.0, 1.0);\r\n\tfloat surfNL = clamp(dot(surfNormal, worldLight"
+"), 0.0, 1.0);\r\n\tNL = min(NL, surfNL * 2.0);\r\n\tfloat NE = clamp(dot("
+"worldNormal, SampleToView), 0.0, 1.0);\r\n\t\r\n\tfloat fzero = u_Material"
+"Info.x;\r\n\tfloat shininess = u_MaterialInfo.y;\r\n #if defined(USE_SPECU"
+"LARMAP)\r\n\tvec4 specular = texture2D(u_SpecularMap, tex);\r\n\t//specular"
+".rgb = clamp(specular.rgb - diffuse.rgb, 0.0, 1.0);\r\n\tshininess *= specu"
+"lar.a;\r\n #endif\r\n\tfloat directedDiff = NL * CalcDiffuse(worldNormal, "
+"worldLight, SampleToView, NE, NL, fzero, shininess);\r\n\tdiffuse.rgb *= di"
+"rectedLight * directedDiff + ambientDiff * ambientLight;\r\n \r\n #if def"
+"ined(USE_SPECULARMAP)\r\n\tvec3 halfAngle = normalize(worldLight + SampleTo"
+"View);\r\n\r\n\tfloat EH = clamp(dot(SampleToView, halfAngle), 0.0, 1.0);\r"
+"\n\tfloat NH = clamp(dot(worldNormal, halfAngle), 0.0, 1.0);\r\n\r\n\tfloa"
+"t directedSpec = NL * CalcSpecular(NH, NL, NE, EH, fzero, shininess);\r\n "
+"\r\n #if defined(r_normalAmbient)\r\n\tvec3 ambientHalf = normalize(surf"
+"Normal + SampleToView);\r\n\tfloat ambientSpec = max(dot(ambientHalf, world"
+"Normal) + 0.5, 0.0);\r\n\tambientSpec *= ambientSpec * 0.44;\r\n\tambientSp"
+"ec = pow(ambientSpec, shininess) * fzero;\r\n\tspecular.rgb *= directedSpec"
+" * directedLight + ambientSpec * ambientLight;\r\n #else\r\n\tspecular.r"
+"gb *= directedSpec * directedLight;\r\n #endif\r\n #endif\r\n#endif\r\n"
+"\r\n\tgl_FragColor = diffuse;\r\n\r\n#if defined(USE_SPECULARMAP) && define"
+"d(USE_LIGHT) && !defined(USE_FAST_LIGHT)\r\n\tgl_FragColor.rgb += specular."
+"rgb;\r\n#endif\r\n\r\n\tgl_FragColor *= var_Color;\r\n}\r\n";
+
+static const char *fallbackShadowfillShader_vp =
+"attribute vec4 attr_Position;\r\nattribute vec3 attr_Normal;\r\nattribute"
+" vec4 attr_TexCoord0;\r\n\r\n//#if defined(USE_VERTEX_ANIMATION)\r\nattrib"
+"ute vec4 attr_Position2;\r\nattribute vec3 attr_Normal2;\r\n//#endif\r\n"
+"\r\n//#if defined(USE_DEFORM_VERTEXES)\r\nuniform int u_DeformGen;\r\nu"
+"niform float u_DeformParams[5];\r\n//#endif\r\n\r\nuniform float u_Tim"
+"e;\r\nuniform mat4 u_ModelViewProjectionMatrix;\r\n\r\nuniform mat4 u_"
+"ModelMatrix;\r\n\r\n//#if defined(USE_VERTEX_ANIMATION)\r\nuniform float "
+"u_VertexLerp;\r\n//#endif\r\n\r\nvarying vec3 var_Position;\r\n\r\nfloat"
+" triangle(float x)\r\n{\r\n\treturn max(1.0 - abs(x), 0);\r\n}\r\n\r\nfloat"
+" sawtooth(float x)\r\n{\r\n\treturn x - floor(x);\r\n}\r\n\r\nvec4 DeformPo"
+"sition(const vec4 pos, const vec3 normal, const vec2 st)\r\n{\r\n\tif (u_De"
+"formGen == 0)\r\n\t{\r\n\t\treturn pos;\r\n\t}\r\n\r\n\tfloat base = u"
+"_DeformParams[0];\r\n\tfloat amplitude = u_DeformParams[1];\r\n\tfloat phas"
+"e = u_DeformParams[2];\r\n\tfloat frequency = u_DeformParams[3];\r\n\tf"
+"loat spread = u_DeformParams[4];\r\n\t\t\r\n\tif (u_DeformGen <= DGEN_WA"
+"VE_INVERSE_SAWTOOTH)\r\n\t{\r\n\t\tphase += (pos.x + pos.y + pos.z) * sprea"
+"d;\r\n\t}\r\n\telse if (u_DeformGen == DGEN_BULGE)\r\n\t{\r\n\t\tphase *= M"
+"_PI * 0.25 * st.x;\r\n\t}\r\n\r\n\tfloat value = phase + (u_Time * frequenc"
+"y);\r\n\tfloat func;\r\n\r\n\tif (u_DeformGen == DGEN_WAVE_SIN)\r\n\t{\r\n"
+"\t\tfunc = sin(value * 2.0 * M_PI);\r\n\t}\r\n\telse if (u_DeformGen == DGE"
+"N_WAVE_SQUARE)\r\n\t{\r\n\t\tfunc = sign(sin(value * 2.0 * M_PI));\r\n\t}\r"
+"\n\telse if (u_DeformGen == DGEN_WAVE_TRIANGLE)\r\n\t{\r\n\t\tfunc = triang"
+"le(value);\r\n\t}\r\n\telse if (u_DeformGen == DGEN_WAVE_SAWTOOTH)\r\n\t{\r"
+"\n\t\tfunc = sawtooth(value);\r\n\t}\r\n\telse if (u_DeformGen == DGEN_WAVE"
+"_INVERSE_SAWTOOTH)\r\n\t{\r\n\t\tfunc = (1.0 - sawtooth(value));\r\n\t}\r\n"
+"\telse if (u_DeformGen == DGEN_BULGE)\r\n\t{\r\n\t\tfunc = sin(value);\r\n"
+"\t}\r\n\r\n\tvec4 deformed = pos;\r\n\tdeformed.xyz += normal * (base + fun"
+"c * amplitude);\r\n\r\n\treturn deformed;\r\n\r\n}\r\n\r\n\r\nvoid main()\r"
+"\n{\r\n\tvec4 position = mix(attr_Position, attr_Position2, u_VertexLerp);"
+"\r\n\tvec3 normal = normalize(mix(attr_Normal, attr_Normal2, u_VertexLerp))"
+";\r\n\r\n\tposition = DeformPosition(position, normal, attr_TexCoord0.st);"
+"\r\n\r\n\tgl_Position = u_ModelViewProjectionMatrix * position;\r\n\t\r\n\t"
+"var_Position = (u_ModelMatrix * position).xyz;\r\n}\r\n";
+
+static const char *fallbackShadowfillShader_fp =
+"uniform vec4 u_LightOrigin;\r\nuniform float u_LightRadius;\r\n\r\nvarying"
+" vec3 var_Position;\r\n\r\nvoid main()\r\n{\r\n#if defined(USE_DEPTH)\r\n"
+"\tfloat depth = length(u_LightOrigin.xyz - var_Position) / u_LightRadius;\r"
+"\n #if 0\r\n\t// 32 bit precision\r\n\tconst vec4 bitSh = vec4( 256 * 256 *"
+" 256, 256 * 256, 256, 1);\r\n\tconst vec4 bitMsk = vec4"
+"( 0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);\r\n\t\r\n\tvec4 c"
+"omp;\r\n\tcomp = depth * bitSh;\r\n\tcomp.xyz = fract(comp.xyz);\r\n\tcomp "
+"-= comp.xxyz * bitMsk;\r\n\tgl_FragColor = comp;\r\n #endif\r\n\r\n #if 1\r"
+"\n\t// 24 bit precision\r\n\tconst vec3 bitSh = vec3( 256 * 256, 25"
+"6, 1);\r\n\tconst vec3 bitMsk = vec3( 0, 1.0 / 256.0, 1.0 "
+"/ 256.0);\r\n\t\r\n\tvec3 comp;\r\n\tcomp = depth * bitSh;\r\n\tcomp.xy = f"
+"ract(comp.xy);\r\n\tcomp -= comp.xxy * bitMsk;\r\n\tgl_FragColor = vec4(com"
+"p, 1.0);\r\n #endif\r\n\r\n #if 0\r\n\t// 8 bit precision\r\n\tgl_FragColor"
+" = vec4(depth, depth, depth, 1);\r\n #endif\r\n#else\r\n\tgl_FragColor = ve"
+"c4(0, 0, 0, 1);\r\n#endif\r\n}\r\n";
+
+static const char *fallbackPshadowShader_vp =
+"attribute vec4 attr_Position;\r\nattribute vec3 attr_Normal;\r\n\r\nuniform"
+" mat4 u_ModelViewProjectionMatrix;\r\nvarying vec3 var_Position;\r\nvar"
+"ying vec3 var_Normal;\r\n\r\n\r\nvoid main()\r\n{\r\n\tvec4 position = a"
+"ttr_Position;\r\n\r\n\tgl_Position = u_ModelViewProjectionMatrix * position"
+";\r\n\r\n\tvar_Position = position.xyz;\r\n\tvar_Normal = attr_Normal;"
+"\r\n}\r\n";
+
+static const char *fallbackPshadowShader_fp =
+"uniform sampler2D u_ShadowMap;\r\n\r\nuniform vec3 u_LightForward;\r\n"
+"uniform vec3 u_LightUp;\r\nuniform vec3 u_LightRight;\r\nuniform "
+"vec4 u_LightOrigin;\r\nuniform float u_LightRadius;\r\nvarying vec"
+"3 var_Position;\r\nvarying vec3 var_Normal;\r\n\r\nfloat sampleDi"
+"stMap(sampler2D texMap, vec2 uv, float scale)\r\n{\r\n\tvec3 distv = textur"
+"e2D(texMap, uv).xyz;\r\n\treturn dot(distv, vec3(1.0 / (256.0 * 256.0), 1.0"
+" / 256.0, 1.0)) * scale;\r\n}\r\n\r\nvoid main()\r\n{\r\n\tvec3 lightToPos "
+"= var_Position - u_LightOrigin.xyz;\r\n\tvec2 st = vec2(-dot(u_LightRight, "
+"lightToPos), dot(u_LightUp, lightToPos));\r\n\t\r\n\tfloat fade = length(st"
+");\r\n\t\r\n#if defined(USE_DISCARD)\r\n\tif (fade >= 1.0)\r\n\t{\r\n\t\tdi"
+"scard;\r\n\t}\r\n#endif\r\n\r\n\tfade = clamp(8.0 - fade * 8.0, 0.0, 1.0);"
+"\r\n\t\r\n\tst = st * 0.5 + vec2(0.5);\r\n\r\n#if defined(USE_SOLID_PSHADOW"
+"S)\r\n\tfloat intensity = max(sign(u_LightRadius - length(lightToPos)), 0.0"
+");\r\n#else\r\n\tfloat intensity = clamp((1.0 - dot(lightToPos, lightToPos)"
+" / (u_LightRadius * u_LightRadius)) * 2.0, 0.0, 1.0);\r\n#endif\r\n\t\r\n\t"
+"float lightDist = length(lightToPos);\r\n\tfloat dist;\r\n\r\n#if defined(U"
+"SE_DISCARD)\r\n\tif (dot(u_LightForward, lightToPos) <= 0.0)\r\n\t{\r\n\t\t"
+"discard;\r\n\t}\r\n\r\n\tif (dot(var_Normal, lightToPos) > 0.0)\r\n\t{\r\n"
+"\t\tdiscard;\r\n\t}\r\n#else\r\n\tintensity *= max(sign(dot(u_LightForward,"
+" lightToPos)), 0.0);\r\n\tintensity *= max(sign(-dot(var_Normal, lightToPos"
+")), 0.0);\r\n#endif\r\n\r\n\tintensity *= fade;\r\n#if defined(USE_PCF)\r\n"
+"\tfloat part;\r\n\t\r\n\tdist = sampleDistMap(u_ShadowMap, st + vec2(-1.0/5"
+"12.0, -1.0/512.0), u_LightRadius);\r\n\tpart = max(sign(lightDist - dist),"
+" 0.0);\r\n\r\n\tdist = sampleDistMap(u_ShadowMap, st + vec2( 1.0/512.0, -1."
+"0/512.0), u_LightRadius);\r\n\tpart += max(sign(lightDist - dist), 0.0);\r"
+"\n\r\n\tdist = sampleDistMap(u_ShadowMap, st + vec2(-1.0/512.0, 1.0/512.0)"
+", u_LightRadius);\r\n\tpart += max(sign(lightDist - dist), 0.0);\r\n\r\n\td"
+"ist = sampleDistMap(u_ShadowMap, st + vec2( 1.0/512.0, 1.0/512.0), u_Light"
+"Radius);\r\n\tpart += max(sign(lightDist - dist), 0.0);\r\n\r\n #if define"
+"d(USE_DISCARD)\r\n\tif (part <= 0.0)\r\n\t{\r\n\t\tdiscard;\r\n\t}\r\n #en"
+"dif\r\n\r\n\tintensity *= part * 0.25;\r\n#else\r\n\tdist = sampleDistMap(u"
+"_ShadowMap, st, u_LightRadius);\r\n\r\n #if defined(USE_DISCARD)\r\n\tif ("
+"lightDist - dist <= 0.0)\r\n\t{\r\n\t\tdiscard;\r\n\t}\r\n #endif\r\n\t\t"
+"\t\r\n\tintensity *= max(sign(lightDist - dist), 0.0);\r\n#endif\r\n\t\t\r"
+"\n\tgl_FragColor.rgb = vec3(0);\r\n\tgl_FragColor.a = clamp(intensity, 0.0,"
+" 0.75);\r\n}\r\n";
+
+static const char *fallbackDown4xShader_vp =
+"attribute vec4 attr_Position;\r\nattribute vec4 attr_TexCoord0;\r\n\r\nunif"
+"orm mat4 u_ModelViewProjectionMatrix;\r\n\r\nvarying vec2 var_TexCoords"
+";\r\n\r\n\r\nvoid main()\r\n{\r\n\tgl_Position = u_ModelViewProjectionMatri"
+"x * attr_Position;\r\n\tvar_TexCoords = attr_TexCoord0.st;\r\n}\r\n";
+
+static const char *fallbackDown4xShader_fp =
+"uniform sampler2D u_TextureMap;\r\n\r\nuniform vec2 u_InvTexRes;\r\nva"
+"rying vec2 var_TexCoords;\r\n\r\nvoid main()\r\n{\r\n\tvec4 color;\r\n"
+"\tvec2 tc;\r\n\t\r\n\ttc = var_TexCoords + u_InvTexRes * vec2(-1.5, -1.5); "
+" color = texture2D(u_TextureMap, tc);\r\n\ttc = var_TexCoords + u_InvTexRe"
+"s * vec2(-0.5, -1.5); color += texture2D(u_TextureMap, tc);\r\n\ttc = var_"
+"TexCoords + u_InvTexRes * vec2( 0.5, -1.5); color += texture2D(u_TextureMa"
+"p, tc);\r\n\ttc = var_TexCoords + u_InvTexRes * vec2( 1.5, -1.5); color +="
+" texture2D(u_TextureMap, tc);\r\n\r\n\ttc = var_TexCoords + u_InvTexRes * v"
+"ec2(-1.5, -0.5); color += texture2D(u_TextureMap, tc);\r\n\ttc = var_TexCoo"
+"rds + u_InvTexRes * vec2(-0.5, -0.5); color += texture2D(u_TextureMap, tc);"
+"\r\n\ttc = var_TexCoords + u_InvTexRes * vec2( 0.5, -0.5); color += texture"
+"2D(u_TextureMap, tc);\r\n\ttc = var_TexCoords + u_InvTexRes * vec2( 1.5, -0"
+".5); color += texture2D(u_TextureMap, tc);\r\n\r\n\ttc = var_TexCoords + u_"
+"InvTexRes * vec2(-1.5, 0.5); color += texture2D(u_TextureMap, tc);\r\n\ttc"
+" = var_TexCoords + u_InvTexRes * vec2(-0.5, 0.5); color += texture2D(u_Tex"
+"tureMap, tc);\r\n\ttc = var_TexCoords + u_InvTexRes * vec2( 0.5, 0.5); col"
+"or += texture2D(u_TextureMap, tc);\r\n\ttc = var_TexCoords + u_InvTexRes * "
+"vec2( 1.5, 0.5); color += texture2D(u_TextureMap, tc);\r\n\r\n\ttc = var_T"
+"exCoords + u_InvTexRes * vec2(-1.5, 1.5); color += texture2D(u_TextureMap"
+", tc);\r\n\ttc = var_TexCoords + u_InvTexRes * vec2(-0.5, 1.5); color += "
+"texture2D(u_TextureMap, tc);\r\n\ttc = var_TexCoords + u_InvTexRes * vec2( "
+"0.5, 1.5); color += texture2D(u_TextureMap, tc);\r\n\ttc = var_TexCoords "
+"+ u_InvTexRes * vec2( 1.5, 1.5); color += texture2D(u_TextureMap, tc);\r"
+"\n\t\r\n\tcolor *= 0.0625;\r\n\t\r\n\tgl_FragColor = color;\r\n}\r\n";
+
+static const char *fallbackBokehShader_vp =
+"attribute vec4 attr_Position;\r\nattribute vec4 attr_TexCoord0;\r\n\r\nunif"
+"orm mat4 u_ModelViewProjectionMatrix;\r\n\r\nvarying vec2 var_TexCoords"
+";\r\n\r\n\r\nvoid main()\r\n{\r\n\tgl_Position = u_ModelViewProjectionMatri"
+"x * attr_Position;\r\n\tvar_TexCoords = attr_TexCoord0.st;\r\n}\r\n";
+
+static const char *fallbackBokehShader_fp =
+"uniform sampler2D u_TextureMap;\r\n\r\nuniform vec4 u_Color;\r\n\r\nun"
+"iform vec2 u_InvTexRes;\r\nvarying vec2 var_TexCoords;\r\n\r\nvoi"
+"d main()\r\n{\r\n\tvec4 color;\r\n\tvec2 tc;\r\n\r\n#if 0\r\n\tfloat c[7] ="
+" float[7](1.0, 0.9659258263, 0.8660254038, 0.7071067812, 0.5, 0.2588190451,"
+" 0.0);\r\n\r\n\ttc = var_TexCoords + u_InvTexRes * vec2( c[0], c[6]); co"
+"lor = texture2D(u_TextureMap, tc);\r\n\ttc = var_TexCoords + u_InvTexRes *"
+" vec2( c[1], c[5]); color += texture2D(u_TextureMap, tc);\r\n\ttc = var_"
+"TexCoords + u_InvTexRes * vec2( c[2], c[4]); color += texture2D(u_Textur"
+"eMap, tc);\r\n\ttc = var_TexCoords + u_InvTexRes * vec2( c[3], c[3]); co"
+"lor += texture2D(u_TextureMap, tc);\r\n\ttc = var_TexCoords + u_InvTexRes *"
+" vec2( c[4], c[2]); color += texture2D(u_TextureMap, tc);\r\n\ttc = var_"
+"TexCoords + u_InvTexRes * vec2( c[5], c[1]); color += texture2D(u_Textur"
+"eMap, tc);\r\n\ttc = var_TexCoords + u_InvTexRes * vec2( c[6], c[0]); co"
+"lor += texture2D(u_TextureMap, tc);\r\n\r\n\ttc = var_TexCoords + u_InvTexR"
+"es * vec2( c[1], -c[5]); color += texture2D(u_TextureMap, tc);\r\n\ttc = "
+"var_TexCoords + u_InvTexRes * vec2( c[2], -c[4]); color += texture2D(u_Te"
+"xtureMap, tc);\r\n\ttc = var_TexCoords + u_InvTexRes * vec2( c[3], -c[3]);"
+" color += texture2D(u_TextureMap, tc);\r\n\ttc = var_TexCoords + u_InvTexR"
+"es * vec2( c[4], -c[2]); color += texture2D(u_TextureMap, tc);\r\n\ttc = "
+"var_TexCoords + u_InvTexRes * vec2( c[5], -c[1]); color += texture2D(u_Te"
+"xtureMap, tc);\r\n\ttc = var_TexCoords + u_InvTexRes * vec2( c[6], -c[0]);"
+" color += texture2D(u_TextureMap, tc);\r\n\r\n\ttc = var_TexCoords + u_Inv"
+"TexRes * vec2( -c[0], c[6]); color += texture2D(u_TextureMap, tc);\r\n\tt"
+"c = var_TexCoords + u_InvTexRes * vec2( -c[1], c[5]); color += texture2D("
+"u_TextureMap, tc);\r\n\ttc = var_TexCoords + u_InvTexRes * vec2( -c[2], c["
+"4]); color += texture2D(u_TextureMap, tc);\r\n\ttc = var_TexCoords + u_Inv"
+"TexRes * vec2( -c[3], c[3]); color += texture2D(u_TextureMap, tc);\r\n\tt"
+"c = var_TexCoords + u_InvTexRes * vec2( -c[4], c[2]); color += texture2D("
+"u_TextureMap, tc);\r\n\ttc = var_TexCoords + u_InvTexRes * vec2( -c[5], c["
+"1]); color += texture2D(u_TextureMap, tc);\r\n\r\n\ttc = var_TexCoords + u"
+"_InvTexRes * vec2( -c[1], -c[5]); color += texture2D(u_TextureMap, tc);\r"
+"\n\ttc = var_TexCoords + u_InvTexRes * vec2( -c[2], -c[4]); color += textu"
+"re2D(u_TextureMap, tc);\r\n\ttc = var_TexCoords + u_InvTexRes * vec2( -c[3]"
+", -c[3]); color += texture2D(u_TextureMap, tc);\r\n\ttc = var_TexCoords + "
+"u_InvTexRes * vec2( -c[4], -c[2]); color += texture2D(u_TextureMap, tc);\r"
+"\n\ttc = var_TexCoords + u_InvTexRes * vec2( -c[5], -c[1]); color += textu"
+"re2D(u_TextureMap, tc);\r\n\t\r\n\tgl_FragColor = color * 0.04166667 * u_Co"
+"lor;\r\n#endif\r\n\r\n\tfloat c[5] = float[5](1.0, 0.9238795325, 0.70710678"
+"12, 0.3826834324, 0.0);\r\n\r\n\ttc = var_TexCoords + u_InvTexRes * vec2( "
+"c[0], c[4]); color = texture2D(u_TextureMap, tc);\r\n\ttc = var_TexCoord"
+"s + u_InvTexRes * vec2( c[1], c[3]); color += texture2D(u_TextureMap, tc"
+");\r\n\ttc = var_TexCoords + u_InvTexRes * vec2( c[2], c[2]); color += t"
+"exture2D(u_TextureMap, tc);\r\n\ttc = var_TexCoords + u_InvTexRes * vec2( "
+"c[3], c[1]); color += texture2D(u_TextureMap, tc);\r\n\ttc = var_TexCoord"
+"s + u_InvTexRes * vec2( c[4], c[0]); color += texture2D(u_TextureMap, tc"
+");\r\n\r\n\ttc = var_TexCoords + u_InvTexRes * vec2( c[1], -c[3]); color "
+"+= texture2D(u_TextureMap, tc);\r\n\ttc = var_TexCoords + u_InvTexRes * vec"
+"2( c[2], -c[2]); color += texture2D(u_TextureMap, tc);\r\n\ttc = var_TexC"
+"oords + u_InvTexRes * vec2( c[3], -c[1]); color += texture2D(u_TextureMap"
+", tc);\r\n\ttc = var_TexCoords + u_InvTexRes * vec2( c[4], -c[0]); color "
+"+= texture2D(u_TextureMap, tc);\r\n\r\n\ttc = var_TexCoords + u_InvTexRes *"
+" vec2( -c[0], c[4]); color += texture2D(u_TextureMap, tc);\r\n\ttc = var_"
+"TexCoords + u_InvTexRes * vec2( -c[1], c[3]); color += texture2D(u_Textur"
+"eMap, tc);\r\n\ttc = var_TexCoords + u_InvTexRes * vec2( -c[2], c[2]); co"
+"lor += texture2D(u_TextureMap, tc);\r\n\ttc = var_TexCoords + u_InvTexRes *"
+" vec2( -c[3], c[1]); color += texture2D(u_TextureMap, tc);\r\n\r\n\ttc = "
+"var_TexCoords + u_InvTexRes * vec2( -c[1], -c[3]); color += texture2D(u_Te"
+"xtureMap, tc);\r\n\ttc = var_TexCoords + u_InvTexRes * vec2( -c[2], -c[2]);"
+" color += texture2D(u_TextureMap, tc);\r\n\ttc = var_TexCoords + u_InvTexR"
+"es * vec2( -c[3], -c[1]); color += texture2D(u_TextureMap, tc);\r\n\t\r\n"
+"\tgl_FragColor = color * 0.0625 * u_Color;\r\n}\r\n";
+
+static const char *fallbackToneMapShader_vp =
+"attribute vec4 attr_Position;\r\nattribute vec4 attr_TexCoord0;\r\n\r\nunif"
+"orm mat4 u_ModelViewProjectionMatrix;\r\n\r\nvarying vec2 var_TexCoords"
+";\r\n\r\n\r\nvoid main()\r\n{\r\n\tgl_Position = u_ModelViewProjectionMatri"
+"x * attr_Position;\r\n\tvar_TexCoords = attr_TexCoord0.st;\r\n}\r\n";
+
+static const char *fallbackToneMapShader_fp =
+"uniform sampler2D u_TextureMap;\r\nuniform sampler2D u_LevelsMap;\r\n\r\nun"
+"iform vec4 u_Color;\r\n\r\nuniform vec2 u_AutoExposureMinMax;\r\n"
+"uniform vec3 u_ToneMinAvgMaxLinear;\r\n\r\nvarying vec2 var_TexCo"
+"ords;\r\n\r\nconst vec3 LUMINANCE_VECTOR = vec3(0.2125, 0.7154, 0.0721);"
+" //vec3(0.299, 0.587, 0.114);\r\n\r\nvec3 FilmicTonemap(vec3 x)\r\n{\r\n\tc"
+"onst float SS = 0.22; // Shoulder Strength\r\n\tconst float LS = 0.30; //"
+" Linear Strength\r\n\tconst float LA = 0.10; // Linear Angle\r\n\tconst fl"
+"oat TS = 0.20; // Toe Strength\r\n\tconst float TAN = 0.01; // Toe Angle N"
+"umerator\r\n\tconst float TAD = 0.30; // Toe Angle Denominator\r\n\t\r\n\tv"
+"ec3 SSxx = SS * x * x;\r\n\tvec3 LSx = LS * x;\r\n\tvec3 LALSx = LSx * LA;"
+"\r\n\t\r\n\treturn ((SSxx + LALSx + TS * TAN) / (SSxx + LSx + TS * TAD)) - "
+"TAN / TAD;\r\n\r\n\t//return ((x*(SS*x+LA*LS)+TS*TAN)/(x*(SS*x+LS)+TS*TAD))"
+" - TAN/TAD;\r\n\r\n}\r\n\r\nvoid main()\r\n{\r\n\tvec4 color = texture2D(u_"
+"TextureMap, var_TexCoords) * u_Color;\r\n\tvec3 minAvgMax = texture2D(u_Lev"
+"elsMap, var_TexCoords).rgb;\r\n\tvec3 logMinAvgMaxLum = clamp(minAvgMax * 2"
+"0.0 - 10.0, -u_AutoExposureMinMax.y, -u_AutoExposureMinMax.x);\r\n\t\t\r\n"
+"\tfloat avgLum = exp2(logMinAvgMaxLum.y);\r\n\t//float maxLum = exp2(logMin"
+"AvgMaxLum.z);\r\n\r\n\tcolor.rgb *= u_ToneMinAvgMaxLinear.y / avgLum;\r\n\t"
+"color.rgb = max(vec3(0.0), color.rgb - vec3(u_ToneMinAvgMaxLinear.x));\r\n"
+"\r\n\tvec3 fWhite = 1.0 / FilmicTonemap(vec3(u_ToneMinAvgMaxLinear.z - u_To"
+"neMinAvgMaxLinear.x));\r\n\tcolor.rgb = FilmicTonemap(color.rgb) * fWhite;"
+"\r\n\t\r\n\tgl_FragColor = clamp(color, 0.0, 1.0);\r\n}\r\n";
+
+static const char *fallbackCalcLevels4xShader_vp =
+"attribute vec4 attr_Position;\r\nattribute vec4 attr_TexCoord0;\r\n\r\nunif"
+"orm mat4 u_ModelViewProjectionMatrix;\r\n\r\nvarying vec2 var_TexCoords"
+";\r\n\r\n\r\nvoid main()\r\n{\r\n\tgl_Position = u_ModelViewProjectionMatri"
+"x * attr_Position;\r\n\tvar_TexCoords = attr_TexCoord0.st;\r\n}\r\n";
+
+static const char *fallbackCalcLevels4xShader_fp =
+"uniform sampler2D u_TextureMap;\r\n\r\nuniform vec4 u_Color;\r\n\r\nun"
+"iform vec2 u_InvTexRes;\r\nvarying vec2 var_TexCoords;\r\n\r\ncon"
+"st vec3 LUMINANCE_VECTOR = vec3(0.2125, 0.7154, 0.0721); //vec3(0.299, 0"
+".587, 0.114);\r\n\r\nvec3 GetValues(vec2 offset, vec3 current)\r\n{\r\n\tve"
+"c3 minAvgMax;\r\n\tvec2 tc = var_TexCoords + u_InvTexRes * offset; minAvgMa"
+"x = texture2D(u_TextureMap, tc).rgb;\r\n\r\n#ifdef FIRST_PASS\r\n\tfloat lu"
+"mi = max(dot(LUMINANCE_VECTOR, minAvgMax), 0.000001);\r\n\tfloat loglumi = "
+"clamp(log2(lumi), -10.0, 10.0);\r\n\tminAvgMax = vec3(loglumi * 0.05 + 0.5)"
+";\r\n#endif\r\n\r\n\treturn vec3(min(current.x, minAvgMax.x), current.y + m"
+"inAvgMax.y, max(current.z, minAvgMax.z));\r\n}\r\n\r\nvoid main()\r\n{\r\n"
+"\tvec3 current = vec3(1.0, 0.0, 0.0);\r\n\r\n#ifdef FIRST_PASS\r\n\tcurrent"
+" = GetValues(vec2( 0.0, 0.0), current);\r\n#else\r\n\tcurrent = GetValues("
+"vec2(-1.5, -1.5), current);\r\n\tcurrent = GetValues(vec2(-0.5, -1.5), curr"
+"ent);\r\n\tcurrent = GetValues(vec2( 0.5, -1.5), current);\r\n\tcurrent = G"
+"etValues(vec2( 1.5, -1.5), current);\r\n\t\r\n\tcurrent = GetValues(vec2(-1"
+".5, -0.5), current);\r\n\tcurrent = GetValues(vec2(-0.5, -0.5), current);\r"
+"\n\tcurrent = GetValues(vec2( 0.5, -0.5), current);\r\n\tcurrent = GetValue"
+"s(vec2( 1.5, -0.5), current);\r\n\t\r\n\tcurrent = GetValues(vec2(-1.5, 0."
+"5), current);\r\n\tcurrent = GetValues(vec2(-0.5, 0.5), current);\r\n\tcur"
+"rent = GetValues(vec2( 0.5, 0.5), current);\r\n\tcurrent = GetValues(vec2("
+" 1.5, 0.5), current);\r\n\r\n\tcurrent = GetValues(vec2(-1.5, 1.5), curre"
+"nt);\r\n\tcurrent = GetValues(vec2(-0.5, 1.5), current);\r\n\tcurrent = Ge"
+"tValues(vec2( 0.5, 1.5), current);\r\n\tcurrent = GetValues(vec2( 1.5, 1."
+"5), current);\r\n\r\n\tcurrent.y *= 0.0625;\r\n#endif\r\n\r\n\tgl_FragColor"
+" = vec4(current, 1.0f);\r\n}\r\n";
+
+static const char *fallbackShadowmaskShader_vp =
+"attribute vec4 attr_Position;\r\nattribute vec4 attr_TexCoord0;\r\n\r\nunif"
+"orm vec3 u_ViewForward;\r\nuniform vec3 u_ViewLeft;\r\nuniform vec3 u"
+"_ViewUp;\r\nuniform vec4 u_ViewInfo; // zfar / znear\r\n\r\nvarying vec2 "
+" var_ScreenTex;\r\nvarying vec3 var_ViewDir;\r\n\r\nvoid main()\r\n{\r\n"
+"\tgl_Position = attr_Position;\r\n\t//vec2 screenCoords = gl_Position.xy / "
+"gl_Position.w;\r\n\t//var_ScreenTex = screenCoords * 0.5 + 0.5;\r\n\tvar_Sc"
+"reenTex = attr_TexCoord0.xy;\r\n\tvec2 screenCoords = attr_TexCoord0.xy * 2"
+".0 - 1.0;\r\n\tvar_ViewDir = u_ViewForward + u_ViewLeft * -screenCoords.x +"
+" u_ViewUp * screenCoords.y;\r\n}\r\n";
+
+static const char *fallbackShadowmaskShader_fp =
+"uniform sampler2D u_ScreenDepthMap;\r\n\r\nuniform sampler2D u_ShadowMap;\r"
+"\n#if defined(USE_SHADOW_CASCADE)\r\nuniform sampler2D u_ShadowMap2;\r\nuni"
+"form sampler2D u_ShadowMap3;\r\n#endif\r\n\r\nuniform mat4 u_ShadowMvp"
+";\r\n#if defined(USE_SHADOW_CASCADE)\r\nuniform mat4 u_ShadowMvp2;\r\n"
+"uniform mat4 u_ShadowMvp3;\r\n#endif\r\n\r\nuniform vec3 u_ViewOrigi"
+"n;\r\nuniform vec4 u_ViewInfo; // zfar / znear, zfar\r\n\r\nvarying vec2 "
+" var_ScreenTex;\r\nvarying vec3 var_ViewDir;\r\n\r\n// Input: It uses te"
+"xture coords as the random number seed.\r\n// Output: Random number: [0,1),"
+" that is between 0.0 and 0.999999... inclusive.\r\n// Author: Michael Pohor"
+"eski\r\n// Copyright: Copyleft 2012 :-)\r\n// Source: http://stackoverflow."
+"com/questions/5149544/can-i-generate-a-random-number-inside-a-pixel-shader"
+"\r\n\r\nfloat random( const vec2 p )\r\n{\r\n // We need irrationals for p"
+"seudo randomness.\r\n // Most (all?) known transcendental numbers will (ge"
+"nerally) work.\r\n const vec2 r = vec2(\r\n 23.1406926327792690, // e^"
+"pi (Gelfond's constant)\r\n 2.6651441426902251); // 2^sqrt(2) (Gelfond"
+"Schneider constant)\r\n //return fract( cos( mod( 123456789., 1e-7 + 256. "
+"* dot(p,r) ) ) );\r\n return mod( 123456789., 1e-7 + 256. * dot(p,r) ); "
+"\r\n}\r\n\r\nfloat PCF(const sampler2D shadowmap, const vec2 st, const floa"
+"t dist)\r\n{\r\n\tfloat mult;\r\n\tfloat scale = 2.0 / r_shadowMapSize;\r\n"
+"\t\t\r\n#if defined(USE_SHADOW_FILTER)\r\n\tfloat r = random(var_ScreenTex."
+"xy);\r\n\tfloat sinr = sin(r) * scale;\r\n\tfloat cosr = cos(r) * scale;\r"
+"\n\tmat2 rmat = mat2(cosr, sinr, -sinr, cosr);\r\n\r\n\tmult = step(dist, "
+"texture2D(shadowmap, st + rmat * vec2(-0.7055767, 0.196515)).r);\r\n\tmult "
+"+= step(dist, texture2D(shadowmap, st + rmat * vec2(0.3524343, -0.7791386))"
+".r);\r\n\tmult += step(dist, texture2D(shadowmap, st + rmat * vec2(0.239105"
+"6, 0.9189604)).r);\r\n #if defined(USE_SHADOW_FILTER2)\r\n\tmult += step(d"
+"ist, texture2D(shadowmap, st + rmat * vec2(-0.07580382, -0.09224417)).r);\r"
+"\n\tmult += step(dist, texture2D(shadowmap, st + rmat * vec2(0.5784913, -0."
+"002528916)).r);\r\n\tmult += step(dist, texture2D(shadowmap, st + rmat * ve"
+"c2(0.192888, 0.4064181)).r);\r\n\tmult += step(dist, texture2D(shadowmap, s"
+"t + rmat * vec2(-0.6335801, -0.5247476)).r);\r\n\tmult += step(dist, textur"
+"e2D(shadowmap, st + rmat * vec2(-0.5579782, 0.7491854)).r);\r\n\tmult += st"
+"ep(dist, texture2D(shadowmap, st + rmat * vec2(0.7320465, 0.6317794)).r);\r"
+"\n\r\n\tmult *= 0.11111;\r\n #else\r\n mult *= 0.33333;\r\n #endif\r\n"
+"#else\r\n\tmult = step(dist, texture2D(shadowmap, st).r);\r\n#endif\r\n\t\t"
+"\r\n\treturn mult;\r\n}\r\n\r\nfloat getLinearDepth(sampler2D depthMap, vec"
+"2 tex, float zFarDivZNear)\r\n{\r\n\t\tfloat sampleZDivW = texture2D(depthM"
+"ap, tex).r;\r\n\t\treturn 1.0 / mix(zFarDivZNear, 1.0, sampleZDivW);\r\n}\r"
+"\n\r\nvoid main()\r\n{\r\n\tfloat result;\r\n\t\r\n\tfloat depth = getLinea"
+"rDepth(u_ScreenDepthMap, var_ScreenTex, u_ViewInfo.x);\r\n\tfloat sampleZ ="
+" u_ViewInfo.y * depth;\r\n\r\n\tvec4 biasPos = vec4(u_ViewOrigin + var_View"
+"Dir * depth * 0.99, 1.0);\r\n\t\r\n\tvec4 shadowpos = u_ShadowMvp * biasPos"
+";\r\n\t\r\n#if defined(USE_SHADOW_CASCADE)\r\n\tconst float fadeTo = 0.5;\r"
+"\n\tresult = fadeTo;\r\n#else\r\n\tresult = 0.0;\r\n#endif\r\n\r\n\tif (all"
+"(lessThanEqual(abs(shadowpos.xyz), vec3(abs(shadowpos.w)))))\r\n\t{\r\n\t\t"
+"shadowpos.xyz = shadowpos.xyz / shadowpos.w * 0.5 + 0.5;\r\n\t\tresult = PC"
+"F(u_ShadowMap, shadowpos.xy, shadowpos.z);\r\n\t}\r\n#if defined(USE_SHADOW"
+"_CASCADE)\r\n\telse\r\n\t{\r\n\t\tshadowpos = u_ShadowMvp2 * biasPos;\r\n\r"
+"\n\t\tif (all(lessThanEqual(abs(shadowpos.xyz), vec3(abs(shadowpos.w)))))\r"
+"\n\t\t{\r\n\t\t\tshadowpos.xyz = shadowpos.xyz / shadowpos.w * 0.5 + 0.5;\r"
+"\n\t\t\tresult = PCF(u_ShadowMap2, shadowpos.xy, shadowpos.z);\r\n\t\t}\r\n"
+"\t\telse\r\n\t\t{\r\n\t\t\tshadowpos = u_ShadowMvp3 * biasPos;\r\n\r\n\t\t"
+"\tif (all(lessThanEqual(abs(shadowpos.xyz), vec3(abs(shadowpos.w)))))\r\n\t"
+"\t\t{\r\n\t\t\t\tshadowpos.xyz = shadowpos.xyz / shadowpos.w * 0.5 + 0.5;\r"
+"\n\t\t\t\tresult = PCF(u_ShadowMap3, shadowpos.xy, shadowpos.z);\r\n\r\n\t"
+"\t\t\tfloat fade = clamp(sampleZ / r_shadowCascadeZFar * 10.0 - 9.0, 0.0, 1"
+".0);\r\n\t\t\t\tresult = mix(result, fadeTo, fade);\r\n\t\t\t}\r\n\t\t}\r\n"
+"\t}\r\n#endif\r\n\t\t\r\n\tgl_FragColor = vec4(vec3(result), 1.0);\r\n}\r\n";
+
+static const char *fallbackSsaoShader_vp =
+"attribute vec4 attr_Position;\r\nattribute vec4 attr_TexCoord0;\r\n\r\nvary"
+"ing vec2 var_ScreenTex;\r\n\r\nvoid main()\r\n{\r\n\tgl_Position = attr_P"
+"osition;\r\n\tvar_ScreenTex = attr_TexCoord0.xy;\r\n\t//vec2 screenCoords ="
+" gl_Position.xy / gl_Position.w;\r\n\t//var_ScreenTex = screenCoords * 0.5 "
+"+ 0.5;\r\n}\r\n";
+
+static const char *fallbackSsaoShader_fp =
+"uniform sampler2D u_ScreenDepthMap;\r\n\r\nuniform vec4 u_ViewInfo; // zf"
+"ar / znear, zfar\r\n\r\nvarying vec2 var_ScreenTex;\r\n\r\nvec2 poissonDi"
+"sc[9] = vec2[9](\r\nvec2(-0.7055767, 0.196515), vec2(0.3524343, -0.77913"
+"86),\r\nvec2(0.2391056, 0.9189604), vec2(-0.07580382, -0.09224417),\r\nv"
+"ec2(0.5784913, -0.002528916), vec2(0.192888, 0.4064181),\r\nvec2(-0.6335801"
+", -0.5247476), vec2(-0.5579782, 0.7491854),\r\nvec2(0.7320465, 0.6317794)"
+"\r\n);\r\n\r\n// Input: It uses texture coords as the random number seed.\r"
+"\n// Output: Random number: [0,1), that is between 0.0 and 0.999999... incl"
+"usive.\r\n// Author: Michael Pohoreski\r\n// Copyright: Copyleft 2012 :-)\r"
+"\n// Source: http://stackoverflow.com/questions/5149544/can-i-generate-a-ra"
+"ndom-number-inside-a-pixel-shader\r\n\r\nfloat random( const vec2 p )\r\n{"
+"\r\n // We need irrationals for pseudo randomness.\r\n // Most (all?) kno"
+"wn transcendental numbers will (generally) work.\r\n const vec2 r = vec2("
+"\r\n 23.1406926327792690, // e^pi (Gelfond's constant)\r\n 2.665144"
+"1426902251); // 2^sqrt(2) (GelfondSchneider constant)\r\n //return fract("
+" cos( mod( 123456789., 1e-7 + 256. * dot(p,r) ) ) );\r\n return mod( 12345"
+"6789., 1e-7 + 256. * dot(p,r) ); \r\n}\r\n\r\nmat2 randomRotation( const v"
+"ec2 p )\r\n{\r\n\tfloat r = random(p);\r\n\tfloat sinr = sin(r);\r\n\tfloat"
+" cosr = cos(r);\r\n\treturn mat2(cosr, sinr, -sinr, cosr);\r\n}\r\n\r\nfloa"
+"t getLinearDepth(sampler2D depthMap, const vec2 tex, const float zFarDivZNe"
+"ar)\r\n{\r\n\t\tfloat sampleZDivW = texture2D(depthMap, tex).r;\r\n\t\tretu"
+"rn 1.0 / mix(zFarDivZNear, 1.0, sampleZDivW);\r\n}\r\n\r\nfloat ambientOccl"
+"usion(sampler2D depthMap, const vec2 tex, const float zFarDivZNear, const f"
+"loat zFar)\r\n{\r\n\tfloat result = 0;\r\n\r\n\tfloat sampleZ = zFar * getL"
+"inearDepth(depthMap, tex, zFarDivZNear);\r\n\r\n\tvec2 expectedSlope = vec2"
+"(dFdx(sampleZ), dFdy(sampleZ)) / vec2(dFdx(tex.x), dFdy(tex.y));\r\n\t\r\n"
+"\tif (length(expectedSlope) > 5000.0)\r\n\t\treturn 1.0;\r\n\t\r\n\tvec2 of"
+"fsetScale = vec2(3.0 / sampleZ);\r\n\t\r\n\tmat2 rmat = randomRotation(tex)"
+";\r\n\t\t\r\n\tint i;\r\n\tfor (i = 0; i < 3; i++)\r\n\t{\r\n\t\tvec2 offse"
+"t = rmat * poissonDisc[i] * offsetScale;\r\n\t\tfloat sampleZ2 = zFar * get"
+"LinearDepth(depthMap, tex + offset, zFarDivZNear);\r\n\r\n\t\tif (abs(sampl"
+"eZ - sampleZ2) > 20.0)\r\n\t\t\tresult += 1.0;\r\n\t\telse\r\n\t\t{\r\n\t\t"
+"\tfloat expectedZ = sampleZ + dot(expectedSlope, offset);\r\n\t\t\tresult +"
+"= step(expectedZ - 1.0, sampleZ2);\r\n\t\t}\r\n\t}\r\n\t\r\n\tresult *= 0.3"
+"3333;\r\n\t\r\n\treturn result;\r\n}\r\n\r\nvoid main()\r\n{\r\n\tfloat res"
+"ult = ambientOcclusion(u_ScreenDepthMap, var_ScreenTex, u_ViewInfo.x, u_Vie"
+"wInfo.y);\r\n\t\t\t\r\n\tgl_FragColor = vec4(vec3(result), 1.0);\r\n}\r\n";
+
+static const char *fallbackDepthBlurShader_vp =
+"attribute vec4 attr_Position;\r\nattribute vec4 attr_TexCoord0;\r\n\r\nvary"
+"ing vec2 var_ScreenTex;\r\n\r\nvoid main()\r\n{\r\n\tgl_Position = attr_P"
+"osition;\r\n\tvar_ScreenTex = attr_TexCoord0.xy;\r\n\t//vec2 screenCoords ="
+" gl_Position.xy / gl_Position.w;\r\n\t//var_ScreenTex = screenCoords * 0.5 "
+"+ 0.5;\r\n}\r\n";
+
+static const char *fallbackDepthBlurShader_fp =
+"uniform sampler2D u_ScreenImageMap;\r\nuniform sampler2D u_ScreenDepthMap;"
+"\r\n\r\nuniform vec4 u_ViewInfo; // zfar / znear, zfar\r\nvarying vec2 "
+"var_ScreenTex;\r\n\r\n//float gauss[5] = float[5](0.30, 0.23, 0.097, 0.024,"
+" 0.0033);\r\nfloat gauss[4] = float[4](0.40, 0.24, 0.054, 0.0044);\r\n//flo"
+"at gauss[3] = float[3](0.60, 0.19, 0.0066);\r\n#define GAUSS_SIZE 4\r\n\r\n"
+"float getLinearDepth(sampler2D depthMap, const vec2 tex, const float zFarDi"
+"vZNear)\r\n{\r\n\t\tfloat sampleZDivW = texture2D(depthMap, tex).r;\r\n\t\t"
+"return 1.0 / mix(zFarDivZNear, 1.0, sampleZDivW);\r\n}\r\n\r\nvec4 depthGau"
+"ssian1D(sampler2D imageMap, sampler2D depthMap, vec2 tex, float zFarDivZNea"
+"r, float zFar)\r\n{\r\n\tfloat scale = 1.0 / 256.0;\r\n\r\n#if defined(USE_"
+"HORIZONTAL_BLUR)\r\n vec2 direction = vec2(1.0, 0.0) * scale;\r\n#else /"
+"/ if defined(USE_VERTICAL_BLUR)\r\n\tvec2 direction = vec2(0.0, 1.0) * scal"
+"e;\r\n#endif\r\n\t\r\n\tfloat depthCenter = zFar * getLinearDepth(depthMap,"
+" tex, zFarDivZNear);\r\n\tvec2 centerSlope = vec2(dFdx(depthCenter), dFdy(d"
+"epthCenter)) / vec2(dFdx(tex.x), dFdy(tex.y));\r\n\t\t\r\n\tvec4 result = t"
+"exture2D(imageMap, tex) * gauss[0];\r\n\tfloat total = gauss[0];\r\n\r\n\ti"
+"nt i, j;\r\n\tfor (i = 0; i < 2; i++)\r\n\t{\r\n\t\tfor (j = 1; j < GAUSS_S"
+"IZE; j++)\r\n\t\t{\r\n\t\t\tvec2 offset = direction * j;\r\n\t\t\tfloat dep"
+"thSample = zFar * getLinearDepth(depthMap, tex + offset, zFarDivZNear);\r\n"
+"\t\t\tfloat depthExpected = depthCenter + dot(centerSlope, offset);\r\n\t\t"
+"\tif(abs(depthSample - depthExpected) < 5.0)\r\n\t\t\t{\r\n\t\t\t\tresult +"
+"= texture2D(imageMap, tex + offset) * gauss[j];\r\n\t\t\t\ttotal += gauss[j"
+"];\r\n\t\t\t}\r\n\t\t}\r\n\t\t\r\n\t\tdirection = -direction;\r\n\t}\t\r\n"
+"\t\t\r\n\treturn result / total;\r\n}\r\n\r\nvoid main()\r\n{\t\t\r\n\tgl_F"
+"ragColor = depthGaussian1D(u_ScreenImageMap, u_ScreenDepthMap, var_ScreenTe"
+"x, u_ViewInfo.x, u_ViewInfo.y);\r\n}\r\n";
+
+
+static void GLSL_PrintInfoLog(GLhandleARB object, qboolean developerOnly)
+{
+ char *msg;
+ static char msgPart[1024];
+ int maxLength = 0;
+ int i;
+ int printLevel = developerOnly ? PRINT_DEVELOPER : PRINT_ALL;
+
+ qglGetObjectParameterivARB(object, GL_OBJECT_INFO_LOG_LENGTH_ARB, &maxLength);
+
+ if (maxLength <= 0)
+ {
+ ri.Printf(printLevel, "No compile log.\n");
+ return;
+ }
+
+ ri.Printf(printLevel, "compile log:\n");
+
+ if (maxLength < 1023)
+ {
+ qglGetInfoLogARB(object, maxLength, &maxLength, msgPart);
+
+ msgPart[maxLength + 1] = '\0';
+
+ ri.Printf(printLevel, "%s\n", msgPart);
+ }
+ else
+ {
+ msg = ri.Malloc(maxLength);
+
+ qglGetInfoLogARB(object, maxLength, &maxLength, msg);
+
+ for(i = 0; i < maxLength; i += 1024)
+ {
+ Q_strncpyz(msgPart, msg + i, sizeof(msgPart));
+
+ ri.Printf(printLevel, "%s\n", msgPart);
+ }
+
+ ri.Free(msg);
+ }
+}
+
+static void GLSL_PrintShaderSource(GLhandleARB object)
+{
+ char *msg;
+ static char msgPart[1024];
+ int maxLength = 0;
+ int i;
+
+ qglGetObjectParameterivARB(object, GL_OBJECT_SHADER_SOURCE_LENGTH_ARB, &maxLength);
+
+ msg = ri.Malloc(maxLength);
+
+ qglGetShaderSourceARB(object, maxLength, &maxLength, msg);
+
+ for(i = 0; i < maxLength; i += 1024)
+ {
+ Q_strncpyz(msgPart, msg + i, sizeof(msgPart));
+ ri.Printf(PRINT_ALL, "%s\n", msgPart);
+ }
+
+ ri.Free(msg);
+}
+
+static void GLSL_GetShaderHeader( GLenum shaderType, const GLcharARB *extra, char *dest, int size )
+{
+ float fbufWidthScale, fbufHeightScale;
+
+ dest[0] = '\0';
+
+ // HACK: abuse the GLSL preprocessor to turn GLSL 1.20 shaders into 1.30 ones
+ if(glRefConfig.glslMajorVersion > 1 || (glRefConfig.glslMajorVersion == 1 && glRefConfig.glslMinorVersion >= 30))
+ {
+ Q_strcat(dest, size, "#version 130\n");
+
+ if(shaderType == GL_VERTEX_SHADER_ARB)
+ {
+ Q_strcat(dest, size, "#define attribute in\n");
+ Q_strcat(dest, size, "#define varying out\n");
+ }
+ else
+ {
+ Q_strcat(dest, size, "#define varying in\n");
+
+ Q_strcat(dest, size, "out vec4 out_Color;\n");
+ Q_strcat(dest, size, "#define gl_FragColor out_Color\n");
+ }
+ }
+ else
+ {
+ Q_strcat(dest, size, "#version 120\n");
+ }
+
+ // HACK: add some macros to avoid extra uniforms and save speed and code maintenance
+ //Q_strcat(dest, size,
+ // va("#ifndef r_SpecularExponent\n#define r_SpecularExponent %f\n#endif\n", r_specularExponent->value));
+ //Q_strcat(dest, size,
+ // va("#ifndef r_SpecularScale\n#define r_SpecularScale %f\n#endif\n", r_specularScale->value));
+ //Q_strcat(dest, size,
+ // va("#ifndef r_NormalScale\n#define r_NormalScale %f\n#endif\n", r_normalScale->value));
+
+
+ Q_strcat(dest, size, "#ifndef M_PI\n#define M_PI 3.14159265358979323846f\n#endif\n");
+
+ //Q_strcat(dest, size, va("#ifndef MAX_SHADOWMAPS\n#define MAX_SHADOWMAPS %i\n#endif\n", MAX_SHADOWMAPS));
+
+ Q_strcat(dest, size,
+ va("#ifndef deformGen_t\n"
+ "#define deformGen_t\n"
+ "#define DGEN_WAVE_SIN %i\n"
+ "#define DGEN_WAVE_SQUARE %i\n"
+ "#define DGEN_WAVE_TRIANGLE %i\n"
+ "#define DGEN_WAVE_SAWTOOTH %i\n"
+ "#define DGEN_WAVE_INVERSE_SAWTOOTH %i\n"
+ "#define DGEN_BULGE %i\n"
+ "#define DGEN_MOVE %i\n"
+ "#endif\n",
+ DGEN_WAVE_SIN,
+ DGEN_WAVE_SQUARE,
+ DGEN_WAVE_TRIANGLE,
+ DGEN_WAVE_SAWTOOTH,
+ DGEN_WAVE_INVERSE_SAWTOOTH,
+ DGEN_BULGE,
+ DGEN_MOVE));
+
+ Q_strcat(dest, size,
+ va("#ifndef tcGen_t\n"
+ "#define tcGen_t\n"
+ "#define TCGEN_LIGHTMAP %i\n"
+ "#define TCGEN_TEXTURE %i\n"
+ "#define TCGEN_ENVIRONMENT_MAPPED %i\n"
+ "#define TCGEN_FOG %i\n"
+ "#define TCGEN_VECTOR %i\n"
+ "#endif\n",
+ TCGEN_LIGHTMAP,
+ TCGEN_TEXTURE,
+ TCGEN_ENVIRONMENT_MAPPED,
+ TCGEN_FOG,
+ TCGEN_VECTOR));
+
+ Q_strcat(dest, size,
+ va("#ifndef colorGen_t\n"
+ "#define colorGen_t\n"
+ "#define CGEN_LIGHTING_DIFFUSE %i\n"
+ "#endif\n",
+ CGEN_LIGHTING_DIFFUSE));
+
+ Q_strcat(dest, size,
+ va("#ifndef alphaGen_t\n"
+ "#define alphaGen_t\n"
+ "#define AGEN_LIGHTING_SPECULAR %i\n"
+ "#define AGEN_PORTAL %i\n"
+ "#define AGEN_FRESNEL %i\n"
+ "#endif\n",
+ AGEN_LIGHTING_SPECULAR,
+ AGEN_PORTAL,
+ AGEN_FRESNEL));
+
+ Q_strcat(dest, size,
+ va("#ifndef texenv_t\n"
+ "#define texenv_t\n"
+ "#define TEXENV_MODULATE %i\n"
+ "#define TEXENV_ADD %i\n"
+ "#define TEXENV_REPLACE %i\n"
+ "#endif\n",
+ GL_MODULATE,
+ GL_ADD,
+ GL_REPLACE));
+
+ fbufWidthScale = 1.0f / ((float)glConfig.vidWidth);
+ fbufHeightScale = 1.0f / ((float)glConfig.vidHeight);
+ Q_strcat(dest, size,
+ va("#ifndef r_FBufScale\n#define r_FBufScale vec2(%f, %f)\n#endif\n", fbufWidthScale, fbufHeightScale));
+
+ if (extra)
+ {
+ Q_strcat(dest, size, extra);
+ }
+
+ // OK we added a lot of stuff but if we do something bad in the GLSL shaders then we want the proper line
+ // so we have to reset the line counting
+ Q_strcat(dest, size, "#line 0\n");
+}
+
+static int GLSL_CompileGPUShader(GLhandleARB program, GLhandleARB *prevShader, const GLcharARB *buffer, int size, GLenum shaderType)
+{
+ GLint compiled;
+ GLhandleARB shader;
+
+ shader = qglCreateShaderObjectARB(shaderType);
+
+ qglShaderSourceARB(shader, 1, (const GLcharARB **)&buffer, &size);
+
+ // compile shader
+ qglCompileShaderARB(shader);
+
+ // check if shader compiled
+ qglGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &compiled);
+ if(!compiled)
+ {
+ GLSL_PrintShaderSource(shader);
+ GLSL_PrintInfoLog(shader, qfalse);
+ ri.Error(ERR_DROP, "Couldn't compile shader");
+ return 0;
+ }
+
+ //GLSL_PrintInfoLog(shader, qtrue);
+ //GLSL_PrintShaderSource(shader);
+
+ if (*prevShader)
+ {
+ qglDetachObjectARB(program, *prevShader);
+ qglDeleteObjectARB(*prevShader);
+ }
+
+ // attach shader to program
+ qglAttachObjectARB(program, shader);
+
+ *prevShader = shader;
+
+ return 1;
+}
+
+
+static void GLSL_DumpText(const char *shaderText, int size, const char *name, GLenum shaderType)
+{
+ int i, l, inc;
+ ri.Printf(PRINT_ALL, "static const char *fallback%sShader_%s =\n\"", name, shaderType == GL_VERTEX_SHADER_ARB ? "vp" : "fp");
+ l = 0;
+
+ for (i = 0; i < size; i++)
+ {
+ switch (shaderText[i])
+ {
+ case '\a':
+ case '\b':
+ case '\f':
+ case '\n':
+ case '\r':
+ case '\t':
+ case '\v':
+ case '"':
+ case '\\':
+ inc = 2;
+ break;
+ default:
+ inc = 1;
+ break;
+ }
+
+ l += inc;
+
+ if (l >= 76)
+ {
+ ri.Printf(PRINT_ALL, "\"\n\"");
+ l = inc;
+ }
+
+ switch (shaderText[i])
+ {
+ case '\a':
+ ri.Printf(PRINT_ALL, "\\a");
+ break;
+ case '\b':
+ ri.Printf(PRINT_ALL, "\\b");
+ break;
+ case '\f':
+ ri.Printf(PRINT_ALL, "\\f");
+ break;
+ case '\n':
+ ri.Printf(PRINT_ALL, "\\n");
+ break;
+ case '\r':
+ ri.Printf(PRINT_ALL, "\\r");
+ break;
+ case '\t':
+ ri.Printf(PRINT_ALL, "\\t");
+ break;
+ case '\v':
+ ri.Printf(PRINT_ALL, "\\v");
+ break;
+ case '"':
+ ri.Printf(PRINT_ALL, "\\\"");
+ break;
+ case '\\':
+ ri.Printf(PRINT_ALL, "\\\\");
+ break;
+ default:
+ ri.Printf(PRINT_ALL, "%c", shaderText[i]);
+ break;
+ }
+ }
+ ri.Printf(PRINT_ALL, "\";\n\n");
+}
+
+static int GLSL_LoadGPUShaderText(const char *name, const char *fallback,
+ GLenum shaderType, char *dest, int destSize, qboolean dump)
+{
+ char filename[MAX_QPATH];
+ GLcharARB *buffer = NULL;
+ const GLcharARB *shaderText = NULL;
+ int size;
+ int result;
+
+ if(shaderType == GL_VERTEX_SHADER_ARB)
+ {
+ Com_sprintf(filename, sizeof(filename), "glsl/%s_vp.glsl", name);
+ }
+ else
+ {
+ Com_sprintf(filename, sizeof(filename), "glsl/%s_fp.glsl", name);
+ }
+
+ ri.Printf(PRINT_DEVELOPER, "...loading '%s'\n", filename);
+ size = ri.FS_ReadFile(filename, (void **)&buffer);
+ if(!buffer)
+ {
+ if (fallback)
+ {
+ ri.Printf(PRINT_DEVELOPER, "couldn't load, using fallback\n");
+ shaderText = fallback;
+ size = strlen(shaderText);
+ }
+ else
+ {
+ ri.Printf(PRINT_DEVELOPER, "couldn't load!\n");
+ return 0;
+ }
+ }
+ else
+ {
+ shaderText = buffer;
+ }
+
+ if (dump)
+ GLSL_DumpText(shaderText, size, name, shaderType);
+
+ if (size > destSize)
+ {
+ result = 0;
+ }
+ else
+ {
+ Q_strncpyz(dest, shaderText, size + 1);
+ result = 1;
+ }
+
+ if (buffer)
+ {
+ ri.FS_FreeFile(buffer);
+ }
+
+ return result;
+}
+
+static void GLSL_LinkProgram(GLhandleARB program)
+{
+ GLint linked;
+
+ qglLinkProgramARB(program);
+
+ qglGetObjectParameterivARB(program, GL_OBJECT_LINK_STATUS_ARB, &linked);
+ if(!linked)
+ {
+ GLSL_PrintInfoLog(program, qfalse);
+ ri.Error(ERR_DROP, "\nshaders failed to link");
+ }
+}
+
+static void GLSL_ValidateProgram(GLhandleARB program)
+{
+ GLint validated;
+
+ qglValidateProgramARB(program);
+
+ qglGetObjectParameterivARB(program, GL_OBJECT_VALIDATE_STATUS_ARB, &validated);
+ if(!validated)
+ {
+ GLSL_PrintInfoLog(program, qfalse);
+ ri.Error(ERR_DROP, "\nshaders failed to validate");
+ }
+}
+
+static void GLSL_ShowProgramUniforms(GLhandleARB program)
+{
+ int i, count, size;
+ GLenum type;
+ char uniformName[1000];
+
+ // install the executables in the program object as part of current state.
+ qglUseProgramObjectARB(program);
+
+ // check for GL Errors
+
+ // query the number of active uniforms
+ qglGetObjectParameterivARB(program, GL_OBJECT_ACTIVE_UNIFORMS_ARB, &count);
+
+ // Loop over each of the active uniforms, and set their value
+ for(i = 0; i < count; i++)
+ {
+ qglGetActiveUniformARB(program, i, sizeof(uniformName), NULL, &size, &type, uniformName);
+
+ ri.Printf(PRINT_DEVELOPER, "active uniform: '%s'\n", uniformName);
+ }
+
+ qglUseProgramObjectARB(0);
+}
+
+static int GLSL_InitGPUShader2(shaderProgram_t * program, const char *name, int attribs, const char *vpCode, const char *fpCode, int numUniforms)
+{
+ ri.Printf(PRINT_DEVELOPER, "------- GPU shader -------\n");
+
+ if(strlen(name) >= MAX_QPATH)
+ {
+ ri.Error(ERR_DROP, "GLSL_InitGPUShader2: \"%s\" is too long\n", name);
+ }
+
+ Q_strncpyz(program->name, name, sizeof(program->name));
+
+ program->program = qglCreateProgramObjectARB();
+ program->attribs = attribs;
+
+ if (!(GLSL_CompileGPUShader(program->program, &program->vertexShader, vpCode, strlen(vpCode), GL_VERTEX_SHADER_ARB)))
+ {
+ ri.Printf(PRINT_ALL, "GLSL_InitGPUShader2: Unable to load \"%s\" as GL_VERTEX_SHADER_ARB\n", name);
+ qglDeleteObjectARB(program->program);
+ return 0;
+ }
+
+ if(fpCode)
+ {
+ if(!(GLSL_CompileGPUShader(program->program, &program->fragmentShader, fpCode, strlen(fpCode), GL_FRAGMENT_SHADER_ARB)))
+ {
+ ri.Printf(PRINT_ALL, "GLSL_InitGPUShader2: Unable to load \"%s\" as GL_FRAGMENT_SHADER_ARB\n", name);
+ qglDeleteObjectARB(program->program);
+ return 0;
+ }
+ }
+
+ if(attribs & ATTR_POSITION)
+ qglBindAttribLocationARB(program->program, ATTR_INDEX_POSITION, "attr_Position");
+
+ if(attribs & ATTR_TEXCOORD)
+ qglBindAttribLocationARB(program->program, ATTR_INDEX_TEXCOORD0, "attr_TexCoord0");
+
+ if(attribs & ATTR_LIGHTCOORD)
+ qglBindAttribLocationARB(program->program, ATTR_INDEX_TEXCOORD1, "attr_TexCoord1");
+
+// if(attribs & ATTR_TEXCOORD2)
+// qglBindAttribLocationARB(program->program, ATTR_INDEX_TEXCOORD2, "attr_TexCoord2");
+
+// if(attribs & ATTR_TEXCOORD3)
+// qglBindAttribLocationARB(program->program, ATTR_INDEX_TEXCOORD3, "attr_TexCoord3");
+
+#ifdef USE_VERT_TANGENT_SPACE
+ if(attribs & ATTR_TANGENT)
+ qglBindAttribLocationARB(program->program, ATTR_INDEX_TANGENT, "attr_Tangent");
+
+ if(attribs & ATTR_BITANGENT)
+ qglBindAttribLocationARB(program->program, ATTR_INDEX_BITANGENT, "attr_Bitangent");
+#endif
+
+ if(attribs & ATTR_NORMAL)
+ qglBindAttribLocationARB(program->program, ATTR_INDEX_NORMAL, "attr_Normal");
+
+ if(attribs & ATTR_COLOR)
+ qglBindAttribLocationARB(program->program, ATTR_INDEX_COLOR, "attr_Color");
+
+ if(attribs & ATTR_PAINTCOLOR)
+ qglBindAttribLocationARB(program->program, ATTR_INDEX_PAINTCOLOR, "attr_PaintColor");
+
+ if(attribs & ATTR_LIGHTDIRECTION)
+ qglBindAttribLocationARB(program->program, ATTR_INDEX_LIGHTDIRECTION, "attr_LightDirection");
+
+ if(attribs & ATTR_POSITION2)
+ qglBindAttribLocationARB(program->program, ATTR_INDEX_POSITION2, "attr_Position2");
+
+ if(attribs & ATTR_NORMAL2)
+ qglBindAttribLocationARB(program->program, ATTR_INDEX_NORMAL2, "attr_Normal2");
+
+#ifdef USE_VERT_TANGENT_SPACE
+ if(attribs & ATTR_TANGENT2)
+ qglBindAttribLocationARB(program->program, ATTR_INDEX_TANGENT2, "attr_Tangent2");
+
+ if(attribs & ATTR_BITANGENT2)
+ qglBindAttribLocationARB(program->program, ATTR_INDEX_BITANGENT2, "attr_Bitangent2");
+#endif
+
+ GLSL_LinkProgram(program->program);
+
+ program->numUniforms = numUniforms;
+
+ {
+ int i, size;
+
+ size = sizeof(*program->uniforms) * numUniforms;
+ program->uniforms = ri.Malloc(size);
+ for (i = 0; i < numUniforms; i++)
+ {
+ program->uniforms[i] = -1;
+ }
+
+ size = sizeof(*program->uniformTypes) * numUniforms;
+ program->uniformTypes = ri.Malloc(size);
+ memset(program->uniformTypes, 0, size);
+
+ size = sizeof(*program->uniformBufferOffsets) * numUniforms;
+ program->uniformBufferOffsets = ri.Malloc(size);
+ memset(program->uniformBufferOffsets, 0, size);
+ }
+
+ return 1;
+}
+
+static int GLSL_InitGPUShader(shaderProgram_t * program, const char *name,
+ int attribs, qboolean fragmentShader, const GLcharARB *extra, qboolean addHeader,
+ const char *fallback_vp, const char *fallback_fp, int numUniforms)
+{
+ char vpCode[32000];
+ char fpCode[32000];
+ char *postHeader;
+ int size;
+ int result;
+
+ size = sizeof(vpCode);
+ if (addHeader)
+ {
+ GLSL_GetShaderHeader(GL_VERTEX_SHADER_ARB, extra, vpCode, size);
+ postHeader = &vpCode[strlen(vpCode)];
+ size -= strlen(vpCode);
+ }
+ else
+ {
+ postHeader = &vpCode[0];
+ }
+
+ if (!GLSL_LoadGPUShaderText(name, fallback_vp, GL_VERTEX_SHADER_ARB, postHeader, size, qfalse))
+ {
+ return 0;
+ }
+
+ if (fragmentShader)
+ {
+ size = sizeof(fpCode);
+ if (addHeader)
+ {
+ GLSL_GetShaderHeader(GL_FRAGMENT_SHADER_ARB, extra, fpCode, size);
+ postHeader = &fpCode[strlen(fpCode)];
+ size -= strlen(fpCode);
+ }
+ else
+ {
+ postHeader = &fpCode[0];
+ }
+
+ if (!GLSL_LoadGPUShaderText(name, fallback_fp, GL_FRAGMENT_SHADER_ARB, postHeader, size, qfalse))
+ {
+ return 0;
+ }
+ }
+
+ result = GLSL_InitGPUShader2(program, name, attribs, vpCode, fragmentShader ? fpCode : NULL, numUniforms);
+
+ return result;
+}
+
+// intentionally deceiving the user here, not actually setting the names but getting their indexes.
+void GLSL_AddUniform(shaderProgram_t *program, int uniformNum, const char *name, int type)
+{
+ GLint *uniforms = program->uniforms;
+
+ uniforms[uniformNum] = qglGetUniformLocationARB(program->program, name);
+ program->uniformTypes[uniformNum] = type;
+}
+
+void GLSL_EndUniforms(shaderProgram_t *program)
+{
+ if (program->numUniforms)
+ {
+ int i, size;
+
+ size = 0;
+ for (i = 0; i < program->numUniforms; i++)
+ {
+ if (program->uniforms[i] != -1)
+ {
+ program->uniformBufferOffsets[i] = size;
+
+ switch(program->uniformTypes[i])
+ {
+ case GLSL_INT:
+ size += sizeof(GLint);
+ break;
+ case GLSL_FLOAT:
+ size += sizeof(GLfloat);
+ break;
+ case GLSL_FLOAT5:
+ size += sizeof(vec_t) * 5;
+ break;
+ case GLSL_VEC2:
+ size += sizeof(vec_t) * 2;
+ break;
+ case GLSL_VEC3:
+ size += sizeof(vec_t) * 3;
+ break;
+ case GLSL_VEC4:
+ size += sizeof(vec_t) * 4;
+ break;
+ case GLSL_MAT16:
+ size += sizeof(vec_t) * 16;
+ break;
+ default:
+ break;
+ }
+ }
+ }
+
+ program->uniformBuffer = ri.Malloc(size);
+
+ }
+}
+
+void GLSL_FinishGPUShader(shaderProgram_t *program)
+{
+ GLSL_ValidateProgram(program->program);
+ GLSL_ShowProgramUniforms(program->program);
+ GL_CheckErrors();
+}
+
+void GLSL_SetUniformInt(shaderProgram_t *program, int uniformNum, GLint value)
+{
+ GLint *uniforms = program->uniforms;
+ GLint *compare = (GLint *)(program->uniformBuffer + program->uniformBufferOffsets[uniformNum]);
+
+ if (uniforms[uniformNum] == -1)
+ return;
+
+ if (program->uniformTypes[uniformNum] != GLSL_INT)
+ {
+ ri.Printf( PRINT_WARNING, "GLSL_SetUniformInt: wrong type for uniform %i in program %s\n", uniformNum, program->name);
+ return;
+ }
+
+ if (value == *compare)
+ {
+ return;
+ }
+
+ *compare = value;
+
+ qglUniform1iARB(uniforms[uniformNum], value);
+}
+
+void GLSL_SetUniformFloat(shaderProgram_t *program, int uniformNum, GLfloat value)
+{
+ GLint *uniforms = program->uniforms;
+ GLfloat *compare = (GLfloat *)(program->uniformBuffer + program->uniformBufferOffsets[uniformNum]);
+
+ if (uniforms[uniformNum] == -1)
+ return;
+
+ if (program->uniformTypes[uniformNum] != GLSL_FLOAT)
+ {
+ ri.Printf( PRINT_WARNING, "GLSL_SetUniformFloat: wrong type for uniform %i in program %s\n", uniformNum, program->name);
+ return;
+ }
+
+ if (value == *compare)
+ {
+ return;
+ }
+
+ *compare = value;
+
+ qglUniform1fARB(uniforms[uniformNum], value);
+}
+
+void GLSL_SetUniformVec2(shaderProgram_t *program, int uniformNum, const vec2_t v)
+{
+ GLint *uniforms = program->uniforms;
+ vec_t *compare = (float *)(program->uniformBuffer + program->uniformBufferOffsets[uniformNum]);
+
+ if (uniforms[uniformNum] == -1)
+ return;
+
+ if (program->uniformTypes[uniformNum] != GLSL_VEC2)
+ {
+ ri.Printf( PRINT_WARNING, "GLSL_SetUniformVec2: wrong type for uniform %i in program %s\n", uniformNum, program->name);
+ return;
+ }
+
+ if (v[0] == compare[0] && v[1] == compare[1])
+ {
+ return;
+ }
+
+ compare[0] = v[0];
+ compare[1] = v[1];
+
+ qglUniform2fARB(uniforms[uniformNum], v[0], v[1]);
+}
+
+void GLSL_SetUniformVec3(shaderProgram_t *program, int uniformNum, const vec3_t v)
+{
+ GLint *uniforms = program->uniforms;
+ vec_t *compare = (float *)(program->uniformBuffer + program->uniformBufferOffsets[uniformNum]);
+
+ if (uniforms[uniformNum] == -1)
+ return;
+
+ if (program->uniformTypes[uniformNum] != GLSL_VEC3)
+ {
+ ri.Printf( PRINT_WARNING, "GLSL_SetUniformVec3: wrong type for uniform %i in program %s\n", uniformNum, program->name);
+ return;
+ }
+
+ if (VectorCompare(v, compare))
+ {
+ return;
+ }
+
+ VectorCopy(v, compare);
+
+ qglUniform3fARB(uniforms[uniformNum], v[0], v[1], v[2]);
+}
+
+void GLSL_SetUniformVec4(shaderProgram_t *program, int uniformNum, const vec4_t v)
+{
+ GLint *uniforms = program->uniforms;
+ vec_t *compare = (float *)(program->uniformBuffer + program->uniformBufferOffsets[uniformNum]);
+
+ if (uniforms[uniformNum] == -1)
+ return;
+
+ if (program->uniformTypes[uniformNum] != GLSL_VEC4)
+ {
+ ri.Printf( PRINT_WARNING, "GLSL_SetUniformVec4: wrong type for uniform %i in program %s\n", uniformNum, program->name);
+ return;
+ }
+
+ if (VectorCompare4(v, compare))
+ {
+ return;
+ }
+
+ VectorCopy4(v, compare);
+
+ qglUniform4fARB(uniforms[uniformNum], v[0], v[1], v[2], v[3]);
+}
+
+void GLSL_SetUniformFloat5(shaderProgram_t *program, int uniformNum, const vec5_t v)
+{
+ GLint *uniforms = program->uniforms;
+ vec_t *compare = (float *)(program->uniformBuffer + program->uniformBufferOffsets[uniformNum]);
+
+ if (uniforms[uniformNum] == -1)
+ {
+ ri.Printf( PRINT_ALL, "well shit.\n");
+ return;
+ }
+
+ if (program->uniformTypes[uniformNum] != GLSL_FLOAT5)
+ {
+ ri.Printf( PRINT_WARNING, "GLSL_SetUniformFloat5: wrong type for uniform %i in program %s\n", uniformNum, program->name);
+ return;
+ }
+
+ if (VectorCompare5(v, compare))
+ {
+ return;
+ }
+
+ VectorCopy5(v, compare);
+
+ qglUniform1fvARB(uniforms[uniformNum], 5, v);
+}
+
+void GLSL_SetUniformMatrix16(shaderProgram_t *program, int uniformNum, const matrix_t matrix)
+{
+ GLint *uniforms = program->uniforms;
+ vec_t *compare = (float *)(program->uniformBuffer + program->uniformBufferOffsets[uniformNum]);
+
+ if (uniforms[uniformNum] == -1)
+ return;
+
+ if (program->uniformTypes[uniformNum] != GLSL_MAT16)
+ {
+ ri.Printf( PRINT_WARNING, "GLSL_SetUniformMatrix16: wrong type for uniform %i in program %s\n", uniformNum, program->name);
+ return;
+ }
+
+ if (Matrix16Compare(matrix, compare))
+ {
+ return;
+ }
+
+ Matrix16Copy(matrix, compare);
+
+ qglUniformMatrix4fvARB(uniforms[uniformNum], 1, GL_FALSE, matrix);
+}
+
+void GLSL_DeleteGPUShader(shaderProgram_t *program)
+{
+ if(program->program)
+ {
+ if (program->vertexShader)
+ {
+ qglDetachObjectARB(program->program, program->vertexShader);
+ qglDeleteObjectARB(program->vertexShader);
+ }
+
+ if (program->fragmentShader)
+ {
+ qglDetachObjectARB(program->program, program->fragmentShader);
+ qglDeleteObjectARB(program->fragmentShader);
+ }
+
+ qglDeleteObjectARB(program->program);
+
+ if (program->uniforms)
+ {
+ ri.Free(program->uniforms);
+ }
+
+ if (program->uniformTypes)
+ {
+ ri.Free(program->uniformTypes);
+ }
+
+ if (program->uniformBuffer)
+ {
+ ri.Free(program->uniformBuffer);
+ }
+
+ if (program->uniformBufferOffsets)
+ {
+ ri.Free(program->uniformBufferOffsets);
+ }
+
+ Com_Memset(program, 0, sizeof(*program));
+ }
+}
+
+void GLSL_InitGPUShaders(void)
+{
+ int startTime, endTime;
+ int i;
+ char extradefines[1024];
+ int attribs;
+ int numGenShaders = 0, numLightShaders = 0, numEtcShaders = 0;
+
+ ri.Printf(PRINT_ALL, "------- GLSL_InitGPUShaders -------\n");
+
+ // make sure the render thread is stopped
+ R_SyncRenderThread();
+
+ startTime = ri.Milliseconds();
+
+ for (i = 0; i < GENERICDEF_COUNT; i++)
+ {
+ attribs = ATTR_POSITION | ATTR_TEXCOORD | ATTR_LIGHTCOORD | ATTR_NORMAL | ATTR_COLOR;
+ extradefines[0] = '\0';
+
+ if (i & GENERICDEF_USE_DEFORM_VERTEXES)
+ Q_strcat(extradefines, 1024, "#define USE_DEFORM_VERTEXES\n");
+
+ if (i & GENERICDEF_USE_TCGEN)
+ Q_strcat(extradefines, 1024, "#define USE_TCGEN\n");
+
+ if (i & GENERICDEF_USE_VERTEX_ANIMATION)
+ {
+ Q_strcat(extradefines, 1024, "#define USE_VERTEX_ANIMATION\n");
+ attribs |= ATTR_POSITION2 | ATTR_NORMAL2;
+ }
+
+ if (i & GENERICDEF_USE_FOG)
+ Q_strcat(extradefines, 1024, "#define USE_FOG\n");
+
+ if (i & GENERICDEF_USE_RGBAGEN)
+ Q_strcat(extradefines, 1024, "#define USE_RGBAGEN\n");
+
+ if (i & GENERICDEF_USE_LIGHTMAP)
+ Q_strcat(extradefines, 1024, "#define USE_LIGHTMAP\n");
+
+ if (r_hdr->integer && !(glRefConfig.textureFloat && glRefConfig.halfFloatPixel))
+ Q_strcat(extradefines, 1024, "#define RGBE_LIGHTMAP\n");
+
+ if (!GLSL_InitGPUShader(&tr.genericShader[i], "generic", attribs, qtrue, extradefines, qtrue, fallbackGenericShader_vp, fallbackGenericShader_fp, GENERIC_UNIFORM_COUNT))
+ {
+ ri.Error(ERR_FATAL, "Could not load generic shader!\n");
+ }
+
+ // There's actually no need to filter these out, since they'll
+ // redirect to -1 if nonexistent, but it's more understandable this way.
+
+ GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);
+
+ GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_BASECOLOR, "u_BaseColor", GLSL_VEC4);
+ GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_VERTCOLOR, "u_VertColor", GLSL_VEC4);
+
+ if (i & GENERICDEF_USE_RGBAGEN)
+ {
+ GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_COLORGEN, "u_ColorGen", GLSL_INT);
+ GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_ALPHAGEN, "u_AlphaGen", GLSL_INT);
+ GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_AMBIENTLIGHT, "u_AmbientLight", GLSL_VEC3);
+ GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_DIRECTEDLIGHT, "u_DirectedLight", GLSL_VEC3);
+ GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_LIGHTORIGIN, "u_LightOrigin", GLSL_VEC4);
+ GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_PORTALRANGE, "u_PortalRange", GLSL_FLOAT);
+ }
+
+ if (i & GENERICDEF_USE_TCGEN)
+ {
+ GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_TCGEN0, "u_TCGen0", GLSL_INT);
+ GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_TCGEN0VECTOR0, "u_TCGen0Vector0", GLSL_VEC3);
+ GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_TCGEN0VECTOR1, "u_TCGen0Vector1", GLSL_VEC3);
+ }
+
+ if (i & GENERICDEF_USE_FOG)
+ {
+ GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_FOGCOLORMASK, "u_FogColorMask", GLSL_VEC4);
+ GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_FOGDISTANCE, "u_FogDistance", GLSL_VEC4);
+ GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_FOGDEPTH, "u_FogDepth", GLSL_VEC4);
+ GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_FOGEYET, "u_FogEyeT", GLSL_FLOAT);
+ }
+
+ if (i & GENERICDEF_USE_DEFORM_VERTEXES)
+ {
+ GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_DEFORMGEN, "u_DeformGen", GLSL_INT);
+ GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_DEFORMPARAMS, "u_DeformParams", GLSL_FLOAT5);
+ }
+
+ GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_TIME, "u_Time", GLSL_FLOAT);
+ GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_VIEWORIGIN, "u_ViewOrigin", GLSL_VEC3);
+ GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_DIFFUSETEXMATRIX, "u_DiffuseTexMatrix", GLSL_MAT16);
+ GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_TEXTURE1ENV, "u_Texture1Env", GLSL_INT);
+
+ GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_DIFFUSEMAP, "u_DiffuseMap", GLSL_INT);
+ GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_LIGHTMAP, "u_LightMap", GLSL_INT);
+
+
+ if (i & GENERICDEF_USE_VERTEX_ANIMATION)
+ {
+ GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_VERTEXLERP, "u_VertexLerp", GLSL_FLOAT);
+ }
+
+ GLSL_EndUniforms(&tr.genericShader[i]);
+
+ qglUseProgramObjectARB(tr.genericShader[i].program);
+ GLSL_SetUniformInt(&tr.genericShader[i], GENERIC_UNIFORM_DIFFUSEMAP, TB_DIFFUSEMAP);
+ GLSL_SetUniformInt(&tr.genericShader[i], GENERIC_UNIFORM_LIGHTMAP, TB_LIGHTMAP);
+ qglUseProgramObjectARB(0);
+
+ GLSL_FinishGPUShader(&tr.genericShader[i]);
+
+ numGenShaders++;
+ }
+
+
+ attribs = ATTR_POSITION | ATTR_TEXCOORD;
+
+ if (!GLSL_InitGPUShader(&tr.textureColorShader, "texturecolor", attribs, qtrue, NULL, qfalse, fallbackTextureColorShader_vp, fallbackTextureColorShader_fp, TEXTURECOLOR_UNIFORM_COUNT))
+ {
+ ri.Error(ERR_FATAL, "Could not load texturecolor shader!\n");
+ }
+
+ GLSL_AddUniform(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);
+ GLSL_AddUniform(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_COLOR, "u_Color", GLSL_VEC4);
+ GLSL_AddUniform(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_TEXTUREMAP, "u_DiffuseMap", GLSL_INT);
+
+ GLSL_EndUniforms(&tr.textureColorShader);
+
+ qglUseProgramObjectARB(tr.textureColorShader.program);
+ GLSL_SetUniformInt(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_TEXTUREMAP, TB_DIFFUSEMAP);
+ qglUseProgramObjectARB(0);
+
+ GLSL_FinishGPUShader(&tr.textureColorShader);
+
+ numEtcShaders++;
+
+
+ attribs = ATTR_POSITION | ATTR_POSITION2 | ATTR_NORMAL | ATTR_NORMAL2 | ATTR_TEXCOORD;
+
+ if (!GLSL_InitGPUShader(&tr.fogShader, "fogpass", attribs, qtrue, NULL, qtrue, fallbackFogPassShader_vp, fallbackFogPassShader_fp, FOGPASS_UNIFORM_COUNT))
+ {
+ ri.Error(ERR_FATAL, "Could not load fogpass shader!\n");
+ }
+
+ GLSL_AddUniform(&tr.fogShader, FOGPASS_UNIFORM_FOGDISTANCE, "u_FogDistance", GLSL_VEC4);
+ GLSL_AddUniform(&tr.fogShader, FOGPASS_UNIFORM_FOGDEPTH, "u_FogDepth", GLSL_VEC4);
+ GLSL_AddUniform(&tr.fogShader, FOGPASS_UNIFORM_FOGEYET, "u_FogEyeT", GLSL_FLOAT);
+ GLSL_AddUniform(&tr.fogShader, FOGPASS_UNIFORM_DEFORMGEN, "u_DeformGen", GLSL_INT);
+ GLSL_AddUniform(&tr.fogShader, FOGPASS_UNIFORM_DEFORMPARAMS, "u_DeformParams", GLSL_FLOAT5);
+ GLSL_AddUniform(&tr.fogShader, FOGPASS_UNIFORM_TIME, "u_Time", GLSL_FLOAT);
+ GLSL_AddUniform(&tr.fogShader, FOGPASS_UNIFORM_COLOR, "u_Color", GLSL_VEC4);
+ GLSL_AddUniform(&tr.fogShader, FOGPASS_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);
+ GLSL_AddUniform(&tr.fogShader, FOGPASS_UNIFORM_VERTEXLERP, "u_VertexLerp", GLSL_FLOAT);
+
+ GLSL_EndUniforms(&tr.fogShader);
+ GLSL_FinishGPUShader(&tr.fogShader);
+
+ numEtcShaders++;
+
+
+ attribs = ATTR_POSITION | ATTR_NORMAL | ATTR_TEXCOORD;
+
+ if (!GLSL_InitGPUShader(&tr.dlightallShader, "dlight", attribs, qtrue, NULL, qtrue, fallbackDlightShader_vp, fallbackDlightShader_fp, DLIGHT_UNIFORM_COUNT))
+ {
+ ri.Error(ERR_FATAL, "Could not load dlight shader!\n");
+ }
+
+ GLSL_AddUniform(&tr.dlightallShader, DLIGHT_UNIFORM_DLIGHTINFO, "u_DlightInfo", GLSL_VEC4);
+ GLSL_AddUniform(&tr.dlightallShader, DLIGHT_UNIFORM_DEFORMGEN, "u_DeformGen", GLSL_INT);
+ GLSL_AddUniform(&tr.dlightallShader, DLIGHT_UNIFORM_DEFORMPARAMS, "u_DeformParams", GLSL_FLOAT5);
+ GLSL_AddUniform(&tr.dlightallShader, DLIGHT_UNIFORM_TIME, "u_Time", GLSL_FLOAT);
+ GLSL_AddUniform(&tr.dlightallShader, DLIGHT_UNIFORM_COLOR, "u_Color", GLSL_VEC4);
+ GLSL_AddUniform(&tr.dlightallShader, DLIGHT_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);
+
+ GLSL_EndUniforms(&tr.dlightallShader);
+
+ qglUseProgramObjectARB(tr.dlightallShader.program);
+ GLSL_SetUniformInt(&tr.dlightallShader, DLIGHT_UNIFORM_DIFFUSEMAP, TB_DIFFUSEMAP);
+ qglUseProgramObjectARB(0);
+
+ GLSL_FinishGPUShader(&tr.dlightallShader);
+
+ numEtcShaders++;
+
+
+ for (i = 0; i < LIGHTDEF_COUNT; i++)
+ {
+ // skip impossible combos
+ if ((i & LIGHTDEF_USE_NORMALMAP) && !r_normalMapping->integer)
+ continue;
+
+ if ((i & LIGHTDEF_USE_PARALLAXMAP) && !r_parallaxMapping->integer)
+ continue;
+
+ if ((i & LIGHTDEF_USE_SPECULARMAP) && !r_specularMapping->integer)
+ continue;
+
+ if ((i & LIGHTDEF_USE_DELUXEMAP) && !r_deluxeMapping->integer)
+ continue;
+
+ if (!((i & LIGHTDEF_LIGHTTYPE_MASK) == LIGHTDEF_USE_LIGHTMAP) && (i & LIGHTDEF_USE_DELUXEMAP))
+ continue;
+
+ if (!(i & LIGHTDEF_USE_NORMALMAP) && (i & LIGHTDEF_USE_PARALLAXMAP))
+ continue;
+
+ if (!((i & LIGHTDEF_LIGHTTYPE_MASK) == LIGHTDEF_USE_LIGHT_VECTOR))
+ {
+ if (i & LIGHTDEF_USE_SHADOWMAP)
+ continue;
+ }
+
+ attribs = ATTR_POSITION | ATTR_TEXCOORD | ATTR_COLOR | ATTR_NORMAL;
+
+ extradefines[0] = '\0';
+
+ if (r_normalAmbient->value > 0.003f)
+ Q_strcat(extradefines, 1024, va("#define r_normalAmbient %f\n", r_normalAmbient->value));
+
+ if (r_dlightMode->integer >= 2)
+ Q_strcat(extradefines, 1024, "#define USE_SHADOWMAP\n");
+
+ if (1)
+ {
+ Q_strcat(extradefines, 1024, "#define SWIZZLE_NORMALMAP\n");
+ }
+
+ if (r_hdr->integer && !(glRefConfig.textureFloat && glRefConfig.halfFloatPixel))
+ Q_strcat(extradefines, 1024, "#define RGBE_LIGHTMAP\n");
+
+ if (i & LIGHTDEF_LIGHTTYPE_MASK)
+ {
+ Q_strcat(extradefines, 1024, "#define USE_LIGHT\n");
+
+ if (r_normalMapping->integer == 0 && r_specularMapping->integer == 0)
+ Q_strcat(extradefines, 1024, "#define USE_FAST_LIGHT\n");
+
+ switch (i & LIGHTDEF_LIGHTTYPE_MASK)
+ {
+ case LIGHTDEF_USE_LIGHTMAP:
+ Q_strcat(extradefines, 1024, "#define USE_LIGHTMAP\n");
+ attribs |= ATTR_LIGHTCOORD | ATTR_LIGHTDIRECTION;
+ break;
+ case LIGHTDEF_USE_LIGHT_VECTOR:
+ Q_strcat(extradefines, 1024, "#define USE_LIGHT_VECTOR\n");
+ break;
+ case LIGHTDEF_USE_LIGHT_VERTEX:
+ Q_strcat(extradefines, 1024, "#define USE_LIGHT_VERTEX\n");
+ attribs |= ATTR_LIGHTDIRECTION;
+ break;
+ default:
+ break;
+ }
+ }
+
+ if ((i & LIGHTDEF_USE_NORMALMAP) && r_normalMapping->integer)
+ {
+ Q_strcat(extradefines, 1024, "#define USE_NORMALMAP\n");
+
+ if (r_normalMapping->integer == 2)
+ Q_strcat(extradefines, 1024, "#define USE_OREN_NAYAR\n");
+
+ if (r_normalMapping->integer == 3)
+ Q_strcat(extradefines, 1024, "#define USE_TRIACE_OREN_NAYAR\n");
+
+#ifdef USE_VERT_TANGENT_SPACE
+ Q_strcat(extradefines, 1024, "#define USE_VERT_TANGENT_SPACE\n");
+ attribs |= ATTR_TANGENT | ATTR_BITANGENT;
+#endif
+ }
+
+ if ((i & LIGHTDEF_USE_SPECULARMAP) && r_specularMapping->integer)
+ {
+ Q_strcat(extradefines, 1024, "#define USE_SPECULARMAP\n");
+
+ switch (r_specularMapping->integer)
+ {
+ case 1:
+ default:
+ Q_strcat(extradefines, 1024, "#define USE_TRIACE\n");
+ break;
+
+ case 2:
+ Q_strcat(extradefines, 1024, "#define USE_BLINN\n");
+ break;
+
+ case 3:
+ Q_strcat(extradefines, 1024, "#define USE_COOK_TORRANCE\n");
+ break;
+
+ case 4:
+ Q_strcat(extradefines, 1024, "#define USE_TORRANCE_SPARROW\n");
+ break;
+ }
+ }
+
+ if ((i & LIGHTDEF_USE_DELUXEMAP) && r_deluxeMapping->integer)
+ Q_strcat(extradefines, 1024, "#define USE_DELUXEMAP\n");
+
+ if ((i & LIGHTDEF_USE_PARALLAXMAP) && !(i & LIGHTDEF_ENTITY) && r_parallaxMapping->integer)
+ Q_strcat(extradefines, 1024, "#define USE_PARALLAXMAP\n");
+
+ if (i & LIGHTDEF_USE_SHADOWMAP)
+ Q_strcat(extradefines, 1024, "#define USE_SHADOWMAP\n");
+
+ if (i & LIGHTDEF_TCGEN_ENVIRONMENT)
+ Q_strcat(extradefines, 1024, "#define TCGEN_ENVIRONMENT\n");
+
+ if (i & LIGHTDEF_ENTITY)
+ {
+ Q_strcat(extradefines, 1024, "#define USE_VERTEX_ANIMATION\n#define USE_MODELMATRIX\n");
+ attribs |= ATTR_POSITION2 | ATTR_NORMAL2;
+
+#ifdef USE_VERT_TANGENT_SPACE
+ if (i & LIGHTDEF_USE_NORMALMAP && r_normalMapping->integer)
+ {
+ attribs |= ATTR_TANGENT2 | ATTR_BITANGENT2;
+ }
+#endif
+ }
+
+ if (!GLSL_InitGPUShader(&tr.lightallShader[i], "lightall", attribs, qtrue, extradefines, qtrue, fallbackLightallShader_vp, fallbackLightallShader_fp, GENERIC_UNIFORM_COUNT))
+ {
+ ri.Error(ERR_FATAL, "Could not load lightall shader!\n");
+ }
+
+ GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);
+ GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_MODELMATRIX, "u_ModelMatrix", GLSL_MAT16);
+ GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_DIFFUSETEXMATRIX, "u_DiffuseTexMatrix", GLSL_MAT16);
+ //GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_NORMALTEXMATRIX, "u_NormalTexMatrix", GLSL_MAT16);
+ //GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_SPECULARTEXMATRIX, "u_SpecularTexMatrix", GLSL_MAT16);
+ GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_VIEWORIGIN, "u_ViewOrigin", GLSL_VEC3);
+
+ GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_DIFFUSEMAP, "u_DiffuseMap", GLSL_INT);
+ GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_LIGHTMAP, "u_LightMap", GLSL_INT);
+ GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_NORMALMAP, "u_NormalMap", GLSL_INT);
+ GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_DELUXEMAP, "u_DeluxeMap", GLSL_INT);
+ GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_SPECULARMAP, "u_SpecularMap", GLSL_INT);
+ GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_SHADOWMAP, "u_ShadowMap", GLSL_INT);
+
+ GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_AMBIENTLIGHT, "u_AmbientLight", GLSL_VEC3);
+ GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_DIRECTEDLIGHT, "u_DirectedLight", GLSL_VEC3);
+ GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_LIGHTORIGIN, "u_LightOrigin", GLSL_VEC4);
+ GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_LIGHTRADIUS, "u_LightRadius", GLSL_FLOAT);
+
+ GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_MATERIALINFO, "u_MaterialInfo", GLSL_VEC2);
+
+ GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_BASECOLOR, "u_BaseColor", GLSL_VEC4);
+ GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_VERTCOLOR, "u_VertColor", GLSL_VEC4);
+ GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_VERTEXLERP, "u_VertexLerp", GLSL_FLOAT);
+
+ GLSL_EndUniforms(&tr.lightallShader[i]);
+
+ qglUseProgramObjectARB(tr.lightallShader[i].program);
+ GLSL_SetUniformInt(&tr.lightallShader[i], GENERIC_UNIFORM_DIFFUSEMAP, TB_DIFFUSEMAP);
+ GLSL_SetUniformInt(&tr.lightallShader[i], GENERIC_UNIFORM_LIGHTMAP, TB_LIGHTMAP);
+ GLSL_SetUniformInt(&tr.lightallShader[i], GENERIC_UNIFORM_NORMALMAP, TB_NORMALMAP);
+ GLSL_SetUniformInt(&tr.lightallShader[i], GENERIC_UNIFORM_DELUXEMAP, TB_DELUXEMAP);
+ GLSL_SetUniformInt(&tr.lightallShader[i], GENERIC_UNIFORM_SPECULARMAP, TB_SPECULARMAP);
+ GLSL_SetUniformInt(&tr.lightallShader[i], GENERIC_UNIFORM_SHADOWMAP, TB_SHADOWMAP);
+ qglUseProgramObjectARB(0);
+
+ GLSL_FinishGPUShader(&tr.lightallShader[i]);
+
+ numLightShaders++;
+ }
+
+ attribs = ATTR_POSITION | ATTR_POSITION2 | ATTR_NORMAL | ATTR_NORMAL2 | ATTR_TEXCOORD;
+
+ extradefines[0] = '\0';
+
+ if (!GLSL_InitGPUShader(&tr.shadowmapShader, "shadowfill", attribs, qtrue, extradefines, qtrue, fallbackShadowfillShader_vp, fallbackShadowfillShader_fp, GENERIC_UNIFORM_COUNT))
+ {
+ ri.Error(ERR_FATAL, "Could not load shadowfill shader!\n");
+ }
+
+ GLSL_AddUniform(&tr.shadowmapShader, GENERIC_UNIFORM_DEFORMGEN, "u_DeformGen", GLSL_INT);
+ GLSL_AddUniform(&tr.shadowmapShader, GENERIC_UNIFORM_DEFORMPARAMS, "u_DeformParams", GLSL_FLOAT5);
+ GLSL_AddUniform(&tr.shadowmapShader, GENERIC_UNIFORM_TIME, "u_Time", GLSL_FLOAT);
+ GLSL_AddUniform(&tr.shadowmapShader, GENERIC_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);
+ GLSL_AddUniform(&tr.shadowmapShader, GENERIC_UNIFORM_MODELMATRIX, "u_ModelMatrix", GLSL_MAT16);
+ GLSL_AddUniform(&tr.shadowmapShader, GENERIC_UNIFORM_VERTEXLERP, "u_VertexLerp", GLSL_FLOAT);
+
+ GLSL_AddUniform(&tr.shadowmapShader, GENERIC_UNIFORM_LIGHTORIGIN, "u_LightOrigin", GLSL_VEC4);
+ GLSL_AddUniform(&tr.shadowmapShader, GENERIC_UNIFORM_LIGHTRADIUS, "u_LightRadius", GLSL_FLOAT);
+
+ GLSL_EndUniforms(&tr.shadowmapShader);
+ GLSL_FinishGPUShader(&tr.shadowmapShader);
+
+ numEtcShaders++;
+
+ attribs = ATTR_POSITION | ATTR_NORMAL;
+ extradefines[0] = '\0';
+
+ Q_strcat(extradefines, 1024, "#define USE_PCF\n#define USE_DISCARD\n");
+
+ if (!GLSL_InitGPUShader(&tr.pshadowShader, "pshadow", attribs, qtrue, extradefines, qtrue, fallbackPshadowShader_vp, fallbackPshadowShader_fp, PSHADOW_UNIFORM_COUNT))
+ {
+ ri.Error(ERR_FATAL, "Could not load pshadow shader!\n");
+ }
+
+ GLSL_AddUniform(&tr.pshadowShader, PSHADOW_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);
+ GLSL_AddUniform(&tr.pshadowShader, PSHADOW_UNIFORM_LIGHTFORWARD, "u_LightForward", GLSL_VEC3);
+ GLSL_AddUniform(&tr.pshadowShader, PSHADOW_UNIFORM_LIGHTUP, "u_LightUp", GLSL_VEC3);
+ GLSL_AddUniform(&tr.pshadowShader, PSHADOW_UNIFORM_LIGHTRIGHT, "u_LightRight", GLSL_VEC3);
+ GLSL_AddUniform(&tr.pshadowShader, PSHADOW_UNIFORM_LIGHTORIGIN, "u_LightOrigin", GLSL_VEC4);
+ GLSL_AddUniform(&tr.pshadowShader, PSHADOW_UNIFORM_LIGHTRADIUS, "u_LightRadius", GLSL_FLOAT);
+
+ GLSL_EndUniforms(&tr.pshadowShader);
+
+ qglUseProgramObjectARB(tr.pshadowShader.program);
+ GLSL_SetUniformInt(&tr.pshadowShader, PSHADOW_UNIFORM_SHADOWMAP, TB_DIFFUSEMAP);
+ qglUseProgramObjectARB(0);
+
+ GLSL_FinishGPUShader(&tr.pshadowShader);
+
+ numEtcShaders++;
+
+
+ attribs = ATTR_POSITION | ATTR_TEXCOORD;
+ extradefines[0] = '\0';
+
+ if (!GLSL_InitGPUShader(&tr.down4xShader, "down4x", attribs, qtrue, extradefines, qtrue, fallbackDown4xShader_vp, fallbackDown4xShader_fp, TEXTURECOLOR_UNIFORM_COUNT))
+ {
+ ri.Error(ERR_FATAL, "Could not load down4x shader!\n");
+ }
+
+ GLSL_AddUniform(&tr.down4xShader, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);
+ GLSL_AddUniform(&tr.down4xShader, TEXTURECOLOR_UNIFORM_INVTEXRES, "u_InvTexRes", GLSL_VEC2);
+
+ GLSL_AddUniform(&tr.down4xShader, TEXTURECOLOR_UNIFORM_TEXTUREMAP, "u_TextureMap", GLSL_INT);
+
+ GLSL_EndUniforms(&tr.down4xShader);
+
+ qglUseProgramObjectARB(tr.down4xShader.program);
+ GLSL_SetUniformInt(&tr.down4xShader, TEXTURECOLOR_UNIFORM_TEXTUREMAP, TB_DIFFUSEMAP);
+ qglUseProgramObjectARB(0);
+
+ GLSL_FinishGPUShader(&tr.down4xShader);
+
+ numEtcShaders++;
+
+
+ attribs = ATTR_POSITION | ATTR_TEXCOORD;
+ extradefines[0] = '\0';
+
+ if (!GLSL_InitGPUShader(&tr.bokehShader, "bokeh", attribs, qtrue, extradefines, qtrue, fallbackBokehShader_vp, fallbackBokehShader_fp, TEXTURECOLOR_UNIFORM_COUNT))
+ {
+ ri.Error(ERR_FATAL, "Could not load bokeh shader!\n");
+ }
+
+ GLSL_AddUniform(&tr.bokehShader, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);
+ GLSL_AddUniform(&tr.bokehShader, TEXTURECOLOR_UNIFORM_INVTEXRES, "u_InvTexRes", GLSL_VEC2);
+ GLSL_AddUniform(&tr.bokehShader, TEXTURECOLOR_UNIFORM_COLOR, "u_Color", GLSL_VEC4);
+
+ GLSL_AddUniform(&tr.bokehShader, TEXTURECOLOR_UNIFORM_TEXTUREMAP, "u_TextureMap", GLSL_INT);
+
+ GLSL_EndUniforms(&tr.bokehShader);
+
+ qglUseProgramObjectARB(tr.bokehShader.program);
+ GLSL_SetUniformInt(&tr.bokehShader, TEXTURECOLOR_UNIFORM_TEXTUREMAP, TB_DIFFUSEMAP);
+ qglUseProgramObjectARB(0);
+
+ GLSL_FinishGPUShader(&tr.bokehShader);
+
+ numEtcShaders++;
+
+
+ attribs = ATTR_POSITION | ATTR_TEXCOORD;
+ extradefines[0] = '\0';
+
+ if (!GLSL_InitGPUShader(&tr.tonemapShader, "tonemap", attribs, qtrue, extradefines, qtrue, fallbackToneMapShader_vp, fallbackToneMapShader_fp, TEXTURECOLOR_UNIFORM_COUNT))
+ {
+ ri.Error(ERR_FATAL, "Could not load tonemap shader!\n");
+ }
+
+ GLSL_AddUniform(&tr.tonemapShader, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);
+ GLSL_AddUniform(&tr.tonemapShader, TEXTURECOLOR_UNIFORM_INVTEXRES, "u_InvTexRes", GLSL_VEC2);
+ GLSL_AddUniform(&tr.tonemapShader, TEXTURECOLOR_UNIFORM_COLOR, "u_Color", GLSL_VEC4);
+ GLSL_AddUniform(&tr.tonemapShader, TEXTURECOLOR_UNIFORM_AUTOEXPOSUREMINMAX, "u_AutoExposureMinMax", GLSL_VEC2);
+ GLSL_AddUniform(&tr.tonemapShader, TEXTURECOLOR_UNIFORM_TONEMINAVGMAXLINEAR, "u_ToneMinAvgMaxLinear", GLSL_VEC3);
+ GLSL_AddUniform(&tr.tonemapShader, TEXTURECOLOR_UNIFORM_TEXTUREMAP, "u_TextureMap", GLSL_INT);
+ GLSL_AddUniform(&tr.tonemapShader, TEXTURECOLOR_UNIFORM_LEVELSMAP, "u_LevelsMap", GLSL_INT);
+
+ GLSL_EndUniforms(&tr.tonemapShader);
+
+ qglUseProgramObjectARB(tr.tonemapShader.program);
+ GLSL_SetUniformInt(&tr.tonemapShader, TEXTURECOLOR_UNIFORM_TEXTUREMAP, TB_COLORMAP);
+ GLSL_SetUniformInt(&tr.tonemapShader, TEXTURECOLOR_UNIFORM_LEVELSMAP, TB_LEVELSMAP);
+ qglUseProgramObjectARB(0);
+
+ GLSL_FinishGPUShader(&tr.tonemapShader);
+
+ numEtcShaders++;
+
+
+ for (i = 0; i < 2; i++)
+ {
+ attribs = ATTR_POSITION | ATTR_TEXCOORD;
+ extradefines[0] = '\0';
+
+ if (!i)
+ Q_strcat(extradefines, 1024, "#define FIRST_PASS\n");
+
+ if (!GLSL_InitGPUShader(&tr.calclevels4xShader[i], "calclevels4x", attribs, qtrue, extradefines, qtrue, fallbackCalcLevels4xShader_vp, fallbackCalcLevels4xShader_fp, TEXTURECOLOR_UNIFORM_COUNT))
+ {
+ ri.Error(ERR_FATAL, "Could not load calclevels4x shader!\n");
+ }
+
+ GLSL_AddUniform(&tr.calclevels4xShader[i], TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);
+ GLSL_AddUniform(&tr.calclevels4xShader[i], TEXTURECOLOR_UNIFORM_INVTEXRES, "u_InvTexRes", GLSL_VEC2);
+ GLSL_AddUniform(&tr.calclevels4xShader[i], TEXTURECOLOR_UNIFORM_COLOR, "u_Color", GLSL_VEC4);
+
+ GLSL_AddUniform(&tr.calclevels4xShader[i], TEXTURECOLOR_UNIFORM_TEXTUREMAP, "u_TextureMap", GLSL_INT);
+
+ GLSL_EndUniforms(&tr.calclevels4xShader[i]);
+
+ qglUseProgramObjectARB(tr.calclevels4xShader[i].program);
+ GLSL_SetUniformInt(&tr.calclevels4xShader[i], TEXTURECOLOR_UNIFORM_TEXTUREMAP, TB_DIFFUSEMAP);
+ qglUseProgramObjectARB(0);
+
+ GLSL_FinishGPUShader(&tr.calclevels4xShader[i]);
+
+ numEtcShaders++;
+ }
+
+
+ attribs = ATTR_POSITION | ATTR_TEXCOORD;
+ extradefines[0] = '\0';
+
+ if (r_shadowFilter->integer >= 1)
+ Q_strcat(extradefines, 1024, "#define USE_SHADOW_FILTER\n");
+
+ if (r_shadowFilter->integer >= 2)
+ Q_strcat(extradefines, 1024, "#define USE_SHADOW_FILTER2\n");
+
+ Q_strcat(extradefines, 1024, "#define USE_SHADOW_CASCADE\n");
+
+ Q_strcat(extradefines, 1024, va("#define r_shadowMapSize %d\n", r_shadowMapSize->integer));
+ Q_strcat(extradefines, 1024, va("#define r_shadowCascadeZFar %f\n", r_shadowCascadeZFar->value));
+
+
+ if (!GLSL_InitGPUShader(&tr.shadowmaskShader, "shadowmask", attribs, qtrue, extradefines, qtrue, fallbackShadowmaskShader_vp, fallbackShadowmaskShader_fp, SHADOWMASK_UNIFORM_COUNT))
+ {
+ ri.Error(ERR_FATAL, "Could not load shadowmask shader!\n");
+ }
+
+ GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMVP, "u_ShadowMvp", GLSL_MAT16);
+ GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMVP2, "u_ShadowMvp2", GLSL_MAT16);
+ GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMVP3, "u_ShadowMvp3", GLSL_MAT16);
+ GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_VIEWORIGIN, "u_ViewOrigin", GLSL_VEC3);
+ GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_VIEWINFO, "u_ViewInfo", GLSL_VEC4);
+ GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_VIEWFORWARD,"u_ViewForward", GLSL_VEC3);
+ GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_VIEWLEFT, "u_ViewLeft", GLSL_VEC3);
+ GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_VIEWUP, "u_ViewUp", GLSL_VEC3);
+
+ GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SCREENDEPTHMAP, "u_ScreenDepthMap", GLSL_INT);
+ GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMAP, "u_ShadowMap", GLSL_INT);
+ GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMAP2, "u_ShadowMap2", GLSL_INT);
+ GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMAP3, "u_ShadowMap3", GLSL_INT);
+
+ GLSL_EndUniforms(&tr.shadowmaskShader);
+
+ qglUseProgramObjectARB(tr.shadowmaskShader.program);
+ GLSL_SetUniformInt(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SCREENDEPTHMAP, TB_COLORMAP);
+ GLSL_SetUniformInt(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMAP, TB_SHADOWMAP);
+ GLSL_SetUniformInt(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMAP2, TB_SHADOWMAP2);
+ GLSL_SetUniformInt(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMAP3, TB_SHADOWMAP3);
+ qglUseProgramObjectARB(0);
+
+ GLSL_FinishGPUShader(&tr.shadowmaskShader);
+
+ numEtcShaders++;
+
+
+ attribs = ATTR_POSITION | ATTR_TEXCOORD;
+ extradefines[0] = '\0';
+
+ if (!GLSL_InitGPUShader(&tr.ssaoShader, "ssao", attribs, qtrue, extradefines, qtrue, fallbackSsaoShader_vp, fallbackSsaoShader_fp, SSAO_UNIFORM_COUNT))
+ {
+ ri.Error(ERR_FATAL, "Could not load ssao shader!\n");
+ }
+
+ GLSL_AddUniform(&tr.ssaoShader, SSAO_UNIFORM_VIEWINFO, "u_ViewInfo", GLSL_VEC4);
+
+ GLSL_AddUniform(&tr.ssaoShader, SSAO_UNIFORM_SCREENDEPTHMAP, "u_ScreenDepthMap", GLSL_INT);
+
+ GLSL_EndUniforms(&tr.ssaoShader);
+
+ qglUseProgramObjectARB(tr.ssaoShader.program);
+ GLSL_SetUniformInt(&tr.ssaoShader, SSAO_UNIFORM_SCREENDEPTHMAP, TB_COLORMAP);
+ qglUseProgramObjectARB(0);
+
+ GLSL_FinishGPUShader(&tr.ssaoShader);
+
+ numEtcShaders++;
+
+
+ for (i = 0; i < 2; i++)
+ {
+ attribs = ATTR_POSITION | ATTR_TEXCOORD;
+ extradefines[0] = '\0';
+
+ if (i & 1)
+ Q_strcat(extradefines, 1024, "#define USE_VERTICAL_BLUR\n");
+ else
+ Q_strcat(extradefines, 1024, "#define USE_HORIZONTAL_BLUR\n");
+
+
+ if (!GLSL_InitGPUShader(&tr.depthBlurShader[i], "depthBlur", attribs, qtrue, extradefines, qtrue, fallbackDepthBlurShader_vp, fallbackDepthBlurShader_fp, DEPTHBLUR_UNIFORM_COUNT))
+ {
+ ri.Error(ERR_FATAL, "Could not load depthBlur shader!\n");
+ }
+
+ GLSL_AddUniform(&tr.depthBlurShader[i], DEPTHBLUR_UNIFORM_VIEWINFO, "u_ViewInfo", GLSL_VEC4);
+
+ GLSL_AddUniform(&tr.depthBlurShader[i], DEPTHBLUR_UNIFORM_SCREENIMAGEMAP, "u_ScreenImageMap", GLSL_INT);
+ GLSL_AddUniform(&tr.depthBlurShader[i], DEPTHBLUR_UNIFORM_SCREENDEPTHMAP, "u_ScreenDepthMap", GLSL_INT);
+
+ GLSL_EndUniforms(&tr.depthBlurShader[i]);
+
+ qglUseProgramObjectARB(tr.depthBlurShader[i].program);
+ GLSL_SetUniformInt(&tr.depthBlurShader[i], DEPTHBLUR_UNIFORM_SCREENIMAGEMAP, TB_COLORMAP);
+ GLSL_SetUniformInt(&tr.depthBlurShader[i], DEPTHBLUR_UNIFORM_SCREENDEPTHMAP, TB_LIGHTMAP);
+ qglUseProgramObjectARB(0);
+
+ GLSL_FinishGPUShader(&tr.depthBlurShader[i]);
+
+ numEtcShaders++;
+ }
+
+
+ endTime = ri.Milliseconds();
+
+ ri.Printf(PRINT_ALL, "loaded %i GLSL shaders (%i gen %i light %i etc) in %5.2f seconds\n",
+ numGenShaders + numLightShaders + numEtcShaders, numGenShaders, numLightShaders,
+ numEtcShaders, (endTime - startTime) / 1000.0);
+
+ if (0)
+ {
+ GLSL_LoadGPUShaderText("Generic", NULL, GL_VERTEX_SHADER_ARB, NULL, 0, qtrue);
+ GLSL_LoadGPUShaderText("Generic", NULL, GL_FRAGMENT_SHADER_ARB, NULL, 0, qtrue);
+
+ GLSL_LoadGPUShaderText("TextureColor", NULL, GL_VERTEX_SHADER_ARB, NULL, 0, qtrue);
+ GLSL_LoadGPUShaderText("TextureColor", NULL, GL_FRAGMENT_SHADER_ARB, NULL, 0, qtrue);
+
+ GLSL_LoadGPUShaderText("FogPass", NULL, GL_VERTEX_SHADER_ARB, NULL, 0, qtrue);
+ GLSL_LoadGPUShaderText("FogPass", NULL, GL_FRAGMENT_SHADER_ARB, NULL, 0, qtrue);
+
+ GLSL_LoadGPUShaderText("Dlight", NULL, GL_VERTEX_SHADER_ARB, NULL, 0, qtrue);
+ GLSL_LoadGPUShaderText("Dlight", NULL, GL_FRAGMENT_SHADER_ARB, NULL, 0, qtrue);
+
+ GLSL_LoadGPUShaderText("Lightall", NULL, GL_VERTEX_SHADER_ARB, NULL, 0, qtrue);
+ GLSL_LoadGPUShaderText("Lightall", NULL, GL_FRAGMENT_SHADER_ARB, NULL, 0, qtrue);
+
+ GLSL_LoadGPUShaderText("Shadowfill", NULL, GL_VERTEX_SHADER_ARB, NULL, 0, qtrue);
+ GLSL_LoadGPUShaderText("Shadowfill", NULL, GL_FRAGMENT_SHADER_ARB, NULL, 0, qtrue);
+
+ GLSL_LoadGPUShaderText("Pshadow", NULL, GL_VERTEX_SHADER_ARB, NULL, 0, qtrue);
+ GLSL_LoadGPUShaderText("Pshadow", NULL, GL_FRAGMENT_SHADER_ARB, NULL, 0, qtrue);
+
+ GLSL_LoadGPUShaderText("Down4x", NULL, GL_VERTEX_SHADER_ARB, NULL, 0, qtrue);
+ GLSL_LoadGPUShaderText("Down4x", NULL, GL_FRAGMENT_SHADER_ARB, NULL, 0, qtrue);
+
+ GLSL_LoadGPUShaderText("Bokeh", NULL, GL_VERTEX_SHADER_ARB, NULL, 0, qtrue);
+ GLSL_LoadGPUShaderText("Bokeh", NULL, GL_FRAGMENT_SHADER_ARB, NULL, 0, qtrue);
+
+ GLSL_LoadGPUShaderText("ToneMap", NULL, GL_VERTEX_SHADER_ARB, NULL, 0, qtrue);
+ GLSL_LoadGPUShaderText("ToneMap", NULL, GL_FRAGMENT_SHADER_ARB, NULL, 0, qtrue);
+
+ GLSL_LoadGPUShaderText("CalcLevels4x", NULL, GL_VERTEX_SHADER_ARB, NULL, 0, qtrue);
+ GLSL_LoadGPUShaderText("CalcLevels4x", NULL, GL_FRAGMENT_SHADER_ARB, NULL, 0, qtrue);
+
+ GLSL_LoadGPUShaderText("Shadowmask", NULL, GL_VERTEX_SHADER_ARB, NULL, 0, qtrue);
+ GLSL_LoadGPUShaderText("Shadowmask", NULL, GL_FRAGMENT_SHADER_ARB, NULL, 0, qtrue);
+
+ GLSL_LoadGPUShaderText("Ssao", NULL, GL_VERTEX_SHADER_ARB, NULL, 0, qtrue);
+ GLSL_LoadGPUShaderText("Ssao", NULL, GL_FRAGMENT_SHADER_ARB, NULL, 0, qtrue);
+
+ GLSL_LoadGPUShaderText("DepthBlur", NULL, GL_VERTEX_SHADER_ARB, NULL, 0, qtrue);
+ GLSL_LoadGPUShaderText("DepthBlur", NULL, GL_FRAGMENT_SHADER_ARB, NULL, 0, qtrue);
+ }
+
+}
+
+void GLSL_ShutdownGPUShaders(void)
+{
+ int i;
+
+ ri.Printf(PRINT_ALL, "------- GLSL_ShutdownGPUShaders -------\n");
+
+ qglDisableVertexAttribArrayARB(ATTR_INDEX_TEXCOORD0);
+ qglDisableVertexAttribArrayARB(ATTR_INDEX_TEXCOORD1);
+ qglDisableVertexAttribArrayARB(ATTR_INDEX_POSITION);
+ qglDisableVertexAttribArrayARB(ATTR_INDEX_POSITION2);
+ qglDisableVertexAttribArrayARB(ATTR_INDEX_NORMAL);
+#ifdef USE_VERT_TANGENT_SPACE
+ qglDisableVertexAttribArrayARB(ATTR_INDEX_TANGENT);
+ qglDisableVertexAttribArrayARB(ATTR_INDEX_BITANGENT);
+#endif
+ qglDisableVertexAttribArrayARB(ATTR_INDEX_NORMAL2);
+#ifdef USE_VERT_TANGENT_SPACE
+ qglDisableVertexAttribArrayARB(ATTR_INDEX_TANGENT2);
+ qglDisableVertexAttribArrayARB(ATTR_INDEX_BITANGENT2);
+#endif
+ qglDisableVertexAttribArrayARB(ATTR_INDEX_COLOR);
+ qglDisableVertexAttribArrayARB(ATTR_INDEX_LIGHTDIRECTION);
+ GLSL_BindNullProgram();
+
+ for ( i = 0; i < GENERICDEF_COUNT; i++)
+ GLSL_DeleteGPUShader(&tr.genericShader[i]);
+
+ GLSL_DeleteGPUShader(&tr.textureColorShader);
+ GLSL_DeleteGPUShader(&tr.fogShader);
+ GLSL_DeleteGPUShader(&tr.dlightallShader);
+
+ for ( i = 0; i < LIGHTDEF_COUNT; i++)
+ GLSL_DeleteGPUShader(&tr.lightallShader[i]);
+
+ GLSL_DeleteGPUShader(&tr.shadowmapShader);
+ GLSL_DeleteGPUShader(&tr.pshadowShader);
+ GLSL_DeleteGPUShader(&tr.down4xShader);
+
+ for ( i = 0; i < 2; i++)
+ GLSL_DeleteGPUShader(&tr.calclevels4xShader[i]);
+
+ glState.currentProgram = 0;
+ qglUseProgramObjectARB(0);
+}
+
+
+void GLSL_BindProgram(shaderProgram_t * program)
+{
+ if(!program)
+ {
+ GLSL_BindNullProgram();
+ return;
+ }
+
+ if(r_logFile->integer)
+ {
+ // don't just call LogComment, or we will get a call to va() every frame!
+ GLimp_LogComment(va("--- GL_BindProgram( %s ) ---\n", program->name));
+ }
+
+ if(glState.currentProgram != program)
+ {
+ qglUseProgramObjectARB(program->program);
+ glState.currentProgram = program;
+ backEnd.pc.c_glslShaderBinds++;
+ }
+}
+
+
+void GLSL_BindNullProgram(void)
+{
+ if(r_logFile->integer)
+ {
+ GLimp_LogComment("--- GL_BindNullProgram ---\n");
+ }
+
+ if(glState.currentProgram)
+ {
+ qglUseProgramObjectARB(0);
+ glState.currentProgram = NULL;
+ }
+}
+
+
+void GLSL_VertexAttribsState(uint32_t stateBits)
+{
+ uint32_t diff;
+
+ GLSL_VertexAttribPointers(stateBits);
+
+ diff = stateBits ^ glState.vertexAttribsState;
+ if(!diff)
+ {
+ return;
+ }
+
+ if(diff & ATTR_POSITION)
+ {
+ if(stateBits & ATTR_POSITION)
+ {
+ GLimp_LogComment("qglEnableVertexAttribArrayARB( ATTR_INDEX_POSITION )\n");
+ qglEnableVertexAttribArrayARB(ATTR_INDEX_POSITION);
+ }
+ else
+ {
+ GLimp_LogComment("qglDisableVertexAttribArrayARB( ATTR_INDEX_POSITION )\n");
+ qglDisableVertexAttribArrayARB(ATTR_INDEX_POSITION);
+ }
+ }
+
+ if(diff & ATTR_TEXCOORD)
+ {
+ if(stateBits & ATTR_TEXCOORD)
+ {
+ GLimp_LogComment("qglEnableVertexAttribArrayARB( ATTR_INDEX_TEXCOORD )\n");
+ qglEnableVertexAttribArrayARB(ATTR_INDEX_TEXCOORD0);
+ }
+ else
+ {
+ GLimp_LogComment("qglDisableVertexAttribArrayARB( ATTR_INDEX_TEXCOORD )\n");
+ qglDisableVertexAttribArrayARB(ATTR_INDEX_TEXCOORD0);
+ }
+ }
+
+ if(diff & ATTR_LIGHTCOORD)
+ {
+ if(stateBits & ATTR_LIGHTCOORD)
+ {
+ GLimp_LogComment("qglEnableVertexAttribArrayARB( ATTR_INDEX_LIGHTCOORD )\n");
+ qglEnableVertexAttribArrayARB(ATTR_INDEX_TEXCOORD1);
+ }
+ else
+ {
+ GLimp_LogComment("qglDisableVertexAttribArrayARB( ATTR_INDEX_LIGHTCOORD )\n");
+ qglDisableVertexAttribArrayARB(ATTR_INDEX_TEXCOORD1);
+ }
+ }
+
+ if(diff & ATTR_NORMAL)
+ {
+ if(stateBits & ATTR_NORMAL)
+ {
+ GLimp_LogComment("qglEnableVertexAttribArrayARB( ATTR_INDEX_NORMAL )\n");
+ qglEnableVertexAttribArrayARB(ATTR_INDEX_NORMAL);
+ }
+ else
+ {
+ GLimp_LogComment("qglDisableVertexAttribArrayARB( ATTR_INDEX_NORMAL )\n");
+ qglDisableVertexAttribArrayARB(ATTR_INDEX_NORMAL);
+ }
+ }
+
+#ifdef USE_VERT_TANGENT_SPACE
+ if(diff & ATTR_TANGENT)
+ {
+ if(stateBits & ATTR_TANGENT)
+ {
+ GLimp_LogComment("qglEnableVertexAttribArrayARB( ATTR_INDEX_TANGENT )\n");
+ qglEnableVertexAttribArrayARB(ATTR_INDEX_TANGENT);
+ }
+ else
+ {
+ GLimp_LogComment("qglDisableVertexAttribArrayARB( ATTR_INDEX_TANGENT )\n");
+ qglDisableVertexAttribArrayARB(ATTR_INDEX_TANGENT);
+ }
+ }
+
+ if(diff & ATTR_BITANGENT)
+ {
+ if(stateBits & ATTR_BITANGENT)
+ {
+ GLimp_LogComment("qglEnableVertexAttribArrayARB( ATTR_INDEX_BITANGENT )\n");
+ qglEnableVertexAttribArrayARB(ATTR_INDEX_BITANGENT);
+ }
+ else
+ {
+ GLimp_LogComment("qglDisableVertexAttribArrayARB( ATTR_INDEX_BITANGENT )\n");
+ qglDisableVertexAttribArrayARB(ATTR_INDEX_BITANGENT);
+ }
+ }
+#endif
+
+ if(diff & ATTR_COLOR)
+ {
+ if(stateBits & ATTR_COLOR)
+ {
+ GLimp_LogComment("qglEnableVertexAttribArrayARB( ATTR_INDEX_COLOR )\n");
+ qglEnableVertexAttribArrayARB(ATTR_INDEX_COLOR);
+ }
+ else
+ {
+ GLimp_LogComment("qglDisableVertexAttribArrayARB( ATTR_INDEX_COLOR )\n");
+ qglDisableVertexAttribArrayARB(ATTR_INDEX_COLOR);
+ }
+ }
+
+ if(diff & ATTR_LIGHTDIRECTION)
+ {
+ if(stateBits & ATTR_LIGHTDIRECTION)
+ {
+ GLimp_LogComment("qglEnableVertexAttribArrayARB( ATTR_INDEX_LIGHTDIRECTION )\n");
+ qglEnableVertexAttribArrayARB(ATTR_INDEX_LIGHTDIRECTION);
+ }
+ else
+ {
+ GLimp_LogComment("qglDisableVertexAttribArrayARB( ATTR_INDEX_LIGHTDIRECTION )\n");
+ qglDisableVertexAttribArrayARB(ATTR_INDEX_LIGHTDIRECTION);
+ }
+ }
+
+ if(diff & ATTR_POSITION2)
+ {
+ if(stateBits & ATTR_POSITION2)
+ {
+ GLimp_LogComment("qglEnableVertexAttribArrayARB( ATTR_INDEX_POSITION2 )\n");
+ qglEnableVertexAttribArrayARB(ATTR_INDEX_POSITION2);
+ }
+ else
+ {
+ GLimp_LogComment("qglDisableVertexAttribArrayARB( ATTR_INDEX_POSITION2 )\n");
+ qglDisableVertexAttribArrayARB(ATTR_INDEX_POSITION2);
+ }
+ }
+
+ if(diff & ATTR_NORMAL2)
+ {
+ if(stateBits & ATTR_NORMAL2)
+ {
+ GLimp_LogComment("qglEnableVertexAttribArrayARB( ATTR_INDEX_NORMAL2 )\n");
+ qglEnableVertexAttribArrayARB(ATTR_INDEX_NORMAL2);
+ }
+ else
+ {
+ GLimp_LogComment("qglDisableVertexAttribArrayARB( ATTR_INDEX_NORMAL2 )\n");
+ qglDisableVertexAttribArrayARB(ATTR_INDEX_NORMAL2);
+ }
+ }
+
+#ifdef USE_VERT_TANGENT_SPACE
+ if(diff & ATTR_TANGENT2)
+ {
+ if(stateBits & ATTR_TANGENT2)
+ {
+ GLimp_LogComment("qglEnableVertexAttribArrayARB( ATTR_INDEX_TANGENT2 )\n");
+ qglEnableVertexAttribArrayARB(ATTR_INDEX_TANGENT2);
+ }
+ else
+ {
+ GLimp_LogComment("qglDisableVertexAttribArrayARB( ATTR_INDEX_TANGENT2 )\n");
+ qglDisableVertexAttribArrayARB(ATTR_INDEX_TANGENT2);
+ }
+ }
+
+ if(diff & ATTR_BITANGENT2)
+ {
+ if(stateBits & ATTR_BITANGENT2)
+ {
+ GLimp_LogComment("qglEnableVertexAttribArrayARB( ATTR_INDEX_BITANGENT2 )\n");
+ qglEnableVertexAttribArrayARB(ATTR_INDEX_BITANGENT2);
+ }
+ else
+ {
+ GLimp_LogComment("qglDisableVertexAttribArrayARB( ATTR_INDEX_BITANGENT2 )\n");
+ qglDisableVertexAttribArrayARB(ATTR_INDEX_BITANGENT2);
+ }
+ }
+#endif
+
+ glState.vertexAttribsState = stateBits;
+}
+
+void GLSL_VertexAttribPointers(uint32_t attribBits)
+{
+ if(!glState.currentVBO)
+ {
+ ri.Error(ERR_FATAL, "GL_VertexAttribPointers: no VBO bound");
+ return;
+ }
+
+ // don't just call LogComment, or we will get a call to va() every frame!
+ GLimp_LogComment(va("--- GL_VertexAttribPointers( %s ) ---\n", glState.currentVBO->name));
+
+ if((attribBits & ATTR_POSITION) && !(glState.vertexAttribPointersSet & ATTR_POSITION))
+ {
+ GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_POSITION )\n");
+
+ qglVertexAttribPointerARB(ATTR_INDEX_POSITION, 3, GL_FLOAT, 0, glState.currentVBO->stride_xyz, BUFFER_OFFSET(glState.currentVBO->ofs_xyz + glState.vertexAttribsNewFrame * glState.currentVBO->size_xyz));
+ glState.vertexAttribPointersSet |= ATTR_POSITION;
+ }
+
+ if((attribBits & ATTR_TEXCOORD) && !(glState.vertexAttribPointersSet & ATTR_TEXCOORD))
+ {
+ GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_TEXCOORD )\n");
+
+ qglVertexAttribPointerARB(ATTR_INDEX_TEXCOORD0, 2, GL_FLOAT, 0, glState.currentVBO->stride_st, BUFFER_OFFSET(glState.currentVBO->ofs_st));
+ glState.vertexAttribPointersSet |= ATTR_TEXCOORD;
+ }
+
+ if((attribBits & ATTR_LIGHTCOORD) && !(glState.vertexAttribPointersSet & ATTR_LIGHTCOORD))
+ {
+ GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_LIGHTCOORD )\n");
+
+ qglVertexAttribPointerARB(ATTR_INDEX_TEXCOORD1, 2, GL_FLOAT, 0, glState.currentVBO->stride_lightmap, BUFFER_OFFSET(glState.currentVBO->ofs_lightmap));
+ glState.vertexAttribPointersSet |= ATTR_LIGHTCOORD;
+ }
+
+ if((attribBits & ATTR_NORMAL) && !(glState.vertexAttribPointersSet & ATTR_NORMAL))
+ {
+ GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_NORMAL )\n");
+
+ qglVertexAttribPointerARB(ATTR_INDEX_NORMAL, 3, GL_FLOAT, 0, glState.currentVBO->stride_normal, BUFFER_OFFSET(glState.currentVBO->ofs_normal + glState.vertexAttribsNewFrame * glState.currentVBO->size_normal));
+ glState.vertexAttribPointersSet |= ATTR_NORMAL;
+ }
+
+#ifdef USE_VERT_TANGENT_SPACE
+ if((attribBits & ATTR_TANGENT) && !(glState.vertexAttribPointersSet & ATTR_TANGENT))
+ {
+ GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_TANGENT )\n");
+
+ qglVertexAttribPointerARB(ATTR_INDEX_TANGENT, 3, GL_FLOAT, 0, glState.currentVBO->stride_tangent, BUFFER_OFFSET(glState.currentVBO->ofs_tangent + glState.vertexAttribsNewFrame * glState.currentVBO->size_normal)); // FIXME
+ glState.vertexAttribPointersSet |= ATTR_TANGENT;
+ }
+
+ if((attribBits & ATTR_BITANGENT) && !(glState.vertexAttribPointersSet & ATTR_BITANGENT))
+ {
+ GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_BITANGENT )\n");
+
+ qglVertexAttribPointerARB(ATTR_INDEX_BITANGENT, 3, GL_FLOAT, 0, glState.currentVBO->stride_bitangent, BUFFER_OFFSET(glState.currentVBO->ofs_bitangent + glState.vertexAttribsNewFrame * glState.currentVBO->size_normal)); // FIXME
+ glState.vertexAttribPointersSet |= ATTR_BITANGENT;
+ }
+#endif
+
+ if((attribBits & ATTR_COLOR) && !(glState.vertexAttribPointersSet & ATTR_COLOR))
+ {
+ GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_COLOR )\n");
+
+ qglVertexAttribPointerARB(ATTR_INDEX_COLOR, 4, GL_FLOAT, 0, glState.currentVBO->stride_vertexcolor, BUFFER_OFFSET(glState.currentVBO->ofs_vertexcolor));
+ glState.vertexAttribPointersSet |= ATTR_COLOR;
+ }
+
+ if((attribBits & ATTR_LIGHTDIRECTION) && !(glState.vertexAttribPointersSet & ATTR_LIGHTDIRECTION))
+ {
+ GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_LIGHTDIRECTION )\n");
+
+ qglVertexAttribPointerARB(ATTR_INDEX_LIGHTDIRECTION, 3, GL_FLOAT, 0, glState.currentVBO->stride_lightdir, BUFFER_OFFSET(glState.currentVBO->ofs_lightdir));
+ glState.vertexAttribPointersSet |= ATTR_LIGHTDIRECTION;
+ }
+
+ if((attribBits & ATTR_POSITION2) && !(glState.vertexAttribPointersSet & ATTR_POSITION2))
+ {
+ GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_POSITION2 )\n");
+
+ qglVertexAttribPointerARB(ATTR_INDEX_POSITION2, 3, GL_FLOAT, 0, glState.currentVBO->stride_xyz, BUFFER_OFFSET(glState.currentVBO->ofs_xyz + glState.vertexAttribsOldFrame * glState.currentVBO->size_xyz));
+ glState.vertexAttribPointersSet |= ATTR_POSITION2;
+ }
+
+ if((attribBits & ATTR_NORMAL2) && !(glState.vertexAttribPointersSet & ATTR_NORMAL2))
+ {
+ GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_NORMAL2 )\n");
+
+ qglVertexAttribPointerARB(ATTR_INDEX_NORMAL2, 3, GL_FLOAT, 0, glState.currentVBO->stride_normal, BUFFER_OFFSET(glState.currentVBO->ofs_normal + glState.vertexAttribsOldFrame * glState.currentVBO->size_normal));
+ glState.vertexAttribPointersSet |= ATTR_NORMAL2;
+ }
+
+#ifdef USE_VERT_TANGENT_SPACE
+ if((attribBits & ATTR_TANGENT2) && !(glState.vertexAttribPointersSet & ATTR_TANGENT2))
+ {
+ GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_TANGENT2 )\n");
+
+ qglVertexAttribPointerARB(ATTR_INDEX_TANGENT2, 3, GL_FLOAT, 0, glState.currentVBO->stride_tangent, BUFFER_OFFSET(glState.currentVBO->ofs_tangent + glState.vertexAttribsOldFrame * glState.currentVBO->size_normal)); // FIXME
+ glState.vertexAttribPointersSet |= ATTR_TANGENT2;
+ }
+
+ if((attribBits & ATTR_BITANGENT2) && !(glState.vertexAttribPointersSet & ATTR_BITANGENT2))
+ {
+ GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_BITANGENT2 )\n");
+
+ qglVertexAttribPointerARB(ATTR_INDEX_BITANGENT2, 3, GL_FLOAT, 0, glState.currentVBO->stride_bitangent, BUFFER_OFFSET(glState.currentVBO->ofs_bitangent + glState.vertexAttribsOldFrame * glState.currentVBO->size_normal)); // FIXME
+ glState.vertexAttribPointersSet |= ATTR_BITANGENT2;
+ }
+#endif
+
+}
+
+shaderProgram_t *GLSL_GetGenericShaderProgram(int stage)
+{
+ shaderStage_t *pStage = tess.xstages[stage];
+ int shaderAttribs = 0;
+
+ if (tess.fogNum && pStage->adjustColorsForFog)
+ {
+ shaderAttribs |= GENERICDEF_USE_FOG;
+ }
+
+ if (pStage->bundle[1].image[0] && tess.shader->multitextureEnv)
+ {
+ shaderAttribs |= GENERICDEF_USE_LIGHTMAP;
+ }
+
+ switch (pStage->rgbGen)
+ {
+ case CGEN_LIGHTING_DIFFUSE:
+ shaderAttribs |= GENERICDEF_USE_RGBAGEN;
+ break;
+ default:
+ break;
+ }
+
+ switch (pStage->alphaGen)
+ {
+ case AGEN_LIGHTING_SPECULAR:
+ case AGEN_PORTAL:
+ case AGEN_FRESNEL:
+ shaderAttribs |= GENERICDEF_USE_RGBAGEN;
+ break;
+ default:
+ break;
+ }
+
+ if (pStage->bundle[0].tcGen != TCGEN_TEXTURE)
+ {
+ shaderAttribs |= GENERICDEF_USE_TCGEN;
+ }
+
+ if (tess.shader->numDeforms && !ShaderRequiresCPUDeforms(tess.shader))
+ {
+ shaderAttribs |= GENERICDEF_USE_DEFORM_VERTEXES;
+ }
+
+ if (glState.vertexAttribsInterpolation > 0.0f && backEnd.currentEntity && backEnd.currentEntity != &tr.worldEntity)
+ {
+ shaderAttribs |= GENERICDEF_USE_VERTEX_ANIMATION;
+ }
+
+ return &tr.genericShader[shaderAttribs];
+}
Added: trunk/code/rend2/tr_image.c
===================================================================
--- trunk/code/rend2/tr_image.c (rev 0)
+++ trunk/code/rend2/tr_image.c 2012-10-26 01:23:06 UTC (rev 2329)
@@ -0,0 +1,3431 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Quake III Arena source code is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Quake III Arena source code; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+// tr_image.c
+#include "tr_local.h"
+
+static byte s_intensitytable[256];
+static unsigned char s_gammatable[256];
+
+int gl_filter_min = GL_LINEAR_MIPMAP_NEAREST;
+int gl_filter_max = GL_LINEAR;
+
+#define FILE_HASH_SIZE 1024
+static image_t* hashTable[FILE_HASH_SIZE];
+
+/*
+** R_GammaCorrect
+*/
+void R_GammaCorrect( byte *buffer, int bufSize ) {
+ int i;
+
+ for ( i = 0; i < bufSize; i++ ) {
+ buffer[i] = s_gammatable[buffer[i]];
+ }
+}
+
+typedef struct {
+ char *name;
+ int minimize, maximize;
+} textureMode_t;
+
+textureMode_t modes[] = {
+ {"GL_NEAREST", GL_NEAREST, GL_NEAREST},
+ {"GL_LINEAR", GL_LINEAR, GL_LINEAR},
+ {"GL_NEAREST_MIPMAP_NEAREST", GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST},
+ {"GL_LINEAR_MIPMAP_NEAREST", GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR},
+ {"GL_NEAREST_MIPMAP_LINEAR", GL_NEAREST_MIPMAP_LINEAR, GL_NEAREST},
+ {"GL_LINEAR_MIPMAP_LINEAR", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR}
+};
+
+/*
+================
+return a hash value for the filename
+================
+*/
+static long generateHashValue( const char *fname ) {
+ int i;
+ long hash;
+ char letter;
+
+ hash = 0;
+ i = 0;
+ while (fname[i] != '\0') {
+ letter = tolower(fname[i]);
+ if (letter =='.') break; // don't include extension
+ if (letter =='\\') letter = '/'; // damn path names
+ hash+=(long)(letter)*(i+119);
+ i++;
+ }
+ hash &= (FILE_HASH_SIZE-1);
+ return hash;
+}
+
+/*
+===============
+GL_TextureMode
+===============
+*/
+void GL_TextureMode( const char *string ) {
+ int i;
+ image_t *glt;
+
+ for ( i=0 ; i< 6 ; i++ ) {
+ if ( !Q_stricmp( modes[i].name, string ) ) {
+ break;
+ }
+ }
+
+ // hack to prevent trilinear from being set on voodoo,
+ // because their driver freaks...
+ if ( i == 5 && glConfig.hardwareType == GLHW_3DFX_2D3D ) {
+ ri.Printf( PRINT_ALL, "Refusing to set trilinear on a voodoo.\n" );
+ i = 3;
+ }
+
+
+ if ( i == 6 ) {
+ ri.Printf (PRINT_ALL, "bad filter name\n");
+ return;
+ }
+
+ gl_filter_min = modes[i].minimize;
+ gl_filter_max = modes[i].maximize;
+
+ // change all the existing mipmap texture objects
+ for ( i = 0 ; i < tr.numImages ; i++ ) {
+ glt = tr.images[ i ];
+ if ( glt->flags & IMGFLAG_MIPMAP ) {
+ GL_Bind (glt);
+ qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
+ qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
+ }
+ }
+}
+
+/*
+===============
+R_SumOfUsedImages
+===============
+*/
+int R_SumOfUsedImages( void ) {
+ int total;
+ int i;
+
+ total = 0;
+ for ( i = 0; i < tr.numImages; i++ ) {
+ if ( tr.images[i]->frameUsed == tr.frameCount ) {
+ total += tr.images[i]->uploadWidth * tr.images[i]->uploadHeight;
+ }
+ }
+
+ return total;
+}
+
+/*
+===============
+R_ImageList_f
+===============
+*/
+void R_ImageList_f( void ) {
+#if 1
+ int i;
+ int estTotalSize = 0;
+
+ ri.Printf(PRINT_ALL, "\n -w-- -h-- type -size- --name-------\n");
+
+ for ( i = 0 ; i < tr.numImages ; i++ )
+ {
+ image_t *image = tr.images[i];
+ char *format = "???? ";
+ char *sizeSuffix;
+ int estSize;
+ int displaySize;
+
+ estSize = image->uploadHeight * image->uploadWidth;
+
+ switch(image->internalFormat)
+ {
+ case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT:
+ format = "sDXT1";
+ // 64 bits per 16 pixels, so 4 bits per pixel
+ estSize /= 2;
+ break;
+ case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT:
+ format = "sDXT5";
+ // 128 bits per 16 pixels, so 1 byte per pixel
+ break;
+ case GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB:
+ format = "sBPTC";
+ // 128 bits per 16 pixels, so 1 byte per pixel
+ break;
+ case GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT:
+ format = "LATC ";
+ // 128 bits per 16 pixels, so 1 byte per pixel
+ break;
+ case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
+ format = "DXT1 ";
+ // 64 bits per 16 pixels, so 4 bits per pixel
+ estSize /= 2;
+ break;
+ case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
+ format = "DXT5 ";
+ // 128 bits per 16 pixels, so 1 byte per pixel
+ break;
+ case GL_COMPRESSED_RGBA_BPTC_UNORM_ARB:
+ format = "BPTC ";
+ // 128 bits per 16 pixels, so 1 byte per pixel
+ break;
+ case GL_RGB4_S3TC:
+ format = "S3TC ";
+ // same as DXT1?
+ estSize /= 2;
+ break;
+ case GL_RGBA4:
+ case GL_RGBA8:
+ case GL_RGBA:
+ format = "RGBA ";
+ // 4 bytes per pixel
+ estSize *= 4;
+ break;
+ case GL_LUMINANCE8:
+ case GL_LUMINANCE16:
+ case GL_LUMINANCE:
+ format = "L ";
+ // 1 byte per pixel?
+ break;
+ case GL_RGB5:
+ case GL_RGB8:
+ case GL_RGB:
+ format = "RGB ";
+ // 3 bytes per pixel?
+ estSize *= 3;
+ break;
+ case GL_LUMINANCE8_ALPHA8:
+ case GL_LUMINANCE16_ALPHA16:
+ case GL_LUMINANCE_ALPHA:
+ format = "LA ";
+ // 2 bytes per pixel?
+ estSize *= 2;
+ break;
+ case GL_SRGB_EXT:
+ case GL_SRGB8_EXT:
+ format = "sRGB ";
+ // 3 bytes per pixel?
+ estSize *= 3;
+ break;
+ case GL_SRGB_ALPHA_EXT:
+ case GL_SRGB8_ALPHA8_EXT:
+ format = "sRGBA";
+ // 4 bytes per pixel?
+ estSize *= 4;
+ break;
+ case GL_SLUMINANCE_EXT:
+ case GL_SLUMINANCE8_EXT:
+ format = "sL ";
+ // 1 byte per pixel?
+ break;
+ case GL_SLUMINANCE_ALPHA_EXT:
+ case GL_SLUMINANCE8_ALPHA8_EXT:
+ format = "sLA ";
+ // 2 byte per pixel?
+ estSize *= 2;
+ break;
+ }
+
+ // mipmap adds about 50%
+ if (image->flags & IMGFLAG_MIPMAP)
+ estSize += estSize / 2;
+
+ sizeSuffix = "b ";
+ displaySize = estSize;
+
+ if (displaySize > 1024)
+ {
+ displaySize /= 1024;
+ sizeSuffix = "kb";
+ }
+
+ if (displaySize > 1024)
+ {
+ displaySize /= 1024;
+ sizeSuffix = "Mb";
+ }
+
+ if (displaySize > 1024)
+ {
+ displaySize /= 1024;
+ sizeSuffix = "Gb";
+ }
+
+ ri.Printf(PRINT_ALL, "%4i: %4ix%4i %s %4i%s %s\n", i, image->uploadWidth, image->uploadHeight, format, displaySize, sizeSuffix, image->imgName);
+ estTotalSize += estSize;
+ }
+
+ ri.Printf (PRINT_ALL, " ---------\n");
+ ri.Printf (PRINT_ALL, " approx %i bytes\n", estTotalSize);
+ ri.Printf (PRINT_ALL, " %i total images\n\n", tr.numImages );
+#else
+ int i;
+ image_t *image;
+ int texels;
+ const char *yesno[] = {
+ "no ", "yes"
+ };
+
+ ri.Printf (PRINT_ALL, "\n -w-- -h-- -mm- -TMU- -if-- wrap --name-------\n");
+ texels = 0;
+
+ for ( i = 0 ; i < tr.numImages ; i++ ) {
+ image = tr.images[ i ];
+
+ texels += image->uploadWidth*image->uploadHeight;
+ ri.Printf (PRINT_ALL, "%4i: %4i %4i %s %d ",
+ i, image->uploadWidth, image->uploadHeight, yesno[(image->flags & IMGFLAG_MIPMAP) ? 1 : 0], image->TMU );
+ switch ( image->internalFormat ) {
+ case 1:
+ ri.Printf( PRINT_ALL, "I " );
+ break;
+ case 2:
+ ri.Printf( PRINT_ALL, "IA " );
+ break;
+ case 3:
+ ri.Printf( PRINT_ALL, "RGB " );
+ break;
+ case 4:
+ ri.Printf( PRINT_ALL, "RGBA " );
+ break;
+ case GL_RGBA8:
+ ri.Printf( PRINT_ALL, "RGBA8" );
+ break;
+ case GL_RGB8:
+ ri.Printf( PRINT_ALL, "RGB8" );
+ break;
+ case GL_RGB4_S3TC:
+ ri.Printf( PRINT_ALL, "S3TC " );
+ break;
+ case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
+ ri.Printf( PRINT_ALL, "DXT1 " );
+ break;
+ case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
+ ri.Printf( PRINT_ALL, "DXT5 " );
+ break;
+ case GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT:
+ ri.Printf( PRINT_ALL, "LATC " );
+ break;
+ case GL_RGBA4:
+ ri.Printf( PRINT_ALL, "RGBA4" );
+ break;
+ case GL_RGB5:
+ ri.Printf( PRINT_ALL, "RGB5 " );
+ break;
+ case GL_SRGB_EXT:
+ ri.Printf( PRINT_ALL, "sRGB " );
+ break;
+ case GL_SRGB8_EXT:
+ ri.Printf( PRINT_ALL, "sRGB8" );
+ break;
+ case GL_SRGB_ALPHA_EXT:
+ case GL_SRGB8_ALPHA8_EXT:
+ ri.Printf( PRINT_ALL, "sRGBA" );
+ break;
+ /*
+ case GL_SLUMINANCE_EXT:
+ break;
+ case GL_SLUMINANCE8_EXT:
+ break;
+ case GL_SLUMINANCE_ALPHA_EXT:
+ break;
+ case GL_SLUMINANCE8_ALPHA8_EXT:
+ break;
+ */
+ case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT:
+ ri.Printf( PRINT_ALL, "sDXT1" );
+ break;
+ case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT:
+ ri.Printf( PRINT_ALL, "sDXT5" );
+ break;
+ case GL_COMPRESSED_RGBA_BPTC_UNORM_ARB:
+ ri.Printf( PRINT_ALL, "BPTC " );
+ break;
+ case GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB:
+ ri.Printf( PRINT_ALL, "sBPTC" );
+ break;
+ default:
+ ri.Printf( PRINT_ALL, "???? " );
+ }
+
+ if (image->flags & IMGFLAG_CLAMPTOEDGE)
+ ri.Printf( PRINT_ALL, "clmp " );
+ else
+ ri.Printf( PRINT_ALL, "rept " );
+
+ ri.Printf( PRINT_ALL, " %s\n", image->imgName );
+ }
+ ri.Printf (PRINT_ALL, " ---------\n");
+ ri.Printf (PRINT_ALL, " %i total texels (not including mipmaps)\n", texels);
+ ri.Printf (PRINT_ALL, " %i total images\n\n", tr.numImages );
+#endif
+}
+
+//=======================================================================
+
+/*
+================
+ResampleTexture
+
+Used to resample images in a more general than quartering fashion.
+
+This will only be filtered properly if the resampled size
+is greater than half the original size.
+
+If a larger shrinking is needed, use the mipmap function
+before or after.
+================
+*/
+static void ResampleTexture( byte *in, int inwidth, int inheight, byte *out,
+ int outwidth, int outheight ) {
+ int i, j;
+ byte *inrow, *inrow2;
+ int frac, fracstep;
+ int p1[2048], p2[2048];
+ byte *pix1, *pix2, *pix3, *pix4;
+
+ if (outwidth>2048)
+ ri.Error(ERR_DROP, "ResampleTexture: max width");
+
+ fracstep = inwidth*0x10000/outwidth;
+
+ frac = fracstep>>2;
+ for ( i=0 ; i<outwidth ; i++ ) {
+ p1[i] = 4*(frac>>16);
+ frac += fracstep;
+ }
+ frac = 3*(fracstep>>2);
+ for ( i=0 ; i<outwidth ; i++ ) {
+ p2[i] = 4*(frac>>16);
+ frac += fracstep;
+ }
+
+ for (i=0 ; i<outheight ; i++) {
+ inrow = in + 4*inwidth*(int)((i+0.25)*inheight/outheight);
+ inrow2 = in + 4*inwidth*(int)((i+0.75)*inheight/outheight);
+ frac = fracstep >> 1;
+ for (j=0 ; j<outwidth ; j++) {
+ pix1 = inrow + p1[j];
+ pix2 = inrow + p2[j];
+ pix3 = inrow2 + p1[j];
+ pix4 = inrow2 + p2[j];
+ *out++ = (pix1[0] + pix2[0] + pix3[0] + pix4[0])>>2;
+ *out++ = (pix1[1] + pix2[1] + pix3[1] + pix4[1])>>2;
+ *out++ = (pix1[2] + pix2[2] + pix3[2] + pix4[2])>>2;
+ *out++ = (pix1[3] + pix2[3] + pix3[3] + pix4[3])>>2;
+ }
+ }
+}
+
+static void RGBAtoYCoCgA(const byte *in, byte *out, int width, int height)
+{
+ int x, y;
+
+ for (y = 0; y < height; y++)
+ {
+ const byte *inbyte = in + y * width * 4;
+ byte *outbyte = out + y * width * 4;
+
+ for (x = 0; x < width; x++)
+ {
+ byte r, g, b, a, rb2;
+
+ r = *inbyte++;
+ g = *inbyte++;
+ b = *inbyte++;
+ a = *inbyte++;
+ rb2 = (r + b) >> 1;
+
+ *outbyte++ = (g + rb2) >> 1; // Y = R/4 + G/2 + B/4
+ *outbyte++ = (r - b + 256) >> 1; // Co = R/2 - B/2
+ *outbyte++ = (g - rb2 + 256) >> 1; // Cg = -R/4 + G/2 - B/4
+ *outbyte++ = a;
+ }
+ }
+}
+
+static void YCoCgAtoRGBA(const byte *in, byte *out, int width, int height)
+{
+ int x, y;
+
+ for (y = 0; y < height; y++)
+ {
+ const byte *inbyte = in + y * width * 4;
+ byte *outbyte = out + y * width * 4;
+
+ for (x = 0; x < width; x++)
+ {
+ byte _Y, Co, Cg, a;
+
+ _Y = *inbyte++;
+ Co = *inbyte++;
+ Cg = *inbyte++;
+ a = *inbyte++;
+
+ *outbyte++ = CLAMP(_Y + Co - Cg, 0, 255); // R = Y + Co - Cg
+ *outbyte++ = CLAMP(_Y + Cg - 128, 0, 255); // G = Y + Cg
+ *outbyte++ = CLAMP(_Y - Co - Cg + 256, 0, 255); // B = Y - Co - Cg
+ *outbyte++ = a;
+ }
+ }
+}
+
+
+// uses a sobel filter to change a texture to a normal map
+static void RGBAtoNormal(const byte *in, byte *out, int width, int height, qboolean clampToEdge)
+{
+ int x, y, max;
+
+ // convert to heightmap, storing in alpha
+ // same as converting to Y in YCoCg
+ max = 1;
+ for (y = 0; y < height; y++)
+ {
+ const byte *inbyte = in + y * width * 4;
+ byte *outbyte = out + y * width * 4 + 3;
+
+ for (x = 0; x < width; x++)
+ {
+ *outbyte = (inbyte[0] >> 2) + (inbyte[1] >> 1) + (inbyte[2] >> 2);
+ max = MAX(max, *outbyte);
+ outbyte += 4;
+ inbyte += 4;
+ }
+ }
+
+ // level out heights
+ if (max < 255)
+ {
+ for (y = 0; y < height; y++)
+ {
+ byte *outbyte = out + y * width * 4 + 3;
+
+ for (x = 0; x < width; x++)
+ {
+ *outbyte = *outbyte + (255 - max);
+ outbyte += 4;
+ }
+ }
+ }
+
+
+ // now run sobel filter over height values to generate X and Y
+ // then normalize
+ for (y = 0; y < height; y++)
+ {
+ byte *outbyte = out + y * width * 4;
+
+ for (x = 0; x < width; x++)
+ {
+ // 0 1 2
+ // 3 4 5
+ // 6 7 8
+
+ byte s[9];
+ int x2, y2, i;
+ vec3_t normal;
+
+ i = 0;
+ for (y2 = -1; y2 <= 1; y2++)
+ {
+ int src_y = y + y2;
+
+ if (clampToEdge)
+ {
+ src_y = CLAMP(src_y, 0, height - 1);
+ }
+ else
+ {
+ src_y = (src_y + height) % height;
+ }
+
+
+ for (x2 = -1; x2 <= 1; x2++)
+ {
+ int src_x = x + x2;
+
+ if (clampToEdge)
+ {
+ src_x = CLAMP(src_x, 0, height - 1);
+ }
+ else
+ {
+ src_x = (src_x + height) % height;
+ }
+
+ s[i++] = *(out + (src_y * width + src_x) * 4 + 3);
+ }
+ }
+
+ normal[0] = s[0] - s[2]
+ + 2 * s[3] - 2 * s[5]
+ + s[6] - s[8];
+
+ normal[1] = s[0] + 2 * s[1] + s[2]
+
+ - s[6] - 2 * s[7] - s[8];
+
+ normal[2] = s[4] * 4;
+
+ if (!VectorNormalize2(normal, normal))
+ {
+ VectorSet(normal, 0, 0, 1);
+ }
+
+ *outbyte++ = FloatToOffsetByte(normal[0]);
+ *outbyte++ = FloatToOffsetByte(normal[1]);
+ *outbyte++ = FloatToOffsetByte(normal[2]);
+ outbyte++;
+ }
+ }
+}
+
+#define COPYSAMPLE(a,b) *(unsigned int *)(a) = *(unsigned int *)(b)
+
+// based on Fast Curve Based Interpolation
+// from Fast Artifacts-Free Image Interpolation (http://www.andreagiachetti.it/icbi/)
+// assumes data has a 2 pixel thick border of clamped or wrapped data
+// expects data to be a grid with even (0, 0), (2, 0), (0, 2), (2, 2) etc pixels filled
+// only performs FCBI on specified component
+static void DoFCBI(byte *in, byte *out, int width, int height, int component)
+{
+ int x, y;
+ byte *outbyte, *inbyte;
+
+ // copy in to out
+ for (y = 2; y < height - 2; y += 2)
+ {
+ inbyte = in + (y * width + 2) * 4 + component;
+ outbyte = out + (y * width + 2) * 4 + component;
+
+ for (x = 2; x < width - 2; x += 2)
+ {
+ *outbyte = *inbyte;
+ outbyte += 8;
+ inbyte += 8;
+ }
+ }
+
+ for (y = 3; y < height - 3; y += 2)
+ {
+ // diagonals
+ //
+ // NWp - northwest interpolated pixel
+ // NEp - northeast interpolated pixel
+ // NWd - northwest first derivative
+ // NEd - northeast first derivative
+ // NWdd - northwest second derivative
+ // NEdd - northeast second derivative
+ //
+ // Uses these samples:
+ //
+ // 0
+ // - - a - b - -
+ // - - - - - - -
+ // c - d - e - f
+ // 0 - - - - - - -
+ // g - h - i - j
+ // - - - - - - -
+ // - - k - l - -
+ //
+ // x+2 uses these samples:
+ //
+ // 0
+ // - - - - a - b - -
+ // - - - - - - - - -
+ // - - c - d - e - f
+ // 0 - - - - - - - - -
+ // - - g - h - i - j
+ // - - - - - - - - -
+ // - - - - k - l - -
+ //
+ // so we can reuse 8 of them on next iteration
+ //
+ // a=b, c=d, d=e, e=f, g=h, h=i, i=j, k=l
+ //
+ // only b, f, j, and l need to be sampled on next iteration
+
+ byte sa, sb, sc, sd, se, sf, sg, sh, si, sj, sk, sl;
+ byte *line1, *line2, *line3, *line4;
+
+ x = 3;
+
+ // optimization one
+ // SAMPLE2(sa, x-1, y-3);
+ //SAMPLE2(sc, x-3, y-1); SAMPLE2(sd, x-1, y-1); SAMPLE2(se, x+1, y-1);
+ //SAMPLE2(sg, x-3, y+1); SAMPLE2(sh, x-1, y+1); SAMPLE2(si, x+1, y+1);
+ // SAMPLE2(sk, x-1, y+3);
+
+ // optimization two
+ line1 = in + ((y - 3) * width + (x - 1)) * 4 + component;
+ line2 = in + ((y - 1) * width + (x - 3)) * 4 + component;
+ line3 = in + ((y + 1) * width + (x - 3)) * 4 + component;
+ line4 = in + ((y + 3) * width + (x - 1)) * 4 + component;
+
+ // COPYSAMPLE(sa, line1); line1 += 8;
+ //COPYSAMPLE(sc, line2); line2 += 8; COPYSAMPLE(sd, line2); line2 += 8; COPYSAMPLE(se, line2); line2 += 8;
+ //COPYSAMPLE(sg, line3); line3 += 8; COPYSAMPLE(sh, line3); line3 += 8; COPYSAMPLE(si, line3); line3 += 8;
+ // COPYSAMPLE(sk, line4); line4 += 8;
+
+ sa = *line1; line1 += 8;
+ sc = *line2; line2 += 8; sd = *line2; line2 += 8; se = *line2; line2 += 8;
+ sg = *line3; line3 += 8; sh = *line3; line3 += 8; si = *line3; line3 += 8;
+ sk = *line4; line4 += 8;
+
+ outbyte = out + (y * width + x) * 4 + component;
+
+ for ( ; x < width - 3; x += 2)
+ {
+ int NWd, NEd, NWp, NEp;
+
+ // original
+ // SAMPLE2(sa, x-1, y-3); SAMPLE2(sb, x+1, y-3);
+ //SAMPLE2(sc, x-3, y-1); SAMPLE2(sd, x-1, y-1); SAMPLE2(se, x+1, y-1); SAMPLE2(sf, x+3, y-1);
+ //SAMPLE2(sg, x-3, y+1); SAMPLE2(sh, x-1, y+1); SAMPLE2(si, x+1, y+1); SAMPLE2(sj, x+3, y+1);
+ // SAMPLE2(sk, x-1, y+3); SAMPLE2(sl, x+1, y+3);
+
+ // optimization one
+ //SAMPLE2(sb, x+1, y-3);
+ //SAMPLE2(sf, x+3, y-1);
+ //SAMPLE2(sj, x+3, y+1);
+ //SAMPLE2(sl, x+1, y+3);
+
+ // optimization two
+ //COPYSAMPLE(sb, line1); line1 += 8;
+ //COPYSAMPLE(sf, line2); line2 += 8;
+ //COPYSAMPLE(sj, line3); line3 += 8;
+ //COPYSAMPLE(sl, line4); line4 += 8;
+
+ sb = *line1; line1 += 8;
+ sf = *line2; line2 += 8;
+ sj = *line3; line3 += 8;
+ sl = *line4; line4 += 8;
+
+ NWp = sd + si;
+ NEp = se + sh;
+ NWd = abs(sd - si);
+ NEd = abs(se - sh);
+
+ if (NWd > 100 || NEd > 100 || abs(NWp-NEp) > 200)
+ {
+ if (NWd < NEd)
+ *outbyte = NWp >> 1;
+ else
+ *outbyte = NEp >> 1;
+ }
+ else
+ {
+ int NWdd, NEdd;
+
+ //NEdd = abs(sg + sd + sb - 3 * (se + sh) + sk + si + sf);
+ //NWdd = abs(sa + se + sj - 3 * (sd + si) + sc + sh + sl);
+ NEdd = abs(sg + sb - 3 * NEp + sk + sf + NWp);
+ NWdd = abs(sa + sj - 3 * NWp + sc + sl + NEp);
+
+ if (NWdd > NEdd)
+ *outbyte = NWp >> 1;
+ else
+ *outbyte = NEp >> 1;
+ }
+
+ outbyte += 8;
+
+ // COPYSAMPLE(sa, sb);
+ //COPYSAMPLE(sc, sd); COPYSAMPLE(sd, se); COPYSAMPLE(se, sf);
+ //COPYSAMPLE(sg, sh); COPYSAMPLE(sh, si); COPYSAMPLE(si, sj);
+ // COPYSAMPLE(sk, sl);
+
+ sa = sb;
+ sc = sd; sd = se; se = sf;
+ sg = sh; sh = si; si = sj;
+ sk = sl;
+ }
+ }
+
+ // hack: copy out to in again
+ for (y = 3; y < height - 3; y += 2)
+ {
+ inbyte = out + (y * width + 3) * 4 + component;
+ outbyte = in + (y * width + 3) * 4 + component;
+
+ for (x = 3; x < width - 3; x += 2)
+ {
+ *outbyte = *inbyte;
+ outbyte += 8;
+ inbyte += 8;
+ }
+ }
+
+ for (y = 2; y < height - 3; y++)
+ {
+ // horizontal & vertical
+ //
+ // hp - horizontally interpolated pixel
+ // vp - vertically interpolated pixel
+ // hd - horizontal first derivative
+ // vd - vertical first derivative
+ // hdd - horizontal second derivative
+ // vdd - vertical second derivative
+ // Uses these samples:
+ //
+ // 0
+ // - a - b -
+ // c - d - e
+ // 0 - f - g -
+ // h - i - j
+ // - k - l -
+ //
+ // x+2 uses these samples:
+ //
+ // 0
+ // - - - a - b -
+ // - - c - d - e
+ // 0 - - - f - g -
+ // - - h - i - j
+ // - - - k - l -
+ //
+ // so we can reuse 7 of them on next iteration
+ //
+ // a=b, c=d, d=e, f=g, h=i, i=j, k=l
+ //
+ // only b, e, g, j, and l need to be sampled on next iteration
+
+ byte sa, sb, sc, sd, se, sf, sg, sh, si, sj, sk, sl;
+ byte *line1, *line2, *line3, *line4, *line5;
+
+ //x = (y + 1) % 2;
+ x = (y + 1) % 2 + 2;
+
+ // optimization one
+ // SAMPLE2(sa, x-1, y-2);
+ //SAMPLE2(sc, x-2, y-1); SAMPLE2(sd, x, y-1);
+ // SAMPLE2(sf, x-1, y );
+ //SAMPLE2(sh, x-2, y+1); SAMPLE2(si, x, y+1);
+ // SAMPLE2(sk, x-1, y+2);
+
+ line1 = in + ((y - 2) * width + (x - 1)) * 4 + component;
+ line2 = in + ((y - 1) * width + (x - 2)) * 4 + component;
+ line3 = in + ((y ) * width + (x - 1)) * 4 + component;
+ line4 = in + ((y + 1) * width + (x - 2)) * 4 + component;
+ line5 = in + ((y + 2) * width + (x - 1)) * 4 + component;
+
+ // COPYSAMPLE(sa, line1); line1 += 8;
+ //COPYSAMPLE(sc, line2); line2 += 8; COPYSAMPLE(sd, line2); line2 += 8;
+ // COPYSAMPLE(sf, line3); line3 += 8;
+ //COPYSAMPLE(sh, line4); line4 += 8; COPYSAMPLE(si, line4); line4 += 8;
+ // COPYSAMPLE(sk, line5); line5 += 8;
+
+ sa = *line1; line1 += 8;
+ sc = *line2; line2 += 8; sd = *line2; line2 += 8;
+ sf = *line3; line3 += 8;
+ sh = *line4; line4 += 8; si = *line4; line4 += 8;
+ sk = *line5; line5 += 8;
+
+ outbyte = out + (y * width + x) * 4 + component;
+
+ for ( ; x < width - 3; x+=2)
+ {
+ int hd, vd, hp, vp;
+
+ // SAMPLE2(sa, x-1, y-2); SAMPLE2(sb, x+1, y-2);
+ //SAMPLE2(sc, x-2, y-1); SAMPLE2(sd, x, y-1); SAMPLE2(se, x+2, y-1);
+ // SAMPLE2(sf, x-1, y ); SAMPLE2(sg, x+1, y );
+ //SAMPLE2(sh, x-2, y+1); SAMPLE2(si, x, y+1); SAMPLE2(sj, x+2, y+1);
+ // SAMPLE2(sk, x-1, y+2); SAMPLE2(sl, x+1, y+2);
+
+ // optimization one
+ //SAMPLE2(sb, x+1, y-2);
+ //SAMPLE2(se, x+2, y-1);
+ //SAMPLE2(sg, x+1, y );
+ //SAMPLE2(sj, x+2, y+1);
+ //SAMPLE2(sl, x+1, y+2);
+
+ //COPYSAMPLE(sb, line1); line1 += 8;
+ //COPYSAMPLE(se, line2); line2 += 8;
+ //COPYSAMPLE(sg, line3); line3 += 8;
+ //COPYSAMPLE(sj, line4); line4 += 8;
+ //COPYSAMPLE(sl, line5); line5 += 8;
+
+ sb = *line1; line1 += 8;
+ se = *line2; line2 += 8;
+ sg = *line3; line3 += 8;
+ sj = *line4; line4 += 8;
+ sl = *line5; line5 += 8;
+
+ hp = sf + sg;
+ vp = sd + si;
+ hd = abs(sf - sg);
+ vd = abs(sd - si);
+
+ if (hd > 100 || vd > 100 || abs(hp-vp) > 200)
+ {
+ if (hd < vd)
+ *outbyte = hp >> 1;
+ else
+ *outbyte = vp >> 1;
+ }
+ else
+ {
+ int hdd, vdd;
+
+ //hdd = abs(sc[i] + sd[i] + se[i] - 3 * (sf[i] + sg[i]) + sh[i] + si[i] + sj[i]);
+ //vdd = abs(sa[i] + sf[i] + sk[i] - 3 * (sd[i] + si[i]) + sb[i] + sg[i] + sl[i]);
+
+ hdd = abs(sc + se - 3 * hp + sh + sj + vp);
+ vdd = abs(sa + sk - 3 * vp + sb + sl + hp);
+
+ if (hdd > vdd)
+ *outbyte = hp >> 1;
+ else
+ *outbyte = vp >> 1;
+ }
+
+ outbyte += 8;
+
+ // COPYSAMPLE(sa, sb);
+ //COPYSAMPLE(sc, sd); COPYSAMPLE(sd, se);
+ // COPYSAMPLE(sf, sg);
+ //COPYSAMPLE(sh, si); COPYSAMPLE(si, sj);
+ // COPYSAMPLE(sk, sl);
+ sa = sb;
+ sc = sd; sd = se;
+ sf = sg;
+ sh = si; si = sj;
+ sk = sl;
+ }
+ }
+}
+
+// Similar to FCBI, but throws out the second order derivatives for speed
+static void DoFCBIQuick(byte *in, byte *out, int width, int height, int component)
+{
+ int x, y;
+ byte *outbyte, *inbyte;
+
+ // copy in to out
+ for (y = 2; y < height - 2; y += 2)
+ {
+ inbyte = in + (y * width + 2) * 4 + component;
+ outbyte = out + (y * width + 2) * 4 + component;
+
+ for (x = 2; x < width - 2; x += 2)
+ {
+ *outbyte = *inbyte;
+ outbyte += 8;
+ inbyte += 8;
+ }
+ }
+
+ for (y = 3; y < height - 4; y += 2)
+ {
+ byte sd, se, sh, si;
+ byte *line2, *line3;
+
+ x = 3;
+
+ line2 = in + ((y - 1) * width + (x - 1)) * 4 + component;
+ line3 = in + ((y + 1) * width + (x - 1)) * 4 + component;
+
+ sd = *line2; line2 += 8;
+ sh = *line3; line3 += 8;
+
+ outbyte = out + (y * width + x) * 4 + component;
+
+ for ( ; x < width - 4; x += 2)
+ {
+ int NWd, NEd, NWp, NEp;
+
+ se = *line2; line2 += 8;
+ si = *line3; line3 += 8;
+
+ NWp = sd + si;
+ NEp = se + sh;
+ NWd = abs(sd - si);
+ NEd = abs(se - sh);
+
+ if (NWd < NEd)
+ *outbyte = NWp >> 1;
+ else
+ *outbyte = NEp >> 1;
+
+ outbyte += 8;
+
+ sd = se;
+ sh = si;
+ }
+ }
+
+ // hack: copy out to in again
+ for (y = 3; y < height - 3; y += 2)
+ {
+ inbyte = out + (y * width + 3) * 4 + component;
+ outbyte = in + (y * width + 3) * 4 + component;
+
+ for (x = 3; x < width - 3; x += 2)
+ {
+ *outbyte = *inbyte;
+ outbyte += 8;
+ inbyte += 8;
+ }
+ }
+
+ for (y = 2; y < height - 3; y++)
+ {
+ byte sd, sf, sg, si;
+ byte *line2, *line3, *line4;
+
+ x = (y + 1) % 2 + 2;
+
+ line2 = in + ((y - 1) * width + (x )) * 4 + component;
+ line3 = in + ((y ) * width + (x - 1)) * 4 + component;
+ line4 = in + ((y + 1) * width + (x )) * 4 + component;
+
+ outbyte = out + (y * width + x) * 4 + component;
+
+ sf = *line3; line3 += 8;
+
+ for ( ; x < width - 3; x+=2)
+ {
+ int hd, vd, hp, vp;
+
+ sd = *line2; line2 += 8;
+ sg = *line3; line3 += 8;
+ si = *line4; line4 += 8;
+
+ hp = sf + sg;
+ vp = sd + si;
+ hd = abs(sf - sg);
+ vd = abs(sd - si);
+
+ if (hd < vd)
+ *outbyte = hp >> 1;
+ else
+ *outbyte = vp >> 1;
+
+ outbyte += 8;
+
+ sf = sg;
+ }
+ }
+}
+
+// Similar to DoFCBIQuick, but just takes the average instead of checking derivatives
+// as well, this operates on all four components
+static void DoLinear(byte *in, byte *out, int width, int height)
+{
+ int x, y, i;
+ byte *outbyte, *inbyte;
+
+ // copy in to out
+ for (y = 2; y < height - 2; y += 2)
+ {
+ x = 2;
+
+ inbyte = in + (y * width + x) * 4;
+ outbyte = out + (y * width + x) * 4;
+
+ for ( ; x < width - 2; x += 2)
+ {
+ COPYSAMPLE(outbyte, inbyte);
+ outbyte += 8;
+ inbyte += 8;
+ }
+ }
+
+ for (y = 1; y < height - 1; y += 2)
+ {
+ byte sd[4], se[4], sh[4], si[4];
+ byte *line2, *line3;
+
+ x = 1;
+
+ line2 = in + ((y - 1) * width + (x - 1)) * 4;
+ line3 = in + ((y + 1) * width + (x - 1)) * 4;
+
+ COPYSAMPLE(sd, line2); line2 += 8;
+ COPYSAMPLE(sh, line3); line3 += 8;
+
+ outbyte = out + (y * width + x) * 4;
+
+ for ( ; x < width - 1; x += 2)
+ {
+ COPYSAMPLE(se, line2); line2 += 8;
+ COPYSAMPLE(si, line3); line3 += 8;
+
+ for (i = 0; i < 4; i++)
+ {
+ *outbyte++ = (sd[i] + si[i] + se[i] + sh[i]) >> 2;
+ }
+
+ outbyte += 4;
+
+ COPYSAMPLE(sd, se);
+ COPYSAMPLE(sh, si);
+ }
+ }
+
+ // hack: copy out to in again
+ for (y = 1; y < height - 1; y += 2)
+ {
+ x = 1;
+
+ inbyte = out + (y * width + x) * 4;
+ outbyte = in + (y * width + x) * 4;
+
+ for ( ; x < width - 1; x += 2)
+ {
+ COPYSAMPLE(outbyte, inbyte);
+ outbyte += 8;
+ inbyte += 8;
+ }
+ }
+
+ for (y = 1; y < height - 1; y++)
+ {
+ byte sd[4], sf[4], sg[4], si[4];
+ byte *line2, *line3, *line4;
+
+ x = y % 2 + 1;
+
+ line2 = in + ((y - 1) * width + (x )) * 4;
+ line3 = in + ((y ) * width + (x - 1)) * 4;
+ line4 = in + ((y + 1) * width + (x )) * 4;
+
+ COPYSAMPLE(sf, line3); line3 += 8;
+
+ outbyte = out + (y * width + x) * 4;
+
+ for ( ; x < width - 1; x += 2)
+ {
+ COPYSAMPLE(sd, line2); line2 += 8;
+ COPYSAMPLE(sg, line3); line3 += 8;
+ COPYSAMPLE(si, line4); line4 += 8;
+
+ for (i = 0; i < 4; i++)
+ {
+ *outbyte++ = (sf[i] + sg[i] + sd[i] + si[i]) >> 2;
+ }
+
+ outbyte += 4;
+
+ COPYSAMPLE(sf, sg);
+ }
+ }
+}
+
+
+static void ExpandHalfTextureToGrid( byte *data, int width, int height)
+{
+ int x, y;
+
+ for (y = height / 2; y > 0; y--)
+ {
+ byte *outbyte = data + ((y * 2 - 1) * (width) - 2) * 4;
+ byte *inbyte = data + (y * (width / 2) - 1) * 4;
+
+ for (x = width / 2; x > 0; x--)
+ {
+ COPYSAMPLE(outbyte, inbyte);
+
+ outbyte -= 8;
+ inbyte -= 4;
+ }
+ }
+}
+
+static void FillInNormalizedZ(const byte *in, byte *out, int width, int height)
+{
+ int x, y;
+
+ for (y = 0; y < height; y++)
+ {
+ const byte *inbyte = in + y * width * 4;
+ byte *outbyte = out + y * width * 4;
+
+ for (x = 0; x < width; x++)
+ {
+ byte nx, ny, nz, h;
+ float fnx, fny, fll, fnz;
+
+ nx = *inbyte++;
+ ny = *inbyte++;
+ inbyte++;
+ h = *inbyte++;
+
+ fnx = OffsetByteToFloat(nx);
+ fny = OffsetByteToFloat(ny);
+ fll = 1.0f - fnx * fnx - fny * fny;
+ if (fll >= 0.0f)
+ fnz = (float)sqrt(fll);
+ else
+ fnz = 0.0f;
+
+ nz = FloatToOffsetByte(fnz);
+
+ *outbyte++ = nx;
+ *outbyte++ = ny;
+ *outbyte++ = nz;
+ *outbyte++ = h;
+ }
+ }
+}
+
+
+// size must be even
+#define WORKBLOCK_SIZE 128
+#define WORKBLOCK_BORDER 4
+#define WORKBLOCK_REALSIZE (WORKBLOCK_SIZE + WORKBLOCK_BORDER * 2)
+
+// assumes that data has already been expanded into a 2x2 grid
+static void FCBIByBlock(byte *data, int width, int height, qboolean clampToEdge, qboolean normalized)
+{
+ byte workdata[WORKBLOCK_REALSIZE * WORKBLOCK_REALSIZE * 4];
+ byte outdata[WORKBLOCK_REALSIZE * WORKBLOCK_REALSIZE * 4];
+ byte *inbyte, *outbyte;
+ int x, y;
+ int srcx, srcy;
+
+ ExpandHalfTextureToGrid(data, width, height);
+
+ for (y = 0; y < height; y += WORKBLOCK_SIZE)
+ {
+ for (x = 0; x < width; x += WORKBLOCK_SIZE)
+ {
+ int x2, y2;
+ int workwidth, workheight, fullworkwidth, fullworkheight;
+
+ workwidth = MIN(WORKBLOCK_SIZE, width - x);
+ workheight = MIN(WORKBLOCK_SIZE, height - y);
+
+ fullworkwidth = workwidth + WORKBLOCK_BORDER * 2;
+ fullworkheight = workheight + WORKBLOCK_BORDER * 2;
+
+ //memset(workdata, 0, WORKBLOCK_REALSIZE * WORKBLOCK_REALSIZE * 4);
+
+ // fill in work block
+ for (y2 = 0; y2 < fullworkheight; y2 += 2)
+ {
+ srcy = y + y2 - WORKBLOCK_BORDER;
+
+ if (clampToEdge)
+ {
+ srcy = CLAMP(srcy, 0, height - 2);
+ }
+ else
+ {
+ srcy = (srcy + height) % height;
+ }
+
+ outbyte = workdata + y2 * fullworkwidth * 4;
+ inbyte = data + srcy * width * 4;
+
+ for (x2 = 0; x2 < fullworkwidth; x2 += 2)
+ {
+ srcx = x + x2 - WORKBLOCK_BORDER;
+
+ if (clampToEdge)
+ {
+ srcx = CLAMP(srcx, 0, width - 2);
+ }
+ else
+ {
+ srcx = (srcx + width) % width;
+ }
+
+ COPYSAMPLE(outbyte, inbyte + srcx * 4);
+ outbyte += 8;
+ }
+ }
+
+ // submit work block
+ DoLinear(workdata, outdata, fullworkwidth, fullworkheight);
+
+ if (!normalized)
+ {
+ switch (r_imageUpsampleType->integer)
+ {
+ case 0:
+ break;
+ case 1:
+ DoFCBIQuick(workdata, outdata, fullworkwidth, fullworkheight, 0);
+ break;
+ case 2:
+ default:
+ DoFCBI(workdata, outdata, fullworkwidth, fullworkheight, 0);
+ break;
+ }
+ }
+ else
+ {
+ switch (r_imageUpsampleType->integer)
+ {
+ case 0:
+ break;
+ case 1:
+ DoFCBIQuick(workdata, outdata, fullworkwidth, fullworkheight, 0);
+ DoFCBIQuick(workdata, outdata, fullworkwidth, fullworkheight, 1);
+ break;
+ case 2:
+ default:
+ DoFCBI(workdata, outdata, fullworkwidth, fullworkheight, 0);
+ DoFCBI(workdata, outdata, fullworkwidth, fullworkheight, 1);
+ break;
+ }
+ }
+
+ // copy back work block
+ for (y2 = 0; y2 < workheight; y2++)
+ {
+ inbyte = outdata + ((y2 + WORKBLOCK_BORDER) * fullworkwidth + WORKBLOCK_BORDER) * 4;
+ outbyte = data + ((y + y2) * width + x) * 4;
+ for (x2 = 0; x2 < workwidth; x2++)
+ {
+ COPYSAMPLE(outbyte, inbyte);
+ outbyte += 4;
+ inbyte += 4;
+ }
+ }
+ }
+ }
+}
+#undef COPYSAMPLE
+
+/*
+================
+R_LightScaleTexture
+
+Scale up the pixel values in a texture to increase the
+lighting range
+================
+*/
+void R_LightScaleTexture (byte *in, int inwidth, int inheight, qboolean only_gamma )
+{
+ if ( only_gamma )
+ {
+ if ( !glConfig.deviceSupportsGamma )
+ {
+ int i, c;
+ byte *p;
+
+ p = in;
+
+ c = inwidth*inheight;
+ for (i=0 ; i<c ; i++, p+=4)
+ {
+ p[0] = s_gammatable[p[0]];
+ p[1] = s_gammatable[p[1]];
+ p[2] = s_gammatable[p[2]];
+ }
+ }
+ }
+ else
+ {
+ int i, c;
+ byte *p;
+
+ p = in;
+
+ c = inwidth*inheight;
+
+ if ( glConfig.deviceSupportsGamma )
+ {
+ for (i=0 ; i<c ; i++, p+=4)
+ {
+ p[0] = s_intensitytable[p[0]];
+ p[1] = s_intensitytable[p[1]];
+ p[2] = s_intensitytable[p[2]];
+ }
+ }
+ else
+ {
+ for (i=0 ; i<c ; i++, p+=4)
+ {
+ p[0] = s_gammatable[s_intensitytable[p[0]]];
+ p[1] = s_gammatable[s_intensitytable[p[1]]];
+ p[2] = s_gammatable[s_intensitytable[p[2]]];
+ }
+ }
+ }
+}
+
+
+/*
+================
+R_MipMap2
+
+Operates in place, quartering the size of the texture
+Proper linear filter
+================
+*/
+static void R_MipMap2( byte *in, int inWidth, int inHeight ) {
+ int i, j, k;
+ byte *outpix;
+ int inWidthMask, inHeightMask;
+ int total;
+ int outWidth, outHeight;
+ unsigned *temp;
+
+ outWidth = inWidth >> 1;
+ outHeight = inHeight >> 1;
+ temp = ri.Hunk_AllocateTempMemory( outWidth * outHeight * 4 );
+
+ inWidthMask = inWidth - 1;
+ inHeightMask = inHeight - 1;
+
+ for ( i = 0 ; i < outHeight ; i++ ) {
+ for ( j = 0 ; j < outWidth ; j++ ) {
+ outpix = (byte *) ( temp + i * outWidth + j );
+ for ( k = 0 ; k < 4 ; k++ ) {
+ total =
+ 1 * (&in[ 4*(((i*2-1)&inHeightMask)*inWidth + ((j*2-1)&inWidthMask)) ])[k] +
+ 2 * (&in[ 4*(((i*2-1)&inHeightMask)*inWidth + ((j*2 )&inWidthMask)) ])[k] +
+ 2 * (&in[ 4*(((i*2-1)&inHeightMask)*inWidth + ((j*2+1)&inWidthMask)) ])[k] +
+ 1 * (&in[ 4*(((i*2-1)&inHeightMask)*inWidth + ((j*2+2)&inWidthMask)) ])[k] +
+
+ 2 * (&in[ 4*(((i*2 )&inHeightMask)*inWidth + ((j*2-1)&inWidthMask)) ])[k] +
+ 4 * (&in[ 4*(((i*2 )&inHeightMask)*inWidth + ((j*2 )&inWidthMask)) ])[k] +
+ 4 * (&in[ 4*(((i*2 )&inHeightMask)*inWidth + ((j*2+1)&inWidthMask)) ])[k] +
+ 2 * (&in[ 4*(((i*2 )&inHeightMask)*inWidth + ((j*2+2)&inWidthMask)) ])[k] +
+
+ 2 * (&in[ 4*(((i*2+1)&inHeightMask)*inWidth + ((j*2-1)&inWidthMask)) ])[k] +
+ 4 * (&in[ 4*(((i*2+1)&inHeightMask)*inWidth + ((j*2 )&inWidthMask)) ])[k] +
+ 4 * (&in[ 4*(((i*2+1)&inHeightMask)*inWidth + ((j*2+1)&inWidthMask)) ])[k] +
+ 2 * (&in[ 4*(((i*2+1)&inHeightMask)*inWidth + ((j*2+2)&inWidthMask)) ])[k] +
+
+ 1 * (&in[ 4*(((i*2+2)&inHeightMask)*inWidth + ((j*2-1)&inWidthMask)) ])[k] +
+ 2 * (&in[ 4*(((i*2+2)&inHeightMask)*inWidth + ((j*2 )&inWidthMask)) ])[k] +
+ 2 * (&in[ 4*(((i*2+2)&inHeightMask)*inWidth + ((j*2+1)&inWidthMask)) ])[k] +
+ 1 * (&in[ 4*(((i*2+2)&inHeightMask)*inWidth + ((j*2+2)&inWidthMask)) ])[k];
+ outpix[k] = total / 36;
+ }
+ }
+ }
+
+ Com_Memcpy( in, temp, outWidth * outHeight * 4 );
+ ri.Hunk_FreeTempMemory( temp );
+}
+
+
+static void R_MipMapsRGB( byte *in, int inWidth, int inHeight)
+{
+ int i, j, k;
+ int outWidth, outHeight;
+ byte *temp;
+
+ outWidth = inWidth >> 1;
+ outHeight = inHeight >> 1;
+ temp = ri.Hunk_AllocateTempMemory( outWidth * outHeight * 4 );
+
+ for ( i = 0 ; i < outHeight ; i++ ) {
+ byte *outbyte = temp + ( i * outWidth ) * 4;
+ byte *inbyte1 = in + ( i * 2 * inWidth ) * 4;
+ byte *inbyte2 = in + ( (i * 2 + 1) * inWidth ) * 4;
+ for ( j = 0 ; j < outWidth ; j++ ) {
+ for ( k = 0 ; k < 3 ; k++ ) {
+ float total, current;
+
+ current = ByteToFloat(inbyte1[0]); total = sRGBtoRGB(current);
+ current = ByteToFloat(inbyte1[4]); total += sRGBtoRGB(current);
+ current = ByteToFloat(inbyte2[0]); total += sRGBtoRGB(current);
+ current = ByteToFloat(inbyte2[4]); total += sRGBtoRGB(current);
+
+ total *= 0.25f;
+
+ inbyte1++;
+ inbyte2++;
+
+ current = RGBtosRGB(total);
+ *outbyte++ = FloatToByte(current);
+ }
+ *outbyte++ = (inbyte1[0] + inbyte1[4] + inbyte2[0] + inbyte2[4]) >> 2;
+ inbyte1 += 5;
+ inbyte2 += 5;
+ }
+ }
+
+ Com_Memcpy( in, temp, outWidth * outHeight * 4 );
+ ri.Hunk_FreeTempMemory( temp );
+}
+
+/*
+================
+R_MipMap
+
+Operates in place, quartering the size of the texture
+================
+*/
+static void R_MipMap (byte *in, int width, int height) {
+ int i, j;
+ byte *out;
+ int row;
+
+ if ( !r_simpleMipMaps->integer ) {
+ R_MipMap2( in, width, height );
+ return;
+ }
+
+ if ( width == 1 && height == 1 ) {
+ return;
+ }
+
+ row = width * 4;
+ out = in;
+ width >>= 1;
+ height >>= 1;
+
+ if ( width == 0 || height == 0 ) {
+ width += height; // get largest
+ for (i=0 ; i<width ; i++, out+=4, in+=8 ) {
+ out[0] = ( in[0] + in[4] )>>1;
+ out[1] = ( in[1] + in[5] )>>1;
+ out[2] = ( in[2] + in[6] )>>1;
+ out[3] = ( in[3] + in[7] )>>1;
+ }
+ return;
+ }
+
+ for (i=0 ; i<height ; i++, in+=row) {
+ for (j=0 ; j<width ; j++, out+=4, in+=8) {
+ out[0] = (in[0] + in[4] + in[row+0] + in[row+4])>>2;
+ out[1] = (in[1] + in[5] + in[row+1] + in[row+5])>>2;
+ out[2] = (in[2] + in[6] + in[row+2] + in[row+6])>>2;
+ out[3] = (in[3] + in[7] + in[row+3] + in[row+7])>>2;
+ }
+ }
+}
+
+
+static void R_MipMapLuminanceAlpha (const byte *in, byte *out, int width, int height)
+{
+ int i, j, row;
+
+ if ( width == 1 && height == 1 ) {
+ return;
+ }
+
+ row = width * 4;
+ width >>= 1;
+ height >>= 1;
+
+ if ( width == 0 || height == 0 ) {
+ width += height; // get largest
+ for (i=0 ; i<width ; i++, out+=4, in+=8 ) {
+ out[0] =
+ out[1] =
+ out[2] = (in[0] + in[4]) >> 1;
+ out[3] = (in[3] + in[7]) >> 1;
+ }
+ return;
+ }
+
+ for (i=0 ; i<height ; i++, in+=row) {
+ for (j=0 ; j<width ; j++, out+=4, in+=8) {
+ out[0] =
+ out[1] =
+ out[2] = (in[0] + in[4] + in[row ] + in[row+4]) >> 2;
+ out[3] = (in[3] + in[7] + in[row+3] + in[row+7]) >> 2;
+ }
+ }
+
+}
+
+
+static void R_MipMapNormalHeight (const byte *in, byte *out, int width, int height, qboolean swizzle)
+{
+ int i, j;
+ int row;
+ int sx = swizzle ? 3 : 0;
+ int sa = swizzle ? 0 : 3;
+
+ if ( width == 1 && height == 1 ) {
+ return;
+ }
+
+ row = width * 4;
+ width >>= 1;
+ height >>= 1;
+
+ for (i=0 ; i<height ; i++, in+=row) {
+ for (j=0 ; j<width ; j++, out+=4, in+=8) {
+ vec3_t v;
+
+ v[0] = OffsetByteToFloat(in[sx ]);
+ v[1] = OffsetByteToFloat(in[ 1]);
+ v[2] = OffsetByteToFloat(in[ 2]);
+
+ v[0] += OffsetByteToFloat(in[sx +4]);
+ v[1] += OffsetByteToFloat(in[ 5]);
+ v[2] += OffsetByteToFloat(in[ 6]);
+
+ v[0] += OffsetByteToFloat(in[sx+row ]);
+ v[1] += OffsetByteToFloat(in[ row+1]);
+ v[2] += OffsetByteToFloat(in[ row+2]);
+
+ v[0] += OffsetByteToFloat(in[sx+row+4]);
+ v[1] += OffsetByteToFloat(in[ row+5]);
+ v[2] += OffsetByteToFloat(in[ row+6]);
+
+ VectorNormalizeFast(v);
+
+ //v[0] *= 0.25f;
+ //v[1] *= 0.25f;
+ //v[2] = 1.0f - v[0] * v[0] - v[1] * v[1];
+ //v[2] = sqrt(MAX(v[2], 0.0f));
+
+ out[sx] = FloatToOffsetByte(v[0]);
+ out[1 ] = FloatToOffsetByte(v[1]);
+ out[2 ] = FloatToOffsetByte(v[2]);
+ out[sa] = MAX(MAX(in[sa], in[sa+4]), MAX(in[sa+row], in[sa+row+4]));
+ }
+ }
+}
+
+
+/*
+==================
+R_BlendOverTexture
+
+Apply a color blend over a set of pixels
+==================
+*/
+static void R_BlendOverTexture( byte *data, int pixelCount, byte blend[4] ) {
+ int i;
+ int inverseAlpha;
+ int premult[3];
+
+ inverseAlpha = 255 - blend[3];
+ premult[0] = blend[0] * blend[3];
+ premult[1] = blend[1] * blend[3];
+ premult[2] = blend[2] * blend[3];
+
+ for ( i = 0 ; i < pixelCount ; i++, data+=4 ) {
+ data[0] = ( data[0] * inverseAlpha + premult[0] ) >> 9;
+ data[1] = ( data[1] * inverseAlpha + premult[1] ) >> 9;
+ data[2] = ( data[2] * inverseAlpha + premult[2] ) >> 9;
+ }
+}
+
+byte mipBlendColors[16][4] = {
+ {0,0,0,0},
+ {255,0,0,128},
+ {0,255,0,128},
+ {0,0,255,128},
+ {255,0,0,128},
+ {0,255,0,128},
+ {0,0,255,128},
+ {255,0,0,128},
+ {0,255,0,128},
+ {0,0,255,128},
+ {255,0,0,128},
+ {0,255,0,128},
+ {0,0,255,128},
+ {255,0,0,128},
+ {0,255,0,128},
+ {0,0,255,128},
+};
+
+static void RawImage_SwizzleRA( byte *data, int width, int height )
+{
+ int i;
+ byte *ptr = data, swap;
+
+ for (i=0; i<width*height; i++, ptr+=4)
+ {
+ // swap red and alpha
+ swap = ptr[0];
+ ptr[0] = ptr[3];
+ ptr[3] = swap;
+ }
+}
+
+
+/*
+===============
+RawImage_ScaleToPower2
+
+===============
+*/
+static void RawImage_ScaleToPower2( byte **data, int *inout_width, int *inout_height, int *inout_scaled_width, int *inout_scaled_height, imgType_t type, imgFlags_t flags, byte **resampledBuffer)
+{
+ int width = *inout_width;
+ int height = *inout_height;
+ int scaled_width = *inout_scaled_width;
+ int scaled_height = *inout_scaled_height;
+ qboolean picmip = flags & IMGFLAG_PICMIP;
+ qboolean mipmap = flags & IMGFLAG_MIPMAP;
+ qboolean clampToEdge = flags & IMGFLAG_CLAMPTOEDGE;
+
+ //
+ // convert to exact power of 2 sizes
+ //
+ if (glRefConfig.textureNonPowerOfTwo && !mipmap)
+ {
+ scaled_width = width;
+ scaled_height = height;
+ }
+ else
+ {
+ scaled_width = NextPowerOfTwo(width);
+ scaled_height = NextPowerOfTwo(height);
+ }
+
+ if ( r_roundImagesDown->integer && scaled_width > width )
+ scaled_width >>= 1;
+ if ( r_roundImagesDown->integer && scaled_height > height )
+ scaled_height >>= 1;
+
+ if ( picmip && data && resampledBuffer && r_imageUpsample->integer &&
+ scaled_width < r_imageUpsampleMaxSize->integer && scaled_height < r_imageUpsampleMaxSize->integer)
+ {
+ int finalwidth, finalheight;
+ //int startTime, endTime;
+
+ //startTime = ri.Milliseconds();
+
+ finalwidth = scaled_width << r_imageUpsample->integer;
+ finalheight = scaled_height << r_imageUpsample->integer;
+
+ while ( finalwidth > r_imageUpsampleMaxSize->integer
+ || finalheight > r_imageUpsampleMaxSize->integer ) {
+ finalwidth >>= 1;
+ finalheight >>= 1;
+ }
+
+ while ( finalwidth > glConfig.maxTextureSize
+ || finalheight > glConfig.maxTextureSize ) {
+ finalwidth >>= 1;
+ finalheight >>= 1;
+ }
+
+ *resampledBuffer = ri.Hunk_AllocateTempMemory( finalwidth * finalheight * 4 );
+
+ if (scaled_width != width || scaled_height != height)
+ {
+ ResampleTexture (*data, width, height, *resampledBuffer, scaled_width, scaled_height);
+ }
+ else
+ {
+ byte *inbyte, *outbyte;
+ int i;
+
+ inbyte = *data;
+ outbyte = *resampledBuffer;
+
+ for (i = width * height * 4; i > 0; i--)
+ {
+ *outbyte++ = *inbyte++;
+ }
+ }
+
+ if (type == IMGTYPE_COLORALPHA)
+ RGBAtoYCoCgA(*resampledBuffer, *resampledBuffer, scaled_width, scaled_height);
+
+ while (scaled_width < finalwidth || scaled_height < finalheight)
+ {
+ scaled_width <<= 1;
+ scaled_height <<= 1;
+
+ FCBIByBlock(*resampledBuffer, scaled_width, scaled_height, clampToEdge, (type == IMGTYPE_NORMAL || type == IMGTYPE_NORMALHEIGHT));
+ }
+
+ if (type == IMGTYPE_COLORALPHA)
+ {
+ YCoCgAtoRGBA(*resampledBuffer, *resampledBuffer, scaled_width, scaled_height);
+ }
+ else if (type == IMGTYPE_NORMAL || type == IMGTYPE_NORMALHEIGHT)
+ {
+ FillInNormalizedZ(*resampledBuffer, *resampledBuffer, scaled_width, scaled_height);
+ }
+
+
+ //endTime = ri.Milliseconds();
+
+ //ri.Printf(PRINT_ALL, "upsampled %dx%d to %dx%d in %dms\n", width, height, scaled_width, scaled_height, endTime - startTime);
+
+ *data = *resampledBuffer;
+ width = scaled_width;
+ height = scaled_height;
+ }
+ else if ( scaled_width != width || scaled_height != height ) {
+ if (data && resampledBuffer)
+ {
+ *resampledBuffer = ri.Hunk_AllocateTempMemory( scaled_width * scaled_height * 4 );
+ ResampleTexture (*data, width, height, *resampledBuffer, scaled_width, scaled_height);
+ *data = *resampledBuffer;
+ }
+ width = scaled_width;
+ height = scaled_height;
+ }
+
+ //
+ // perform optional picmip operation
+ //
+ if ( picmip ) {
+ scaled_width >>= r_picmip->integer;
+ scaled_height >>= r_picmip->integer;
+ }
+
+ //
+ // clamp to minimum size
+ //
+ if (scaled_width < 1) {
+ scaled_width = 1;
+ }
+ if (scaled_height < 1) {
+ scaled_height = 1;
+ }
+
+ //
+ // clamp to the current upper OpenGL limit
+ // scale both axis down equally so we don't have to
+ // deal with a half mip resampling
+ //
+ while ( scaled_width > glConfig.maxTextureSize
+ || scaled_height > glConfig.maxTextureSize ) {
+ scaled_width >>= 1;
+ scaled_height >>= 1;
+ }
+
+ *inout_width = width;
+ *inout_height = height;
+ *inout_scaled_width = scaled_width;
+ *inout_scaled_height = scaled_height;
+}
+
+
+static qboolean RawImage_HasAlpha(const byte *scan, int numPixels)
+{
+ int i;
+
+ if (!scan)
+ return qtrue;
+
+ for ( i = 0; i < numPixels; i++ )
+ {
+ if ( scan[i*4 + 3] != 255 )
+ {
+ return qtrue;
+ }
+ }
+
+ return qfalse;
+}
+
+static GLenum RawImage_GetFormat(const byte *data, int numPixels, qboolean lightMap, imgType_t type, imgFlags_t flags)
+{
+ int samples = 3;
+ GLenum internalFormat = GL_RGB;
+ qboolean forceNoCompression = (flags & IMGFLAG_NO_COMPRESSION);
+ qboolean normalmap = (type == IMGTYPE_NORMAL || type == IMGTYPE_NORMALHEIGHT);
+
+ if(normalmap)
+ {
+ if ((!RawImage_HasAlpha(data, numPixels) || (type == IMGTYPE_NORMAL)) && !forceNoCompression && (glRefConfig.textureCompression & TCR_LATC))
+ {
+ internalFormat = GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT;
+ }
+ else
+ {
+ if ( !forceNoCompression && glConfig.textureCompression == TC_S3TC_ARB )
+ {
+ internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
+ }
+ else if ( r_texturebits->integer == 16 )
+ {
+ internalFormat = GL_RGBA4;
+ }
+ else if ( r_texturebits->integer == 32 )
+ {
+ internalFormat = GL_RGBA8;
+ }
+ else
+ {
+ internalFormat = GL_RGBA;
+ }
+ }
+ }
+ else if(lightMap)
+ {
+ samples = 4;
+ if(r_greyscale->integer)
+ internalFormat = GL_LUMINANCE;
+ else
+ internalFormat = GL_RGBA;
+ }
+ else
+ {
+ if (RawImage_HasAlpha(data, numPixels))
+ {
+ samples = 4;
+ }
+
+ // select proper internal format
+ if ( samples == 3 )
+ {
+ if(r_greyscale->integer)
+ {
+ if(r_texturebits->integer == 16)
+ internalFormat = GL_LUMINANCE8;
+ else if(r_texturebits->integer == 32)
+ internalFormat = GL_LUMINANCE16;
+ else
+ internalFormat = GL_LUMINANCE;
+ }
+ else
+ {
+ if ( !forceNoCompression && (glRefConfig.textureCompression & TCR_BPTC) )
+ {
+ internalFormat = GL_COMPRESSED_RGBA_BPTC_UNORM_ARB;
+ }
+ else if ( !forceNoCompression && glConfig.textureCompression == TC_S3TC_ARB )
+ {
+ internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
+ }
+ else if ( !forceNoCompression && glConfig.textureCompression == TC_S3TC )
+ {
+ internalFormat = GL_RGB4_S3TC;
+ }
+ else if ( r_texturebits->integer == 16 )
+ {
+ internalFormat = GL_RGB5;
+ }
+ else if ( r_texturebits->integer == 32 )
+ {
+ internalFormat = GL_RGB8;
+ }
+ else
+ {
+ internalFormat = GL_RGB;
+ }
+ }
+ }
+ else if ( samples == 4 )
+ {
+ if(r_greyscale->integer)
+ {
+ if(r_texturebits->integer == 16)
+ internalFormat = GL_LUMINANCE8_ALPHA8;
+ else if(r_texturebits->integer == 32)
+ internalFormat = GL_LUMINANCE16_ALPHA16;
+ else
+ internalFormat = GL_LUMINANCE_ALPHA;
+ }
+ else
+ {
+ if ( !forceNoCompression && (glRefConfig.textureCompression & TCR_BPTC) )
+ {
+ internalFormat = GL_COMPRESSED_RGBA_BPTC_UNORM_ARB;
+ }
+ else if ( !forceNoCompression && glConfig.textureCompression == TC_S3TC_ARB )
+ {
+ internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
+ }
+ else if ( r_texturebits->integer == 16 )
+ {
+ internalFormat = GL_RGBA4;
+ }
+ else if ( r_texturebits->integer == 32 )
+ {
+ internalFormat = GL_RGBA8;
+ }
+ else
+ {
+ internalFormat = GL_RGBA;
+ }
+ }
+ }
+
+ if (glRefConfig.texture_srgb && (flags & IMGFLAG_SRGB))
+ {
+ switch(internalFormat)
+ {
+ case GL_RGB:
+ internalFormat = GL_SRGB_EXT;
+ break;
+
+ case GL_RGB4:
+ case GL_RGB5:
+ case GL_RGB8:
+ internalFormat = GL_SRGB8_EXT;
+ break;
+
+ case GL_RGBA:
+ internalFormat = GL_SRGB_ALPHA_EXT;
+ break;
+
+ case GL_RGBA4:
+ case GL_RGBA8:
+ internalFormat = GL_SRGB8_ALPHA8_EXT;
+ break;
+
+ case GL_LUMINANCE:
+ internalFormat = GL_SLUMINANCE_EXT;
+ break;
+
+ case GL_LUMINANCE8:
+ case GL_LUMINANCE16:
+ internalFormat = GL_SLUMINANCE8_EXT;
+ break;
+
+ case GL_LUMINANCE_ALPHA:
+ internalFormat = GL_SLUMINANCE_ALPHA_EXT;
+ break;
+
+ case GL_LUMINANCE8_ALPHA8:
+ case GL_LUMINANCE16_ALPHA16:
+ internalFormat = GL_SLUMINANCE8_ALPHA8_EXT;
+ break;
+
+ case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
+ internalFormat = GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT;
+ break;
+
+ case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
+ internalFormat = GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT;
+ break;
+
+ case GL_COMPRESSED_RGBA_BPTC_UNORM_ARB:
+ internalFormat = GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB;
+ break;
+ }
+ }
+ }
+
+ return internalFormat;
+}
+
+
+static void RawImage_UploadTexture( byte *data, int x, int y, int width, int height, GLenum internalFormat, imgType_t type, imgFlags_t flags, qboolean subtexture )
+{
+ int dataFormat, dataType;
+
+ switch(internalFormat)
+ {
+ case GL_DEPTH_COMPONENT:
+ case GL_DEPTH_COMPONENT16_ARB:
+ case GL_DEPTH_COMPONENT24_ARB:
+ case GL_DEPTH_COMPONENT32_ARB:
+ dataFormat = GL_DEPTH_COMPONENT;
+ dataType = GL_UNSIGNED_BYTE;
+ break;
+ case GL_RGBA16F_ARB:
+ dataFormat = GL_RGBA;
+ dataType = GL_HALF_FLOAT_ARB;
+ break;
+ default:
+ dataFormat = GL_RGBA;
+ dataType = GL_UNSIGNED_BYTE;
+ break;
+ }
+
+ if ( subtexture )
+ qglTexSubImage2D( GL_TEXTURE_2D, 0, x, y, width, height, dataFormat, dataType, data );
+ else
+ qglTexImage2D (GL_TEXTURE_2D, 0, internalFormat, width, height, 0, dataFormat, dataType, data );
+
+ if (flags & IMGFLAG_MIPMAP)
+ {
+ int miplevel;
+
+ miplevel = 0;
+ while (width > 1 || height > 1)
+ {
+ if (data)
+ {
+ if (type == IMGTYPE_NORMAL || type == IMGTYPE_NORMALHEIGHT)
+ {
+ if (internalFormat == GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT)
+ {
+ R_MipMapLuminanceAlpha( data, data, width, height );
+ }
+ else
+ {
+ R_MipMapNormalHeight( data, data, width, height, qtrue);
+ }
+ }
+ else if (flags & IMGFLAG_SRGB)
+ {
+ R_MipMapsRGB( data, width, height );
+ }
+ else
+ {
+ R_MipMap( data, width, height );
+ }
+ }
+
+ width >>= 1;
+ height >>= 1;
+ if (width < 1)
+ width = 1;
+ if (height < 1)
+ height = 1;
+ miplevel++;
+
+ if ( data && r_colorMipLevels->integer )
+ R_BlendOverTexture( (byte *)data, width * height, mipBlendColors[miplevel] );
+
+ if ( subtexture )
+ {
+ x >>= 1;
+ y >>= 1;
+ qglTexSubImage2D( GL_TEXTURE_2D, miplevel, x, y, width, height, dataFormat, dataType, data );
+ }
+ else
+ {
+ qglTexImage2D (GL_TEXTURE_2D, miplevel, internalFormat, width, height, 0, dataFormat, dataType, data );
+ }
+ }
+ }
+}
+
+
+/*
+===============
+Upload32
+
+===============
+*/
+extern qboolean charSet;
+static void Upload32( byte *data, int width, int height, imgType_t type, imgFlags_t flags,
+ qboolean lightMap, GLenum internalFormat, int *pUploadWidth, int *pUploadHeight)
+{
+ byte *scaledBuffer = NULL;
+ byte *resampledBuffer = NULL;
+ int scaled_width, scaled_height;
+ int i, c;
+ byte *scan;
+
+ RawImage_ScaleToPower2(&data, &width, &height, &scaled_width, &scaled_height, type, flags, &resampledBuffer);
+
+ scaledBuffer = ri.Hunk_AllocateTempMemory( sizeof( unsigned ) * scaled_width * scaled_height );
+
+ //
+ // scan the texture for each channel's max values
+ // and verify if the alpha channel is being used or not
+ //
+ c = width*height;
+ scan = data;
+
+ if( r_greyscale->integer )
+ {
+ for ( i = 0; i < c; i++ )
+ {
+ byte luma = LUMA(scan[i*4], scan[i*4 + 1], scan[i*4 + 2]);
+ scan[i*4] = luma;
+ scan[i*4 + 1] = luma;
+ scan[i*4 + 2] = luma;
+ }
+ }
+ else if( r_greyscale->value )
+ {
+ for ( i = 0; i < c; i++ )
+ {
+ float luma = LUMA(scan[i*4], scan[i*4 + 1], scan[i*4 + 2]);
+ scan[i*4] = LERP(scan[i*4], luma, r_greyscale->value);
+ scan[i*4 + 1] = LERP(scan[i*4 + 1], luma, r_greyscale->value);
+ scan[i*4 + 2] = LERP(scan[i*4 + 2], luma, r_greyscale->value);
+ }
+ }
+
+ // normals are always swizzled
+ if (type == IMGTYPE_NORMAL || type == IMGTYPE_NORMALHEIGHT)
+ {
+ RawImage_SwizzleRA(data, width, height);
+ }
+
+ // LATC2 is only used for normals
+ if (internalFormat == GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT)
+ {
+ byte *in = data;
+ int c = width * height;
+ while (c--)
+ {
+ in[0] = in[1];
+ in[2] = in[1];
+ in += 4;
+ }
+ }
+
+ // copy or resample data as appropriate for first MIP level
+ if ( ( scaled_width == width ) &&
+ ( scaled_height == height ) ) {
+ if (!(flags & IMGFLAG_MIPMAP))
+ {
+ RawImage_UploadTexture( data, 0, 0, scaled_width, scaled_height, internalFormat, type, flags, qfalse );
+ //qglTexImage2D (GL_TEXTURE_2D, 0, internalFormat, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
+ *pUploadWidth = scaled_width;
+ *pUploadHeight = scaled_height;
+
+ goto done;
+ }
+ Com_Memcpy (scaledBuffer, data, width*height*4);
+ }
+ else
+ {
+ // use the normal mip-mapping function to go down from here
+ while ( width > scaled_width || height > scaled_height ) {
+
+ if (flags & IMGFLAG_SRGB)
+ {
+ R_MipMapsRGB( (byte *)data, width, height );
+ }
+ else
+ {
+ R_MipMap( (byte *)data, width, height );
+ }
+
+ width >>= 1;
+ height >>= 1;
+ if ( width < 1 ) {
+ width = 1;
+ }
+ if ( height < 1 ) {
+ height = 1;
+ }
+ }
+ Com_Memcpy( scaledBuffer, data, width * height * 4 );
+ }
+
+ if (!(flags & IMGFLAG_NOLIGHTSCALE))
+ R_LightScaleTexture (scaledBuffer, scaled_width, scaled_height, !(flags & IMGFLAG_MIPMAP) );
+
+ *pUploadWidth = scaled_width;
+ *pUploadHeight = scaled_height;
+
+ RawImage_UploadTexture(scaledBuffer, 0, 0, scaled_width, scaled_height, internalFormat, type, flags, qfalse);
+
+done:
+
+ if (flags & IMGFLAG_MIPMAP)
+ {
+ if ( textureFilterAnisotropic )
+ qglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT,
+ (GLint)Com_Clamp( 1, maxAnisotropy, r_ext_max_anisotropy->integer ) );
+
+ qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
+ qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
+ }
+ else
+ {
+ if ( textureFilterAnisotropic )
+ qglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1 );
+
+ qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
+ qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
+ }
+
+ GL_CheckErrors();
+
+ if ( scaledBuffer != 0 )
+ ri.Hunk_FreeTempMemory( scaledBuffer );
+ if ( resampledBuffer != 0 )
+ ri.Hunk_FreeTempMemory( resampledBuffer );
+}
+
+
+static void EmptyTexture( int width, int height, imgType_t type, imgFlags_t flags,
+ qboolean lightMap, GLenum internalFormat, int *pUploadWidth, int *pUploadHeight )
+{
+ int scaled_width, scaled_height;
+
+ RawImage_ScaleToPower2(NULL, &width, &height, &scaled_width, &scaled_height, type, flags, NULL);
+
+ *pUploadWidth = scaled_width;
+ *pUploadHeight = scaled_height;
+
+ RawImage_UploadTexture(NULL, 0, 0, scaled_width, scaled_height, internalFormat, type, flags, qfalse);
+
+ if (flags & IMGFLAG_MIPMAP)
+ {
+ if ( textureFilterAnisotropic )
+ qglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT,
+ (GLint)Com_Clamp( 1, maxAnisotropy, r_ext_max_anisotropy->integer ) );
+
+ qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
+ qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
+ }
+ else
+ {
+ if ( textureFilterAnisotropic )
+ qglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1 );
+
+ qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
+ qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
+ }
+
+ // Fix for sampling depth buffer on old nVidia cards
+ // from http://www.idevgames.com/forums/thread-4141-post-34844.html#pid34844
+ switch(internalFormat)
+ {
+ case GL_DEPTH_COMPONENT:
+ case GL_DEPTH_COMPONENT16_ARB:
+ case GL_DEPTH_COMPONENT24_ARB:
+ case GL_DEPTH_COMPONENT32_ARB:
+ qglTexParameterf(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_LUMINANCE );
+ qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
+ qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
+ break;
+ default:
+ break;
+ }
+
+ GL_CheckErrors();
+}
+
+
+/*
+================
+R_CreateImage
+
+This is the only way any image_t are created
+================
+*/
+image_t *R_CreateImage( const char *name, byte *pic, int width, int height, imgType_t type, imgFlags_t flags, int internalFormat ) {
+ image_t *image;
+ qboolean isLightmap = qfalse;
+ long hash;
+ int glWrapClampMode;
+
+ if (strlen(name) >= MAX_QPATH ) {
+ ri.Error (ERR_DROP, "R_CreateImage: \"%s\" is too long", name);
+ }
+ if ( !strncmp( name, "*lightmap", 9 ) ) {
+ isLightmap = qtrue;
+ }
+
+ if ( tr.numImages == MAX_DRAWIMAGES ) {
+ ri.Error( ERR_DROP, "R_CreateImage: MAX_DRAWIMAGES hit");
+ }
+
+ image = tr.images[tr.numImages] = ri.Hunk_Alloc( sizeof( image_t ), h_low );
+ image->texnum = 1024 + tr.numImages;
+ tr.numImages++;
+
+ image->type = type;
+ image->flags = flags;
+
+ strcpy (image->imgName, name);
+
+ image->width = width;
+ image->height = height;
+ if (flags & IMGFLAG_CLAMPTOEDGE)
+ glWrapClampMode = GL_CLAMP_TO_EDGE;
+ else
+ glWrapClampMode = GL_REPEAT;
+
+ if (!internalFormat)
+ {
+ if (image->flags & IMGFLAG_CUBEMAP)
+ internalFormat = GL_RGBA8;
+ else
+ internalFormat = RawImage_GetFormat(pic, width * height, isLightmap, image->type, image->flags);
+ }
+
+ image->internalFormat = internalFormat;
+
+
+ // lightmaps are always allocated on TMU 1
+ if ( qglActiveTextureARB && isLightmap ) {
+ image->TMU = 1;
+ } else {
+ image->TMU = 0;
+ }
+
+ if ( qglActiveTextureARB ) {
+ GL_SelectTexture( image->TMU );
+ }
+
+ if (image->flags & IMGFLAG_CUBEMAP)
+ {
+ GL_BindCubemap(image);
+ qglTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ qglTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ qglTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
+ qglTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ qglTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+
+ qglTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_RGBA8, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, pic);
+ qglTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, GL_RGBA8, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, pic);
+ qglTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, GL_RGBA8, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, pic);
+ qglTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, GL_RGBA8, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, pic);
+ qglTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, GL_RGBA8, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, pic);
+ qglTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, GL_RGBA8, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, pic);
+
+ image->uploadWidth = width;
+ image->uploadHeight = height;
+ }
+ else
+ {
+ GL_Bind(image);
+
+ if (pic)
+ {
+ Upload32( pic, image->width, image->height, image->type, image->flags,
+ isLightmap, image->internalFormat, &image->uploadWidth,
+ &image->uploadHeight );
+ }
+ else
+ {
+ EmptyTexture(image->width, image->height, image->type, image->flags,
+ isLightmap, image->internalFormat, &image->uploadWidth,
+ &image->uploadHeight );
+ }
+
+ qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, glWrapClampMode );
+ qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, glWrapClampMode );
+ }
+
+ GL_SelectTexture( 0 );
+
+ hash = generateHashValue(name);
+ image->next = hashTable[hash];
+ hashTable[hash] = image;
+
+ return image;
+}
+
+void R_UpdateSubImage( image_t *image, byte *pic, int x, int y, int width, int height )
+{
+ byte *scaledBuffer = NULL;
+ byte *resampledBuffer = NULL;
+ int scaled_width, scaled_height, scaled_x, scaled_y;
+ byte *data = pic;
+
+ // normals are always swizzled
+ if (image->type == IMGTYPE_NORMAL || image->type == IMGTYPE_NORMALHEIGHT)
+ {
+ RawImage_SwizzleRA(pic, width, height);
+ }
+
+ // LATC2 is only used for normals
+ if (image->internalFormat == GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT)
+ {
+ byte *in = data;
+ int c = width * height;
+ while (c--)
+ {
+ in[0] = in[1];
+ in[2] = in[1];
+ in += 4;
+ }
+ }
+
+
+ RawImage_ScaleToPower2(&pic, &width, &height, &scaled_width, &scaled_height, image->type, image->flags, &resampledBuffer);
+
+ scaledBuffer = ri.Hunk_AllocateTempMemory( sizeof( unsigned ) * scaled_width * scaled_height );
+
+ if ( qglActiveTextureARB ) {
+ GL_SelectTexture( image->TMU );
+ }
+
+ GL_Bind(image);
+
+ // copy or resample data as appropriate for first MIP level
+ if ( ( scaled_width == width ) &&
+ ( scaled_height == height ) ) {
+ if (!(image->flags & IMGFLAG_MIPMAP))
+ {
+ scaled_x = x * scaled_width / width;
+ scaled_y = y * scaled_height / height;
+ RawImage_UploadTexture( data, scaled_x, scaled_y, scaled_width, scaled_height, image->internalFormat, image->type, image->flags, qtrue );
+ //qglTexSubImage2D( GL_TEXTURE_2D, 0, scaled_x, scaled_y, scaled_width, scaled_height, GL_RGBA, GL_UNSIGNED_BYTE, data );
+
+ GL_CheckErrors();
+ goto done;
+ }
+ Com_Memcpy (scaledBuffer, data, width*height*4);
+ }
+ else
+ {
+ // use the normal mip-mapping function to go down from here
+ while ( width > scaled_width || height > scaled_height ) {
+
+ if (image->flags & IMGFLAG_SRGB)
+ {
+ R_MipMapsRGB( (byte *)data, width, height );
+ }
+ else
+ {
+ R_MipMap( (byte *)data, width, height );
+ }
+
+ width >>= 1;
+ height >>= 1;
+ x >>= 1;
+ y >>= 1;
+ if ( width < 1 ) {
+ width = 1;
+ }
+ if ( height < 1 ) {
+ height = 1;
+ }
+ }
+ Com_Memcpy( scaledBuffer, data, width * height * 4 );
+ }
+
+ if (!(image->flags & IMGFLAG_NOLIGHTSCALE))
+ R_LightScaleTexture (scaledBuffer, scaled_width, scaled_height, !(image->flags & IMGFLAG_MIPMAP) );
+
+ scaled_x = x * scaled_width / width;
+ scaled_y = y * scaled_height / height;
+ RawImage_UploadTexture( (byte *)data, scaled_x, scaled_y, scaled_width, scaled_height, image->internalFormat, image->type, image->flags, qtrue );
+
+done:
+
+ GL_SelectTexture( 0 );
+
+ GL_CheckErrors();
+
+ if ( scaledBuffer != 0 )
+ ri.Hunk_FreeTempMemory( scaledBuffer );
+ if ( resampledBuffer != 0 )
+ ri.Hunk_FreeTempMemory( resampledBuffer );
+}
+
+//===================================================================
+
+typedef struct
+{
+ char *ext;
+ void (*ImageLoader)( const char *, unsigned char **, int *, int * );
+} imageExtToLoaderMap_t;
+
+// Note that the ordering indicates the order of preference used
+// when there are multiple images of different formats available
+static imageExtToLoaderMap_t imageLoaders[ ] =
+{
+ { "tga", R_LoadTGA },
+ { "jpg", R_LoadJPG },
+ { "jpeg", R_LoadJPG },
+ { "png", R_LoadPNG },
+ { "pcx", R_LoadPCX },
+ { "bmp", R_LoadBMP }
+};
+
+static int numImageLoaders = ARRAY_LEN( imageLoaders );
+
+/*
+=================
+R_LoadImage
+
+Loads any of the supported image types into a cannonical
+32 bit format.
+=================
+*/
+void R_LoadImage( const char *name, byte **pic, int *width, int *height )
+{
+ qboolean orgNameFailed = qfalse;
+ int orgLoader = -1;
+ int i;
+ char localName[ MAX_QPATH ];
+ const char *ext;
+ char *altName;
+
+ *pic = NULL;
+ *width = 0;
+ *height = 0;
+
+ Q_strncpyz( localName, name, MAX_QPATH );
+
+ ext = COM_GetExtension( localName );
+
+ if( *ext )
+ {
+ // Look for the correct loader and use it
+ for( i = 0; i < numImageLoaders; i++ )
+ {
+ if( !Q_stricmp( ext, imageLoaders[ i ].ext ) )
+ {
+ // Load
+ imageLoaders[ i ].ImageLoader( localName, pic, width, height );
+ break;
+ }
+ }
+
+ // A loader was found
+ if( i < numImageLoaders )
+ {
+ if( *pic == NULL )
+ {
+ // Loader failed, most likely because the file isn't there;
+ // try again without the extension
+ orgNameFailed = qtrue;
+ orgLoader = i;
+ COM_StripExtension( name, localName, MAX_QPATH );
+ }
+ else
+ {
+ // Something loaded
+ return;
+ }
+ }
+ }
+
+ // Try and find a suitable match using all
+ // the image formats supported
+ for( i = 0; i < numImageLoaders; i++ )
+ {
+ if (i == orgLoader)
+ continue;
+
+ altName = va( "%s.%s", localName, imageLoaders[ i ].ext );
+
+ // Load
+ imageLoaders[ i ].ImageLoader( altName, pic, width, height );
+
+ if( *pic )
+ {
+ if( orgNameFailed )
+ {
+ ri.Printf( PRINT_DEVELOPER, "WARNING: %s not present, using %s instead\n",
+ name, altName );
+ }
+
+ break;
+ }
+ }
+}
+
+
+/*
+===============
+R_FindImageFile
+
+Finds or loads the given image.
+Returns NULL if it fails, not a default image.
+==============
+*/
+image_t *R_FindImageFile( const char *name, imgType_t type, imgFlags_t flags )
+{
+ image_t *image;
+ int width, height;
+ byte *pic;
+ long hash;
+
+ if (!name) {
+ return NULL;
+ }
+
+ hash = generateHashValue(name);
+
+ //
+ // see if the image is already loaded
+ //
+ for (image=hashTable[hash]; image; image=image->next) {
+ if ( !strcmp( name, image->imgName ) ) {
+ // the white image can be used with any set of parms, but other mismatches are errors
+ if ( strcmp( name, "*white" ) ) {
+ if ( image->flags != flags ) {
+ ri.Printf( PRINT_DEVELOPER, "WARNING: reused image %s with mixed flags (%i vs %i)\n", name, image->flags, flags );
+ }
+ }
+ return image;
+ }
+ }
+
+ //
+ // load the pic from disk
+ //
+ R_LoadImage( name, &pic, &width, &height );
+ if ( pic == NULL ) {
+ return NULL;
+ }
+
+ if (r_normalMapping->integer && !(type == IMGTYPE_NORMAL) && (flags & IMGFLAG_PICMIP) && (flags & IMGFLAG_MIPMAP) && (flags & IMGFLAG_GENNORMALMAP))
+ {
+ char normalName[MAX_QPATH];
+ image_t *normalImage;
+ int normalWidth, normalHeight;
+ imgFlags_t normalFlags;
+
+ normalFlags = (flags & ~(IMGFLAG_GENNORMALMAP | IMGFLAG_SRGB)) | IMGFLAG_NOLIGHTSCALE;
+
+ COM_StripExtension(name, normalName, MAX_QPATH);
+ Q_strcat(normalName, MAX_QPATH, "_n");
+
+ // find normalmap in case it's there
+ normalImage = R_FindImageFile(normalName, IMGTYPE_NORMAL, normalFlags);
+
+ // if not, generate it
+ if (normalImage == NULL)
+ {
+ byte *normalPic;
+ int x, y;
+
+ normalWidth = width;
+ normalHeight = height;
+ normalPic = ri.Malloc(width * height * 4);
+ RGBAtoNormal(pic, normalPic, width, height, flags & IMGFLAG_CLAMPTOEDGE);
+
+ // Brighten up the original image to work with the normal map
+ RGBAtoYCoCgA(pic, pic, width, height);
+ for (y = 0; y < height; y++)
+ {
+ byte *picbyte = pic + y * width * 4;
+ byte *normbyte = normalPic + y * width * 4;
+ for (x = 0; x < width; x++)
+ {
+ int div = MAX(normbyte[2] - 127, 16);
+ picbyte[0] = CLAMP(picbyte[0] * 128 / div, 0, 255);
+ picbyte += 4;
+ normbyte += 4;
+ }
+ }
+ YCoCgAtoRGBA(pic, pic, width, height);
+
+ R_CreateImage( normalName, normalPic, normalWidth, normalHeight, IMGTYPE_NORMAL, normalFlags, 0 );
+ ri.Free( normalPic );
+ }
+ }
+
+ image = R_CreateImage( ( char * ) name, pic, width, height, type, flags, 0 );
+ ri.Free( pic );
+ return image;
+}
+
+
+/*
+================
+R_CreateDlightImage
+================
+*/
+#define DLIGHT_SIZE 16
+static void R_CreateDlightImage( void ) {
+ int x,y;
+ byte data[DLIGHT_SIZE][DLIGHT_SIZE][4];
+ int b;
+
+ // make a centered inverse-square falloff blob for dynamic lighting
+ for (x=0 ; x<DLIGHT_SIZE ; x++) {
+ for (y=0 ; y<DLIGHT_SIZE ; y++) {
+ float d;
+
+ d = ( DLIGHT_SIZE/2 - 0.5f - x ) * ( DLIGHT_SIZE/2 - 0.5f - x ) +
+ ( DLIGHT_SIZE/2 - 0.5f - y ) * ( DLIGHT_SIZE/2 - 0.5f - y );
+ b = 4000 / d;
+ if (b > 255) {
+ b = 255;
+ } else if ( b < 75 ) {
+ b = 0;
+ }
+ data[y][x][0] =
+ data[y][x][1] =
+ data[y][x][2] = b;
+ data[y][x][3] = 255;
+ }
+ }
+ tr.dlightImage = R_CreateImage("*dlight", (byte *)data, DLIGHT_SIZE, DLIGHT_SIZE, IMGTYPE_COLORALPHA, IMGFLAG_CLAMPTOEDGE, 0 );
+}
+
+
+/*
+=================
+R_InitFogTable
+=================
+*/
+void R_InitFogTable( void ) {
+ int i;
+ float d;
+ float exp;
+
+ exp = 0.5;
+
+ for ( i = 0 ; i < FOG_TABLE_SIZE ; i++ ) {
+ d = pow ( (float)i/(FOG_TABLE_SIZE-1), exp );
+
+ tr.fogTable[i] = d;
+ }
+}
+
+/*
+================
+R_FogFactor
+
+Returns a 0.0 to 1.0 fog density value
+This is called for each texel of the fog texture on startup
+and for each vertex of transparent shaders in fog dynamically
+================
+*/
+float R_FogFactor( float s, float t ) {
+ float d;
+
+ s -= 1.0/512;
+ if ( s < 0 ) {
+ return 0;
+ }
+ if ( t < 1.0/32 ) {
+ return 0;
+ }
+ if ( t < 31.0/32 ) {
+ s *= (t - 1.0f/32.0f) / (30.0f/32.0f);
+ }
+
+ // we need to leave a lot of clamp range
+ s *= 8;
+
+ if ( s > 1.0 ) {
+ s = 1.0;
+ }
+
+ d = tr.fogTable[ (int)(s * (FOG_TABLE_SIZE-1)) ];
+
+ return d;
+}
+
+/*
+================
+R_CreateFogImage
+================
+*/
+#define FOG_S 256
+#define FOG_T 32
+static void R_CreateFogImage( void ) {
+ int x,y;
+ byte *data;
+ float d;
+ float borderColor[4];
+
+ data = ri.Hunk_AllocateTempMemory( FOG_S * FOG_T * 4 );
+
+ // S is distance, T is depth
+ for (x=0 ; x<FOG_S ; x++) {
+ for (y=0 ; y<FOG_T ; y++) {
+ d = R_FogFactor( ( x + 0.5f ) / FOG_S, ( y + 0.5f ) / FOG_T );
+
+ data[(y*FOG_S+x)*4+0] =
+ data[(y*FOG_S+x)*4+1] =
+ data[(y*FOG_S+x)*4+2] = 255;
+ data[(y*FOG_S+x)*4+3] = 255*d;
+ }
+ }
+ // standard openGL clamping doesn't really do what we want -- it includes
+ // the border color at the edges. OpenGL 1.2 has clamp-to-edge, which does
+ // what we want.
+ tr.fogImage = R_CreateImage("*fog", (byte *)data, FOG_S, FOG_T, IMGTYPE_COLORALPHA, IMGFLAG_CLAMPTOEDGE, 0 );
+ ri.Hunk_FreeTempMemory( data );
+
+ borderColor[0] = 1.0;
+ borderColor[1] = 1.0;
+ borderColor[2] = 1.0;
+ borderColor[3] = 1;
+
+ qglTexParameterfv( GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor );
+}
+
+/*
+==================
+R_CreateDefaultImage
+==================
+*/
+#define DEFAULT_SIZE 16
+static void R_CreateDefaultImage( void ) {
+ int x;
+ byte data[DEFAULT_SIZE][DEFAULT_SIZE][4];
+
+ // the default image will be a box, to allow you to see the mapping coordinates
+ Com_Memset( data, 32, sizeof( data ) );
+ for ( x = 0 ; x < DEFAULT_SIZE ; x++ ) {
+ data[0][x][0] =
+ data[0][x][1] =
+ data[0][x][2] =
+ data[0][x][3] = 255;
+
+ data[x][0][0] =
+ data[x][0][1] =
+ data[x][0][2] =
+ data[x][0][3] = 255;
+
+ data[DEFAULT_SIZE-1][x][0] =
+ data[DEFAULT_SIZE-1][x][1] =
+ data[DEFAULT_SIZE-1][x][2] =
+ data[DEFAULT_SIZE-1][x][3] = 255;
+
+ data[x][DEFAULT_SIZE-1][0] =
+ data[x][DEFAULT_SIZE-1][1] =
+ data[x][DEFAULT_SIZE-1][2] =
+ data[x][DEFAULT_SIZE-1][3] = 255;
+ }
+ tr.defaultImage = R_CreateImage("*default", (byte *)data, DEFAULT_SIZE, DEFAULT_SIZE, IMGTYPE_COLORALPHA, IMGFLAG_MIPMAP, 0);
+}
+
+/*
+==================
+R_CreateBuiltinImages
+==================
+*/
+void R_CreateBuiltinImages( void ) {
+ int x,y;
+ byte data[DEFAULT_SIZE][DEFAULT_SIZE][4];
+
+ R_CreateDefaultImage();
+
+ // we use a solid white image instead of disabling texturing
+ Com_Memset( data, 255, sizeof( data ) );
+ tr.whiteImage = R_CreateImage("*white", (byte *)data, 8, 8, IMGTYPE_COLORALPHA, IMGFLAG_NONE, 0);
+
+ if (r_dlightMode->integer >= 2)
+ {
+ for( x = 0; x < MAX_DLIGHTS; x++)
+ {
+ tr.shadowCubemaps[x] = R_CreateImage(va("*shadowcubemap%i", x), (byte *)data, DEFAULT_SIZE, DEFAULT_SIZE, IMGTYPE_COLORALPHA, IMGFLAG_CLAMPTOEDGE | IMGFLAG_CUBEMAP, 0);
+ }
+ }
+
+ // with overbright bits active, we need an image which is some fraction of full color,
+ // for default lightmaps, etc
+ for (x=0 ; x<DEFAULT_SIZE ; x++) {
+ for (y=0 ; y<DEFAULT_SIZE ; y++) {
+ data[y][x][0] =
+ data[y][x][1] =
+ data[y][x][2] = tr.identityLightByte;
+ data[y][x][3] = 255;
+ }
+ }
+
+ tr.identityLightImage = R_CreateImage("*identityLight", (byte *)data, 8, 8, IMGTYPE_COLORALPHA, IMGFLAG_NONE, 0);
+
+
+ for(x=0;x<32;x++) {
+ // scratchimage is usually used for cinematic drawing
+ tr.scratchImage[x] = R_CreateImage("*scratch", (byte *)data, DEFAULT_SIZE, DEFAULT_SIZE, IMGTYPE_COLORALPHA, IMGFLAG_PICMIP | IMGFLAG_CLAMPTOEDGE, 0);
+ }
+
+ R_CreateDlightImage();
+ R_CreateFogImage();
+
+ {
+ int width, height, hdrFormat;
+
+ if(glRefConfig.textureNonPowerOfTwo)
+ {
+ width = glConfig.vidWidth;
+ height = glConfig.vidHeight;
+ }
+ else
+ {
+ width = NextPowerOfTwo(glConfig.vidWidth);
+ height = NextPowerOfTwo(glConfig.vidHeight);
+ }
+
+ hdrFormat = GL_RGBA8;
+ if (r_hdr->integer && glRefConfig.framebufferObject && glRefConfig.textureFloat)
+ hdrFormat = GL_RGB16F_ARB;
+
+ tr.renderImage = R_CreateImage("_render", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, hdrFormat);
+#ifdef REACTION
+ tr.godRaysImage = R_CreateImage("*godRays", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_RGBA8);
+#endif
+
+ {
+ int format;
+
+ if (glRefConfig.texture_srgb && glRefConfig.framebuffer_srgb)
+ format = GL_SRGB8_ALPHA8_EXT;
+ else
+ format = GL_RGBA8;
+
+ tr.screenScratchImage = R_CreateImage("*screenScratch", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, format);
+ }
+
+ if (glRefConfig.framebufferObject)
+ {
+ tr.renderDepthImage = R_CreateImage("*renderdepth", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_DEPTH_COMPONENT24_ARB);
+ tr.textureDepthImage = R_CreateImage("*texturedepth", NULL, PSHADOW_MAP_SIZE, PSHADOW_MAP_SIZE, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_DEPTH_COMPONENT24_ARB);
+ }
+
+ {
+ unsigned short sdata[4];
+ void *p;
+
+ if (hdrFormat == GL_RGB16F_ARB)
+ {
+ sdata[0] = FloatToHalf(0.0f);
+ sdata[1] = FloatToHalf(0.45f);
+ sdata[2] = FloatToHalf(1.0f);
+ sdata[3] = FloatToHalf(1.0f);
+ p = &sdata[0];
+ }
+ else
+ {
+ data[0][0][0] = 0;
+ data[0][0][1] = 0.45f * 255;
+ data[0][0][2] = 255;
+ data[0][0][3] = 255;
+ p = data;
+ }
+
+ tr.calcLevelsImage = R_CreateImage("*calcLevels", p, 1, 1, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, hdrFormat);
+ tr.targetLevelsImage = R_CreateImage("*targetLevels", p, 1, 1, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, hdrFormat);
+ tr.fixedLevelsImage = R_CreateImage("*fixedLevels", p, 1, 1, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, hdrFormat);
+ }
+
+ for (x = 0; x < 2; x++)
+ {
+ tr.textureScratchImage[x] = R_CreateImage(va("*textureScratch%d", x), NULL, 256, 256, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_RGBA8);
+ }
+ for (x = 0; x < 2; x++)
+ {
+ tr.quarterImage[x] = R_CreateImage(va("*quarter%d", x), NULL, width / 2, height / 2, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_RGBA8);
+ }
+
+ tr.screenShadowImage = R_CreateImage("*screenShadow", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_RGBA8);
+
+ if (r_ssao->integer)
+ {
+ tr.screenSsaoImage = R_CreateImage("*screenSsao", NULL, width / 2, height / 2, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_RGBA8);
+ tr.hdrDepthImage = R_CreateImage("*hdrDepth", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_INTENSITY32F_ARB);
+ }
+ }
+
+ for( x = 0; x < MAX_DRAWN_PSHADOWS; x++)
+ {
+ tr.pshadowMaps[x] = R_CreateImage(va("*shadowmap%i", x), NULL, PSHADOW_MAP_SIZE, PSHADOW_MAP_SIZE, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_RGBA8);
+ }
+
+ //tr.sunShadowImage = R_CreateImage("*sunshadowmap", NULL, SUNSHADOW_MAP_SIZE, SUNSHADOW_MAP_SIZE, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_RGBA8);
+ for ( x = 0; x < 3; x++)
+ {
+ tr.sunShadowDepthImage[x] = R_CreateImage(va("*sunshadowdepth%i", x), NULL, r_shadowMapSize->integer, r_shadowMapSize->integer, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_DEPTH_COMPONENT24_ARB);
+ }
+}
+
+
+/*
+===============
+R_SetColorMappings
+===============
+*/
+void R_SetColorMappings( void ) {
+ int i, j;
+ float g;
+ int inf;
+ int shift;
+
+ // setup the overbright lighting
+ tr.overbrightBits = r_overBrightBits->integer;
+ if ( !glConfig.deviceSupportsGamma ) {
+ tr.overbrightBits = 0; // need hardware gamma for overbright
+ }
+
+ // never overbright in windowed mode
+ if ( 0 /* !glConfig.isFullscreen */ )
+ {
+ tr.overbrightBits = 0;
+ }
+
+ // never overbright with tonemapping
+ if ( r_toneMap->integer )
+ {
+ tr.overbrightBits = 0;
+ }
+
+ // allow 2 overbright bits in 24 bit, but only 1 in 16 bit
+ if ( glConfig.colorBits > 16 ) {
+ if ( tr.overbrightBits > 2 ) {
+ tr.overbrightBits = 2;
+ }
+ } else {
+ if ( tr.overbrightBits > 1 ) {
+ tr.overbrightBits = 1;
+ }
+ }
+ if ( tr.overbrightBits < 0 ) {
+ tr.overbrightBits = 0;
+ }
+
+ tr.identityLight = 1.0f / ( 1 << tr.overbrightBits );
+ tr.identityLightByte = 255 * tr.identityLight;
+
+
+ if ( r_intensity->value <= 1 ) {
+ ri.Cvar_Set( "r_intensity", "1" );
+ }
+
+ if ( r_gamma->value < 0.5f ) {
+ ri.Cvar_Set( "r_gamma", "0.5" );
+ } else if ( r_gamma->value > 3.0f ) {
+ ri.Cvar_Set( "r_gamma", "3.0" );
+ }
+
+ g = r_gamma->value;
+
+ shift = tr.overbrightBits;
+
+ if (glRefConfig.framebufferObject)
+ shift = 0;
+
+ for ( i = 0; i < 256; i++ ) {
+ if ( g == 1 ) {
+ inf = i;
+ } else {
+ inf = 255 * pow ( i/255.0f, 1.0f / g ) + 0.5f;
+ }
+ inf <<= shift;
+ if (inf < 0) {
+ inf = 0;
+ }
+ if (inf > 255) {
+ inf = 255;
+ }
+ s_gammatable[i] = inf;
+ }
+
+ for (i=0 ; i<256 ; i++) {
+ j = i * r_intensity->value;
+ if (j > 255) {
+ j = 255;
+ }
+ s_intensitytable[i] = j;
+ }
+
+ if ( glConfig.deviceSupportsGamma )
+ {
+ GLimp_SetGamma( s_gammatable, s_gammatable, s_gammatable );
+ }
+}
+
+/*
+===============
+R_InitImages
+===============
+*/
+void R_InitImages( void ) {
+ Com_Memset(hashTable, 0, sizeof(hashTable));
+ // build brightness translation tables
+ R_SetColorMappings();
+
+ // create default texture and white texture
+ R_CreateBuiltinImages();
+}
+
+/*
+===============
+R_DeleteTextures
+===============
+*/
+void R_DeleteTextures( void ) {
+ int i;
+
+ for ( i=0; i<tr.numImages ; i++ ) {
+ qglDeleteTextures( 1, &tr.images[i]->texnum );
+ }
+ Com_Memset( tr.images, 0, sizeof( tr.images ) );
+
+ tr.numImages = 0;
+
+ Com_Memset( glState.currenttextures, 0, sizeof( glState.currenttextures ) );
+ if ( qglActiveTextureARB ) {
+ GL_SelectTexture( 1 );
+ qglBindTexture( GL_TEXTURE_2D, 0 );
+ GL_SelectTexture( 0 );
+ qglBindTexture( GL_TEXTURE_2D, 0 );
+ } else {
+ qglBindTexture( GL_TEXTURE_2D, 0 );
+ }
+}
+
+/*
+============================================================================
+
+SKINS
+
+============================================================================
+*/
+
+/*
+==================
+CommaParse
+
+This is unfortunate, but the skin files aren't
+compatable with our normal parsing rules.
+==================
+*/
+static char *CommaParse( char **data_p ) {
+ int c = 0, len;
+ char *data;
+ static char com_token[MAX_TOKEN_CHARS];
+
+ data = *data_p;
+ len = 0;
+ com_token[0] = 0;
+
+ // make sure incoming data is valid
+ if ( !data ) {
+ *data_p = NULL;
+ return com_token;
+ }
+
+ while ( 1 ) {
+ // skip whitespace
+ while( (c = *data) <= ' ') {
+ if( !c ) {
+ break;
+ }
+ data++;
+ }
+
+
+ c = *data;
+
+ // skip double slash comments
+ if ( c == '/' && data[1] == '/' )
+ {
+ while (*data && *data != '\n')
+ data++;
+ }
+ // skip /* */ comments
+ else if ( c=='/' && data[1] == '*' )
+ {
+ while ( *data && ( *data != '*' || data[1] != '/' ) )
+ {
+ data++;
+ }
+ if ( *data )
+ {
+ data += 2;
+ }
+ }
+ else
+ {
+ break;
+ }
+ }
+
+ if ( c == 0 ) {
+ return "";
+ }
+
+ // handle quoted strings
+ if (c == '\"')
+ {
+ data++;
+ while (1)
+ {
+ c = *data++;
+ if (c=='\"' || !c)
+ {
+ com_token[len] = 0;
+ *data_p = ( char * ) data;
+ return com_token;
+ }
+ if (len < MAX_TOKEN_CHARS)
+ {
+ com_token[len] = c;
+ len++;
+ }
+ }
+ }
+
+ // parse a regular word
+ do
+ {
+ if (len < MAX_TOKEN_CHARS)
+ {
+ com_token[len] = c;
+ len++;
+ }
+ data++;
+ c = *data;
+ } while (c>32 && c != ',' );
+
+ if (len == MAX_TOKEN_CHARS)
+ {
+// ri.Printf (PRINT_DEVELOPER, "Token exceeded %i chars, discarded.\n", MAX_TOKEN_CHARS);
+ len = 0;
+ }
+ com_token[len] = 0;
+
+ *data_p = ( char * ) data;
+ return com_token;
+}
+
+
+/*
+===============
+RE_RegisterSkin
+
+===============
+*/
+qhandle_t RE_RegisterSkin( const char *name ) {
+ qhandle_t hSkin;
+ skin_t *skin;
+ skinSurface_t *surf;
+ union {
+ char *c;
+ void *v;
+ } text;
+ char *text_p;
+ char *token;
+ char surfName[MAX_QPATH];
+
+ if ( !name || !name[0] ) {
+ ri.Printf( PRINT_DEVELOPER, "Empty name passed to RE_RegisterSkin\n" );
+ return 0;
+ }
+
+ if ( strlen( name ) >= MAX_QPATH ) {
+ ri.Printf( PRINT_DEVELOPER, "Skin name exceeds MAX_QPATH\n" );
+ return 0;
+ }
+
+
+ // see if the skin is already loaded
+ for ( hSkin = 1; hSkin < tr.numSkins ; hSkin++ ) {
+ skin = tr.skins[hSkin];
+ if ( !Q_stricmp( skin->name, name ) ) {
+ if( skin->numSurfaces == 0 ) {
+ return 0; // default skin
+ }
+ return hSkin;
+ }
+ }
+
+ // allocate a new skin
+ if ( tr.numSkins == MAX_SKINS ) {
+ ri.Printf( PRINT_WARNING, "WARNING: RE_RegisterSkin( '%s' ) MAX_SKINS hit\n", name );
+ return 0;
+ }
+ tr.numSkins++;
+ skin = ri.Hunk_Alloc( sizeof( skin_t ), h_low );
+ tr.skins[hSkin] = skin;
+ Q_strncpyz( skin->name, name, sizeof( skin->name ) );
+ skin->numSurfaces = 0;
+
+ // make sure the render thread is stopped
+ R_SyncRenderThread();
+
+ // If not a .skin file, load as a single shader
+ if ( strcmp( name + strlen( name ) - 5, ".skin" ) ) {
+ skin->numSurfaces = 1;
+ skin->surfaces[0] = ri.Hunk_Alloc( sizeof(skin->surfaces[0]), h_low );
+ skin->surfaces[0]->shader = R_FindShader( name, LIGHTMAP_NONE, qtrue );
+ return hSkin;
+ }
+
+ // load and parse the skin file
+ ri.FS_ReadFile( name, &text.v );
+ if ( !text.c ) {
+ return 0;
+ }
+
+ text_p = text.c;
+ while ( text_p && *text_p ) {
+ // get surface name
+ token = CommaParse( &text_p );
+ Q_strncpyz( surfName, token, sizeof( surfName ) );
+
+ if ( !token[0] ) {
+ break;
+ }
+ // lowercase the surface name so skin compares are faster
+ Q_strlwr( surfName );
+
+ if ( *text_p == ',' ) {
+ text_p++;
+ }
+
+ if ( strstr( token, "tag_" ) ) {
+ continue;
+ }
+
+ // parse the shader name
+ token = CommaParse( &text_p );
+
+ surf = skin->surfaces[ skin->numSurfaces ] = ri.Hunk_Alloc( sizeof( *skin->surfaces[0] ), h_low );
+ Q_strncpyz( surf->name, surfName, sizeof( surf->name ) );
+ surf->shader = R_FindShader( token, LIGHTMAP_NONE, qtrue );
+ skin->numSurfaces++;
+ }
+
+ ri.FS_FreeFile( text.v );
+
+
+ // never let a skin have 0 shaders
+ if ( skin->numSurfaces == 0 ) {
+ return 0; // use default skin
+ }
+
+ return hSkin;
+}
+
+
+/*
+===============
+R_InitSkins
+===============
+*/
+void R_InitSkins( void ) {
+ skin_t *skin;
+
+ tr.numSkins = 1;
+
+ // make the default skin have all default shaders
+ skin = tr.skins[0] = ri.Hunk_Alloc( sizeof( skin_t ), h_low );
+ Q_strncpyz( skin->name, "<default skin>", sizeof( skin->name ) );
+ skin->numSurfaces = 1;
+ skin->surfaces[0] = ri.Hunk_Alloc( sizeof( *skin->surfaces ), h_low );
+ skin->surfaces[0]->shader = tr.defaultShader;
+}
+
+/*
+===============
+R_GetSkinByHandle
+===============
+*/
+skin_t *R_GetSkinByHandle( qhandle_t hSkin ) {
+ if ( hSkin < 1 || hSkin >= tr.numSkins ) {
+ return tr.skins[0];
+ }
+ return tr.skins[ hSkin ];
+}
+
+/*
+===============
+R_SkinList_f
+===============
+*/
+void R_SkinList_f( void ) {
+ int i, j;
+ skin_t *skin;
+
+ ri.Printf (PRINT_ALL, "------------------\n");
+
+ for ( i = 0 ; i < tr.numSkins ; i++ ) {
+ skin = tr.skins[i];
+
+ ri.Printf( PRINT_ALL, "%3i:%s\n", i, skin->name );
+ for ( j = 0 ; j < skin->numSurfaces ; j++ ) {
+ ri.Printf( PRINT_ALL, " %s = %s\n",
+ skin->surfaces[j]->name, skin->surfaces[j]->shader->name );
+ }
+ }
+ ri.Printf (PRINT_ALL, "------------------\n");
+}
+
+
Added: trunk/code/rend2/tr_image_bmp.c
===================================================================
--- trunk/code/rend2/tr_image_bmp.c (rev 0)
+++ trunk/code/rend2/tr_image_bmp.c 2012-10-26 01:23:06 UTC (rev 2329)
@@ -0,0 +1,243 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Quake III Arena source code is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Quake III Arena source code; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+
+#include "../qcommon/q_shared.h"
+#include "../qcommon/qfiles.h"
+#include "../qcommon/qcommon.h"
+#include "../renderer/tr_public.h"
+extern refimport_t ri;
+
+typedef struct
+{
+ char id[2];
+ unsigned fileSize;
+ unsigned reserved0;
+ unsigned bitmapDataOffset;
+ unsigned bitmapHeaderSize;
+ unsigned width;
+ unsigned height;
+ unsigned short planes;
+ unsigned short bitsPerPixel;
+ unsigned compression;
+ unsigned bitmapDataSize;
+ unsigned hRes;
+ unsigned vRes;
+ unsigned colors;
+ unsigned importantColors;
+ unsigned char palette[256][4];
+} BMPHeader_t;
+
+void R_LoadBMP( const char *name, byte **pic, int *width, int *height )
+{
+ int columns, rows;
+ unsigned numPixels;
+ byte *pixbuf;
+ int row, column;
+ byte *buf_p;
+ byte *end;
+ union {
+ byte *b;
+ void *v;
+ } buffer;
+ int length;
+ BMPHeader_t bmpHeader;
+ byte *bmpRGBA;
+
+ *pic = NULL;
+
+ if(width)
+ *width = 0;
+
+ if(height)
+ *height = 0;
+
+ //
+ // load the file
+ //
+ length = ri.FS_ReadFile( ( char * ) name, &buffer.v);
+ if (!buffer.b || length < 0) {
+ return;
+ }
+
+ if (length < 54)
+ {
+ ri.Error( ERR_DROP, "LoadBMP: header too short (%s)", name );
+ }
+
+ buf_p = buffer.b;
+ end = buffer.b + length;
+
+ bmpHeader.id[0] = *buf_p++;
+ bmpHeader.id[1] = *buf_p++;
+ bmpHeader.fileSize = LittleLong( * ( int * ) buf_p );
+ buf_p += 4;
+ bmpHeader.reserved0 = LittleLong( * ( int * ) buf_p );
+ buf_p += 4;
+ bmpHeader.bitmapDataOffset = LittleLong( * ( int * ) buf_p );
+ buf_p += 4;
+ bmpHeader.bitmapHeaderSize = LittleLong( * ( int * ) buf_p );
+ buf_p += 4;
+ bmpHeader.width = LittleLong( * ( int * ) buf_p );
+ buf_p += 4;
+ bmpHeader.height = LittleLong( * ( int * ) buf_p );
+ buf_p += 4;
+ bmpHeader.planes = LittleShort( * ( short * ) buf_p );
+ buf_p += 2;
+ bmpHeader.bitsPerPixel = LittleShort( * ( short * ) buf_p );
+ buf_p += 2;
+ bmpHeader.compression = LittleLong( * ( int * ) buf_p );
+ buf_p += 4;
+ bmpHeader.bitmapDataSize = LittleLong( * ( int * ) buf_p );
+ buf_p += 4;
+ bmpHeader.hRes = LittleLong( * ( int * ) buf_p );
+ buf_p += 4;
+ bmpHeader.vRes = LittleLong( * ( int * ) buf_p );
+ buf_p += 4;
+ bmpHeader.colors = LittleLong( * ( int * ) buf_p );
+ buf_p += 4;
+ bmpHeader.importantColors = LittleLong( * ( int * ) buf_p );
+ buf_p += 4;
+
+ if ( bmpHeader.bitsPerPixel == 8 )
+ {
+ if (buf_p + sizeof(bmpHeader.palette) > end)
+ ri.Error( ERR_DROP, "LoadBMP: header too short (%s)", name );
+
+ Com_Memcpy( bmpHeader.palette, buf_p, sizeof( bmpHeader.palette ) );
+ buf_p += sizeof(bmpHeader.palette);
+ }
+
+ if (buffer.b + bmpHeader.bitmapDataOffset > end)
+ {
+ ri.Error( ERR_DROP, "LoadBMP: invalid offset value in header (%s)", name );
+ }
+
+ buf_p = buffer.b + bmpHeader.bitmapDataOffset;
+
+ if ( bmpHeader.id[0] != 'B' && bmpHeader.id[1] != 'M' )
+ {
+ ri.Error( ERR_DROP, "LoadBMP: only Windows-style BMP files supported (%s)", name );
+ }
+ if ( bmpHeader.fileSize != length )
+ {
+ ri.Error( ERR_DROP, "LoadBMP: header size does not match file size (%u vs. %u) (%s)", bmpHeader.fileSize, length, name );
+ }
+ if ( bmpHeader.compression != 0 )
+ {
+ ri.Error( ERR_DROP, "LoadBMP: only uncompressed BMP files supported (%s)", name );
+ }
+ if ( bmpHeader.bitsPerPixel < 8 )
+ {
+ ri.Error( ERR_DROP, "LoadBMP: monochrome and 4-bit BMP files not supported (%s)", name );
+ }
+
+ switch ( bmpHeader.bitsPerPixel )
+ {
+ case 8:
+ case 16:
+ case 24:
+ case 32:
+ break;
+ default:
+ ri.Error( ERR_DROP, "LoadBMP: illegal pixel_size '%hu' in file '%s'", bmpHeader.bitsPerPixel, name );
+ break;
+ }
+
+ columns = bmpHeader.width;
+ rows = bmpHeader.height;
+ if ( rows < 0 )
+ rows = -rows;
+ numPixels = columns * rows;
+
+ if(columns <= 0 || !rows || numPixels > 0x1FFFFFFF // 4*1FFFFFFF == 0x7FFFFFFC < 0x7FFFFFFF
+ || ((numPixels * 4) / columns) / 4 != rows)
+ {
+ ri.Error (ERR_DROP, "LoadBMP: %s has an invalid image size", name);
+ }
+ if(buf_p + numPixels*bmpHeader.bitsPerPixel/8 > end)
+ {
+ ri.Error (ERR_DROP, "LoadBMP: file truncated (%s)", name);
+ }
+
+ if ( width )
+ *width = columns;
+ if ( height )
+ *height = rows;
+
+ bmpRGBA = ri.Malloc( numPixels * 4 );
+ *pic = bmpRGBA;
+
+
+ for ( row = rows-1; row >= 0; row-- )
+ {
+ pixbuf = bmpRGBA + row*columns*4;
+
+ for ( column = 0; column < columns; column++ )
+ {
+ unsigned char red, green, blue, alpha;
+ int palIndex;
+ unsigned short shortPixel;
+
+ switch ( bmpHeader.bitsPerPixel )
+ {
+ case 8:
+ palIndex = *buf_p++;
+ *pixbuf++ = bmpHeader.palette[palIndex][2];
+ *pixbuf++ = bmpHeader.palette[palIndex][1];
+ *pixbuf++ = bmpHeader.palette[palIndex][0];
+ *pixbuf++ = 0xff;
+ break;
+ case 16:
+ shortPixel = * ( unsigned short * ) pixbuf;
+ pixbuf += 2;
+ *pixbuf++ = ( shortPixel & ( 31 << 10 ) ) >> 7;
+ *pixbuf++ = ( shortPixel & ( 31 << 5 ) ) >> 2;
+ *pixbuf++ = ( shortPixel & ( 31 ) ) << 3;
+ *pixbuf++ = 0xff;
+ break;
+
+ case 24:
+ blue = *buf_p++;
+ green = *buf_p++;
+ red = *buf_p++;
+ *pixbuf++ = red;
+ *pixbuf++ = green;
+ *pixbuf++ = blue;
+ *pixbuf++ = 255;
+ break;
+ case 32:
+ blue = *buf_p++;
+ green = *buf_p++;
+ red = *buf_p++;
+ alpha = *buf_p++;
+ *pixbuf++ = red;
+ *pixbuf++ = green;
+ *pixbuf++ = blue;
+ *pixbuf++ = alpha;
+ break;
+ }
+ }
+ }
+
+ ri.FS_FreeFile( buffer.v );
+
+}
Added: trunk/code/rend2/tr_image_jpg.c
===================================================================
--- trunk/code/rend2/tr_image_jpg.c (rev 0)
+++ trunk/code/rend2/tr_image_jpg.c 2012-10-26 01:23:06 UTC (rev 2329)
@@ -0,0 +1,441 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Quake III Arena source code is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Quake III Arena source code; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+
+#include "../qcommon/q_shared.h"
+#include "../qcommon/qfiles.h"
+#include "../qcommon/qcommon.h"
+#include "../renderer/tr_public.h"
+extern refimport_t ri;
+
+/*
+ * Include file for users of JPEG library.
+ * You will need to have included system headers that define at least
+ * the typedefs FILE and size_t before you can include jpeglib.h.
+ * (stdio.h is sufficient on ANSI-conforming systems.)
+ * You may also wish to include "jerror.h".
+ */
+
+#ifdef USE_INTERNAL_JPEG
+# define JPEG_INTERNALS
+#endif
+
+#include <jpeglib.h>
+
+#ifndef USE_INTERNAL_JPEG
+# if JPEG_LIB_VERSION < 80
+# error Need system libjpeg >= 80
+# endif
+#endif
+
+static void R_JPGErrorExit(j_common_ptr cinfo)
+{
+ char buffer[JMSG_LENGTH_MAX];
+
+ (*cinfo->err->format_message) (cinfo, buffer);
+
+ /* Let the memory manager delete any temp files before we die */
+ jpeg_destroy(cinfo);
+
+ ri.Error(ERR_FATAL, "%s", buffer);
+}
+
+static void R_JPGOutputMessage(j_common_ptr cinfo)
+{
+ char buffer[JMSG_LENGTH_MAX];
+
+ /* Create the message */
+ (*cinfo->err->format_message) (cinfo, buffer);
+
+ /* Send it to stderr, adding a newline */
+ ri.Printf(PRINT_ALL, "%s\n", buffer);
+}
+
+void R_LoadJPG(const char *filename, unsigned char **pic, int *width, int *height)
+{
+ /* This struct contains the JPEG decompression parameters and pointers to
+ * working space (which is allocated as needed by the JPEG library).
+ */
+ struct jpeg_decompress_struct cinfo = {NULL};
+ /* We use our private extension JPEG error handler.
+ * Note that this struct must live as long as the main JPEG parameter
+ * struct, to avoid dangling-pointer problems.
+ */
+ /* This struct represents a JPEG error handler. It is declared separately
+ * because applications often want to supply a specialized error handler
+ * (see the second half of this file for an example). But here we just
+ * take the easy way out and use the standard error handler, which will
+ * print a message on stderr and call exit() if compression fails.
+ * Note that this struct must live as long as the main JPEG parameter
+ * struct, to avoid dangling-pointer problems.
+ */
+ struct jpeg_error_mgr jerr;
+ /* More stuff */
+ JSAMPARRAY buffer; /* Output row buffer */
+ unsigned int row_stride; /* physical row width in output buffer */
+ unsigned int pixelcount, memcount;
+ unsigned int sindex, dindex;
+ byte *out;
+ int len;
+ union {
+ byte *b;
+ void *v;
+ } fbuffer;
+ byte *buf;
+
+ /* In this example we want to open the input file before doing anything else,
+ * so that the setjmp() error recovery below can assume the file is open.
+ * VERY IMPORTANT: use "b" option to fopen() if you are on a machine that
+ * requires it in order to read binary files.
+ */
+
+ len = ri.FS_ReadFile ( ( char * ) filename, &fbuffer.v);
+ if (!fbuffer.b || len < 0) {
+ return;
+ }
+
+ /* Step 1: allocate and initialize JPEG decompression object */
+
+ /* We have to set up the error handler first, in case the initialization
+ * step fails. (Unlikely, but it could happen if you are out of memory.)
+ * This routine fills in the contents of struct jerr, and returns jerr's
+ * address which we place into the link field in cinfo.
+ */
+ cinfo.err = jpeg_std_error(&jerr);
+ cinfo.err->error_exit = R_JPGErrorExit;
+ cinfo.err->output_message = R_JPGOutputMessage;
+
+ /* Now we can initialize the JPEG decompression object. */
+ jpeg_create_decompress(&cinfo);
+
+ /* Step 2: specify data source (eg, a file) */
+
+ jpeg_mem_src(&cinfo, fbuffer.b, len);
+
+ /* Step 3: read file parameters with jpeg_read_header() */
+
+ (void) jpeg_read_header(&cinfo, TRUE);
+ /* We can ignore the return value from jpeg_read_header since
+ * (a) suspension is not possible with the stdio data source, and
+ * (b) we passed TRUE to reject a tables-only JPEG file as an error.
+ * See libjpeg.doc for more info.
+ */
+
+ /* Step 4: set parameters for decompression */
+
+ /*
+ * Make sure it always converts images to RGB color space. This will
+ * automatically convert 8-bit greyscale images to RGB as well.
+ */
+ cinfo.out_color_space = JCS_RGB;
+
+ /* Step 5: Start decompressor */
+
+ (void) jpeg_start_decompress(&cinfo);
+ /* We can ignore the return value since suspension is not possible
+ * with the stdio data source.
+ */
+
+ /* We may need to do some setup of our own at this point before reading
+ * the data. After jpeg_start_decompress() we have the correct scaled
+ * output image dimensions available, as well as the output colormap
+ * if we asked for color quantization.
+ * In this example, we need to make an output work buffer of the right size.
+ */
+ /* JSAMPLEs per row in output buffer */
+
+ pixelcount = cinfo.output_width * cinfo.output_height;
+
+ if(!cinfo.output_width || !cinfo.output_height
+ || ((pixelcount * 4) / cinfo.output_width) / 4 != cinfo.output_height
+ || pixelcount > 0x1FFFFFFF || cinfo.output_components != 3
+ )
+ {
+ // Free the memory to make sure we don't leak memory
+ ri.FS_FreeFile (fbuffer.v);
+ jpeg_destroy_decompress(&cinfo);
+
+ ri.Error(ERR_DROP, "LoadJPG: %s has an invalid image format: %dx%d*4=%d, components: %d", filename,
+ cinfo.output_width, cinfo.output_height, pixelcount * 4, cinfo.output_components);
+ }
+
+ memcount = pixelcount * 4;
+ row_stride = cinfo.output_width * cinfo.output_components;
+
+ out = ri.Malloc(memcount);
+
+ *width = cinfo.output_width;
+ *height = cinfo.output_height;
+
+ /* Step 6: while (scan lines remain to be read) */
+ /* jpeg_read_scanlines(...); */
+
+ /* Here we use the library's state variable cinfo.output_scanline as the
+ * loop counter, so that we don't have to keep track ourselves.
+ */
+ while (cinfo.output_scanline < cinfo.output_height) {
+ /* jpeg_read_scanlines expects an array of pointers to scanlines.
+ * Here the array is only one element long, but you could ask for
+ * more than one scanline at a time if that's more convenient.
+ */
+ buf = ((out+(row_stride*cinfo.output_scanline)));
+ buffer = &buf;
+ (void) jpeg_read_scanlines(&cinfo, buffer, 1);
+ }
+
+ buf = out;
+
+ // Expand from RGB to RGBA
+ sindex = pixelcount * cinfo.output_components;
+ dindex = memcount;
+
+ do
+ {
+ buf[--dindex] = 255;
+ buf[--dindex] = buf[--sindex];
+ buf[--dindex] = buf[--sindex];
+ buf[--dindex] = buf[--sindex];
+ } while(sindex);
+
+ *pic = out;
+
+ /* Step 7: Finish decompression */
+
+ jpeg_finish_decompress(&cinfo);
+ /* We can ignore the return value since suspension is not possible
+ * with the stdio data source.
+ */
+
+ /* Step 8: Release JPEG decompression object */
+
+ /* This is an important step since it will release a good deal of memory. */
+ jpeg_destroy_decompress(&cinfo);
+
+ /* After finish_decompress, we can close the input file.
+ * Here we postpone it until after no more JPEG errors are possible,
+ * so as to simplify the setjmp error logic above. (Actually, I don't
+ * think that jpeg_destroy can do an error exit, but why assume anything...)
+ */
+ ri.FS_FreeFile (fbuffer.v);
+
+ /* At this point you may want to check to see whether any corrupt-data
+ * warnings occurred (test whether jerr.pub.num_warnings is nonzero).
+ */
+
+ /* And we're done! */
+}
+
+
+/* Expanded data destination object for stdio output */
+
+typedef struct {
+ struct jpeg_destination_mgr pub; /* public fields */
+
+ byte* outfile; /* target stream */
+ int size;
+} my_destination_mgr;
+
+typedef my_destination_mgr * my_dest_ptr;
+
+
+/*
+ * Initialize destination --- called by jpeg_start_compress
+ * before any data is actually written.
+ */
+
+static void
+init_destination (j_compress_ptr cinfo)
+{
+ my_dest_ptr dest = (my_dest_ptr) cinfo->dest;
+
+ dest->pub.next_output_byte = dest->outfile;
+ dest->pub.free_in_buffer = dest->size;
+}
+
+
+/*
+ * Empty the output buffer --- called whenever buffer fills up.
+ *
+ * In typical applications, this should write the entire output buffer
+ * (ignoring the current state of next_output_byte & free_in_buffer),
+ * reset the pointer & count to the start of the buffer, and return TRUE
+ * indicating that the buffer has been dumped.
+ *
+ * In applications that need to be able to suspend compression due to output
+ * overrun, a FALSE return indicates that the buffer cannot be emptied now.
+ * In this situation, the compressor will return to its caller (possibly with
+ * an indication that it has not accepted all the supplied scanlines). The
+ * application should resume compression after it has made more room in the
+ * output buffer. Note that there are substantial restrictions on the use of
+ * suspension --- see the documentation.
+ *
+ * When suspending, the compressor will back up to a convenient restart point
+ * (typically the start of the current MCU). next_output_byte & free_in_buffer
+ * indicate where the restart point will be if the current call returns FALSE.
+ * Data beyond this point will be regenerated after resumption, so do not
+ * write it out when emptying the buffer externally.
+ */
+
+static boolean
+empty_output_buffer (j_compress_ptr cinfo)
+{
+ my_dest_ptr dest = (my_dest_ptr) cinfo->dest;
+
+ jpeg_destroy_compress(cinfo);
+
+ // Make crash fatal or we would probably leak memory.
+ ri.Error(ERR_FATAL, "Output buffer for encoded JPEG image has insufficient size of %d bytes",
+ dest->size);
+
+ return FALSE;
+}
+
+/*
+ * Terminate destination --- called by jpeg_finish_compress
+ * after all data has been written. Usually needs to flush buffer.
+ *
+ * NB: *not* called by jpeg_abort or jpeg_destroy; surrounding
+ * application must deal with any cleanup that should happen even
+ * for error exit.
+ */
+
+static void term_destination(j_compress_ptr cinfo)
+{
+}
+
+
+/*
+ * Prepare for output to a stdio stream.
+ * The caller must have already opened the stream, and is responsible
+ * for closing it after finishing compression.
+ */
+
+static void
+jpegDest (j_compress_ptr cinfo, byte* outfile, int size)
+{
+ my_dest_ptr dest;
+
+ /* The destination object is made permanent so that multiple JPEG images
+ * can be written to the same file without re-executing jpeg_stdio_dest.
+ * This makes it dangerous to use this manager and a different destination
+ * manager serially with the same JPEG object, because their private object
+ * sizes may be different. Caveat programmer.
+ */
+ if (cinfo->dest == NULL) { /* first time for this JPEG object? */
+ cinfo->dest = (struct jpeg_destination_mgr *)
+ (*cinfo->mem->alloc_small) ((j_common_ptr) cinfo, JPOOL_PERMANENT,
+ sizeof(my_destination_mgr));
+ }
+
+ dest = (my_dest_ptr) cinfo->dest;
+ dest->pub.init_destination = init_destination;
+ dest->pub.empty_output_buffer = empty_output_buffer;
+ dest->pub.term_destination = term_destination;
+ dest->outfile = outfile;
+ dest->size = size;
+}
+
+/*
+=================
+SaveJPGToBuffer
+
+Encodes JPEG from image in image_buffer and writes to buffer.
+Expects RGB input data
+=================
+*/
+size_t RE_SaveJPGToBuffer(byte *buffer, size_t bufSize, int quality,
+ int image_width, int image_height, byte *image_buffer, int padding)
+{
+ struct jpeg_compress_struct cinfo;
+ struct jpeg_error_mgr jerr;
+ JSAMPROW row_pointer[1]; /* pointer to JSAMPLE row[s] */
+ my_dest_ptr dest;
+ int row_stride; /* physical row width in image buffer */
+ size_t outcount;
+
+ /* Step 1: allocate and initialize JPEG compression object */
+ cinfo.err = jpeg_std_error(&jerr);
+ cinfo.err->error_exit = R_JPGErrorExit;
+ cinfo.err->output_message = R_JPGOutputMessage;
+
+ /* Now we can initialize the JPEG compression object. */
+ jpeg_create_compress(&cinfo);
+
+ /* Step 2: specify data destination (eg, a file) */
+ /* Note: steps 2 and 3 can be done in either order. */
+ jpegDest(&cinfo, buffer, bufSize);
+
+ /* Step 3: set parameters for compression */
+ cinfo.image_width = image_width; /* image width and height, in pixels */
+ cinfo.image_height = image_height;
+ cinfo.input_components = 3; /* # of color components per pixel */
+ cinfo.in_color_space = JCS_RGB; /* colorspace of input image */
+
+ jpeg_set_defaults(&cinfo);
+ jpeg_set_quality(&cinfo, quality, TRUE /* limit to baseline-JPEG values */);
+ /* If quality is set high, disable chroma subsampling */
+ if (quality >= 85) {
+ cinfo.comp_info[0].h_samp_factor = 1;
+ cinfo.comp_info[0].v_samp_factor = 1;
+ }
+
+ /* Step 4: Start compressor */
+ jpeg_start_compress(&cinfo, TRUE);
+
+ /* Step 5: while (scan lines remain to be written) */
+ /* jpeg_write_scanlines(...); */
+ row_stride = image_width * cinfo.input_components + padding; /* JSAMPLEs per row in image_buffer */
+
+ while (cinfo.next_scanline < cinfo.image_height) {
+ /* jpeg_write_scanlines expects an array of pointers to scanlines.
+ * Here the array is only one element long, but you could pass
+ * more than one scanline at a time if that's more convenient.
+ */
+ row_pointer[0] = &image_buffer[((cinfo.image_height-1)*row_stride)-cinfo.next_scanline * row_stride];
+ (void) jpeg_write_scanlines(&cinfo, row_pointer, 1);
+ }
+
+ /* Step 6: Finish compression */
+ jpeg_finish_compress(&cinfo);
+
+ dest = (my_dest_ptr) cinfo.dest;
+ outcount = dest->size - dest->pub.free_in_buffer;
+
+ /* Step 7: release JPEG compression object */
+ jpeg_destroy_compress(&cinfo);
+
+ /* And we're done! */
+ return outcount;
+}
+
+void RE_SaveJPG(char * filename, int quality, int image_width, int image_height, byte *image_buffer, int padding)
+{
+ byte *out;
+ size_t bufSize;
+
+ bufSize = image_width * image_height * 3;
+ out = ri.Hunk_AllocateTempMemory(bufSize);
+
+ bufSize = RE_SaveJPGToBuffer(out, bufSize, quality, image_width, image_height, image_buffer, padding);
+ ri.FS_WriteFile(filename, out, bufSize);
+
+ ri.Hunk_FreeTempMemory(out);
+}
Added: trunk/code/rend2/tr_image_pcx.c
===================================================================
--- trunk/code/rend2/tr_image_pcx.c (rev 0)
+++ trunk/code/rend2/tr_image_pcx.c 2012-10-26 01:23:06 UTC (rev 2329)
@@ -0,0 +1,179 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+ 2008 Ludwig Nussel
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Quake III Arena source code is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Quake III Arena source code; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+
+#include "../qcommon/q_shared.h"
+#include "../qcommon/qfiles.h"
+#include "../qcommon/qcommon.h"
+#include "../renderer/tr_public.h"
+extern refimport_t ri;
+
+/*
+========================================================================
+
+PCX files are used for 8 bit images
+
+========================================================================
+*/
+
+typedef struct {
+ char manufacturer;
+ char version;
+ char encoding;
+ char bits_per_pixel;
+ unsigned short xmin,ymin,xmax,ymax;
+ unsigned short hres,vres;
+ unsigned char palette[48];
+ char reserved;
+ char color_planes;
+ unsigned short bytes_per_line;
+ unsigned short palette_type;
+ unsigned short hscreensize, vscreensize;
+ char filler[54];
+ unsigned char data[];
+} pcx_t;
+
+void R_LoadPCX ( const char *filename, byte **pic, int *width, int *height)
+{
+ union {
+ byte *b;
+ void *v;
+ } raw;
+ byte *end;
+ pcx_t *pcx;
+ int len;
+ unsigned char dataByte = 0, runLength = 0;
+ byte *out, *pix;
+ unsigned short w, h;
+ byte *pic8;
+ byte *palette;
+ int i;
+ unsigned size = 0;
+
+ if (width)
+ *width = 0;
+ if (height)
+ *height = 0;
+ *pic = NULL;
+
+ //
+ // load the file
+ //
+ len = ri.FS_ReadFile( ( char * ) filename, &raw.v);
+ if (!raw.b || len < 0) {
+ return;
+ }
+
+ if((unsigned)len < sizeof(pcx_t))
+ {
+ ri.Printf (PRINT_ALL, "PCX truncated: %s\n", filename);
+ ri.FS_FreeFile (raw.v);
+ return;
+ }
+
+ //
+ // parse the PCX file
+ //
+ pcx = (pcx_t *)raw.b;
+ end = raw.b+len;
+
+ w = LittleShort(pcx->xmax)+1;
+ h = LittleShort(pcx->ymax)+1;
+ size = w*h;
+
+ if (pcx->manufacturer != 0x0a
+ || pcx->version != 5
+ || pcx->encoding != 1
+ || pcx->color_planes != 1
+ || pcx->bits_per_pixel != 8
+ || w >= 1024
+ || h >= 1024)
+ {
+ ri.Printf (PRINT_ALL, "Bad or unsupported pcx file %s (%dx%d@%d)\n", filename, w, h, pcx->bits_per_pixel);
+ return;
+ }
+
+ pix = pic8 = ri.Malloc ( size );
+
+ raw.b = pcx->data;
+ // FIXME: should use bytes_per_line but original q3 didn't do that either
+ while(pix < pic8+size)
+ {
+ if(runLength > 0) {
+ *pix++ = dataByte;
+ --runLength;
+ continue;
+ }
+
+ if(raw.b+1 > end)
+ break;
+ dataByte = *raw.b++;
+
+ if((dataByte & 0xC0) == 0xC0)
+ {
+ if(raw.b+1 > end)
+ break;
+ runLength = dataByte & 0x3F;
+ dataByte = *raw.b++;
+ }
+ else
+ runLength = 1;
+ }
+
+ if(pix < pic8+size)
+ {
+ ri.Printf (PRINT_ALL, "PCX file truncated: %s\n", filename);
+ ri.FS_FreeFile (pcx);
+ ri.Free (pic8);
+ }
+
+ if (raw.b-(byte*)pcx >= end - (byte*)769 || end[-769] != 0x0c)
+ {
+ ri.Printf (PRINT_ALL, "PCX missing palette: %s\n", filename);
+ ri.FS_FreeFile (pcx);
+ ri.Free (pic8);
+ return;
+ }
+
+ palette = end-768;
+
+ pix = out = ri.Malloc(4 * size );
+ for (i = 0 ; i < size ; i++)
+ {
+ unsigned char p = pic8[i];
+ pix[0] = palette[p*3];
+ pix[1] = palette[p*3 + 1];
+ pix[2] = palette[p*3 + 2];
+ pix[3] = 255;
+ pix += 4;
+ }
+
+ if (width)
+ *width = w;
+ if (height)
+ *height = h;
+
+ *pic = out;
+
+ ri.FS_FreeFile (pcx);
+ ri.Free (pic8);
+}
Added: trunk/code/rend2/tr_image_png.c
===================================================================
--- trunk/code/rend2/tr_image_png.c (rev 0)
+++ trunk/code/rend2/tr_image_png.c 2012-10-26 01:23:06 UTC (rev 2329)
@@ -0,0 +1,2490 @@
+/*
+===========================================================================
+ioquake3 png decoder
+Copyright (C) 2007,2008 Joerg Dietrich
+
+This program is free software; you can redistribute it and/or
+modify it under the terms of the GNU General Public License
+as published by the Free Software Foundation; either version 2
+of the License, or (at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with this program; if not, write to the Free Software
+Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+===========================================================================
+*/
+
+#include "../qcommon/q_shared.h"
+#include "../qcommon/qfiles.h"
+#include "../qcommon/qcommon.h"
+#include "../renderer/tr_public.h"
+extern refimport_t ri;
+
+#include "../qcommon/puff.h"
+
+// we could limit the png size to a lower value here
+#ifndef INT_MAX
+#define INT_MAX 0x1fffffff
+#endif
+
+/*
+=================
+PNG LOADING
+=================
+*/
+
+/*
+ * Quake 3 image format : RGBA
+ */
+
+#define Q3IMAGE_BYTESPERPIXEL (4)
+
+/*
+ * PNG specifications
+ */
+
+/*
+ * The first 8 Bytes of every PNG-File are a fixed signature
+ * to identify the file as a PNG.
+ */
+
+#define PNG_Signature "\x89\x50\x4E\x47\xD\xA\x1A\xA"
+#define PNG_Signature_Size (8)
+
+/*
+ * After the signature diverse chunks follow.
+ * A chunk consists of a header and if Length
+ * is bigger than 0 a body and a CRC of the body follow.
+ */
+
+struct PNG_ChunkHeader
+{
+ uint32_t Length;
+ uint32_t Type;
+};
+
+#define PNG_ChunkHeader_Size (8)
+
+typedef uint32_t PNG_ChunkCRC;
+
+#define PNG_ChunkCRC_Size (4)
+
+/*
+ * We use the following ChunkTypes.
+ * All others are ignored.
+ */
+
+#define MAKE_CHUNKTYPE(a,b,c,d) (((a) << 24) | ((b) << 16) | ((c) << 8) | ((d)))
+
+#define PNG_ChunkType_IHDR MAKE_CHUNKTYPE('I', 'H', 'D', 'R')
+#define PNG_ChunkType_PLTE MAKE_CHUNKTYPE('P', 'L', 'T', 'E')
+#define PNG_ChunkType_IDAT MAKE_CHUNKTYPE('I', 'D', 'A', 'T')
+#define PNG_ChunkType_IEND MAKE_CHUNKTYPE('I', 'E', 'N', 'D')
+#define PNG_ChunkType_tRNS MAKE_CHUNKTYPE('t', 'R', 'N', 'S')
+
+/*
+ * Per specification the first chunk after the signature SHALL be IHDR.
+ */
+
+struct PNG_Chunk_IHDR
+{
+ uint32_t Width;
+ uint32_t Height;
+ uint8_t BitDepth;
+ uint8_t ColourType;
+ uint8_t CompressionMethod;
+ uint8_t FilterMethod;
+ uint8_t InterlaceMethod;
+};
+
+#define PNG_Chunk_IHDR_Size (13)
+
+/*
+ * ColourTypes
+ */
+
+#define PNG_ColourType_Grey (0)
+#define PNG_ColourType_True (2)
+#define PNG_ColourType_Indexed (3)
+#define PNG_ColourType_GreyAlpha (4)
+#define PNG_ColourType_TrueAlpha (6)
+
+/*
+ * number of colour components
+ *
+ * Grey : 1 grey
+ * True : 1 R, 1 G, 1 B
+ * Indexed : 1 index
+ * GreyAlpha : 1 grey, 1 alpha
+ * TrueAlpha : 1 R, 1 G, 1 B, 1 alpha
+ */
+
+#define PNG_NumColourComponents_Grey (1)
+#define PNG_NumColourComponents_True (3)
+#define PNG_NumColourComponents_Indexed (1)
+#define PNG_NumColourComponents_GreyAlpha (2)
+#define PNG_NumColourComponents_TrueAlpha (4)
+
+/*
+ * For the different ColourTypes
+ * different BitDepths are specified.
+ */
+
+#define PNG_BitDepth_1 ( 1)
+#define PNG_BitDepth_2 ( 2)
+#define PNG_BitDepth_4 ( 4)
+#define PNG_BitDepth_8 ( 8)
+#define PNG_BitDepth_16 (16)
+
+/*
+ * Only one valid CompressionMethod is standardized.
+ */
+
+#define PNG_CompressionMethod_0 (0)
+
+/*
+ * Only one valid FilterMethod is currently standardized.
+ */
+
+#define PNG_FilterMethod_0 (0)
+
+/*
+ * This FilterMethod defines 5 FilterTypes
+ */
+
+#define PNG_FilterType_None (0)
+#define PNG_FilterType_Sub (1)
+#define PNG_FilterType_Up (2)
+#define PNG_FilterType_Average (3)
+#define PNG_FilterType_Paeth (4)
+
+/*
+ * Two InterlaceMethods are standardized :
+ * 0 - NonInterlaced
+ * 1 - Interlaced
+ */
+
+#define PNG_InterlaceMethod_NonInterlaced (0)
+#define PNG_InterlaceMethod_Interlaced (1)
+
+/*
+ * The Adam7 interlace method uses 7 passes.
+ */
+
+#define PNG_Adam7_NumPasses (7)
+
+/*
+ * The compressed data starts with a header ...
+ */
+
+struct PNG_ZlibHeader
+{
+ uint8_t CompressionMethod;
+ uint8_t Flags;
+};
+
+#define PNG_ZlibHeader_Size (2)
+
+/*
+ * ... and is followed by a check value
+ */
+
+#define PNG_ZlibCheckValue_Size (4)
+
+/*
+ * Some support functions for buffered files follow.
+ */
+
+/*
+ * buffered file representation
+ */
+
+struct BufferedFile
+{
+ byte *Buffer;
+ int Length;
+ byte *Ptr;
+ int BytesLeft;
+};
+
+/*
+ * Read a file into a buffer.
+ */
+
+static struct BufferedFile *ReadBufferedFile(const char *name)
+{
+ struct BufferedFile *BF;
+ union {
+ byte *b;
+ void *v;
+ } buffer;
+
+ /*
+ * input verification
+ */
+
+ if(!name)
+ {
+ return(NULL);
+ }
+
+ /*
+ * Allocate control struct.
+ */
+
+ BF = ri.Malloc(sizeof(struct BufferedFile));
+ if(!BF)
+ {
+ return(NULL);
+ }
+
+ /*
+ * Initialize the structs components.
+ */
+
+ BF->Length = 0;
+ BF->Buffer = NULL;
+ BF->Ptr = NULL;
+ BF->BytesLeft = 0;
+
+ /*
+ * Read the file.
+ */
+
+ BF->Length = ri.FS_ReadFile((char *) name, &buffer.v);
+ BF->Buffer = buffer.b;
+
+ /*
+ * Did we get it? Is it big enough?
+ */
+
+ if(!(BF->Buffer && (BF->Length > 0)))
+ {
+ ri.Free(BF);
+
+ return(NULL);
+ }
+
+ /*
+ * Set the pointers and counters.
+ */
+
+ BF->Ptr = BF->Buffer;
+ BF->BytesLeft = BF->Length;
+
+ return(BF);
+}
+
+/*
+ * Close a buffered file.
+ */
+
+static void CloseBufferedFile(struct BufferedFile *BF)
+{
+ if(BF)
+ {
+ if(BF->Buffer)
+ {
+ ri.FS_FreeFile(BF->Buffer);
+ }
+
+ ri.Free(BF);
+ }
+}
+
+/*
+ * Get a pointer to the requested bytes.
+ */
+
+static void *BufferedFileRead(struct BufferedFile *BF, unsigned Length)
+{
+ void *RetVal;
+
+ /*
+ * input verification
+ */
+
+ if(!(BF && Length))
+ {
+ return(NULL);
+ }
+
+ /*
+ * not enough bytes left
+ */
+
+ if(Length > BF->BytesLeft)
+ {
+ return(NULL);
+ }
+
+ /*
+ * the pointer to the requested data
+ */
+
+ RetVal = BF->Ptr;
+
+ /*
+ * Raise the pointer and counter.
+ */
+
+ BF->Ptr += Length;
+ BF->BytesLeft -= Length;
+
+ return(RetVal);
+}
+
+/*
+ * Rewind the buffer.
+ */
+
+static qboolean BufferedFileRewind(struct BufferedFile *BF, unsigned Offset)
+{
+ unsigned BytesRead;
+
+ /*
+ * input verification
+ */
+
+ if(!BF)
+ {
+ return(qfalse);
+ }
+
+ /*
+ * special trick to rewind to the beginning of the buffer
+ */
+
+ if(Offset == (unsigned)-1)
+ {
+ BF->Ptr = BF->Buffer;
+ BF->BytesLeft = BF->Length;
+
+ return(qtrue);
+ }
+
+ /*
+ * How many bytes do we have already read?
+ */
+
+ BytesRead = BF->Ptr - BF->Buffer;
+
+ /*
+ * We can only rewind to the beginning of the BufferedFile.
+ */
+
+ if(Offset > BytesRead)
+ {
+ return(qfalse);
+ }
+
+ /*
+ * lower the pointer and counter.
+ */
+
+ BF->Ptr -= Offset;
+ BF->BytesLeft += Offset;
+
+ return(qtrue);
+}
+
+/*
+ * Skip some bytes.
+ */
+
+static qboolean BufferedFileSkip(struct BufferedFile *BF, unsigned Offset)
+{
+ /*
+ * input verification
+ */
+
+ if(!BF)
+ {
+ return(qfalse);
+ }
+
+ /*
+ * We can only skip to the end of the BufferedFile.
+ */
+
+ if(Offset > BF->BytesLeft)
+ {
+ return(qfalse);
+ }
+
+ /*
+ * lower the pointer and counter.
+ */
+
+ BF->Ptr += Offset;
+ BF->BytesLeft -= Offset;
+
+ return(qtrue);
+}
+
+/*
+ * Find a chunk
+ */
+
+static qboolean FindChunk(struct BufferedFile *BF, uint32_t ChunkType)
+{
+ struct PNG_ChunkHeader *CH;
+
+ uint32_t Length;
+ uint32_t Type;
+
+ /*
+ * input verification
+ */
+
+ if(!BF)
+ {
+ return(qfalse);
+ }
+
+ /*
+ * cycle trough the chunks
+ */
+
+ while(qtrue)
+ {
+ /*
+ * Read the chunk-header.
+ */
+
+ CH = BufferedFileRead(BF, PNG_ChunkHeader_Size);
+ if(!CH)
+ {
+ return(qfalse);
+ }
+
+ /*
+ * Do not swap the original types
+ * they might be needed later.
+ */
+
+ Length = BigLong(CH->Length);
+ Type = BigLong(CH->Type);
+
+ /*
+ * We found it!
+ */
+
+ if(Type == ChunkType)
+ {
+ /*
+ * Rewind to the start of the chunk.
+ */
+
+ BufferedFileRewind(BF, PNG_ChunkHeader_Size);
+
+ break;
+ }
+ else
+ {
+ /*
+ * Skip the rest of the chunk.
+ */
+
+ if(Length)
+ {
+ if(!BufferedFileSkip(BF, Length + PNG_ChunkCRC_Size))
+ {
+ return(qfalse);
+ }
+ }
+ }
+ }
+
+ return(qtrue);
+}
+
+/*
+ * Decompress all IDATs
+ */
+
+static uint32_t DecompressIDATs(struct BufferedFile *BF, uint8_t **Buffer)
+{
+ uint8_t *DecompressedData;
+ uint32_t DecompressedDataLength;
+
+ uint8_t *CompressedData;
+ uint8_t *CompressedDataPtr;
+ uint32_t CompressedDataLength;
+
+ struct PNG_ChunkHeader *CH;
+
+ uint32_t Length;
+ uint32_t Type;
+
+ int BytesToRewind;
+
+ int32_t puffResult;
+ uint8_t *puffDest;
+ uint32_t puffDestLen;
+ uint8_t *puffSrc;
+ uint32_t puffSrcLen;
+
+ /*
+ * input verification
+ */
+
+ if(!(BF && Buffer))
+ {
+ return(-1);
+ }
+
+ /*
+ * some zeroing
+ */
+
+ DecompressedData = NULL;
+ DecompressedDataLength = 0;
+ *Buffer = DecompressedData;
+
+ CompressedData = NULL;
+ CompressedDataLength = 0;
+
+ BytesToRewind = 0;
+
+ /*
+ * Find the first IDAT chunk.
+ */
+
+ if(!FindChunk(BF, PNG_ChunkType_IDAT))
+ {
+ return(-1);
+ }
+
+ /*
+ * Count the size of the uncompressed data
+ */
+
+ while(qtrue)
+ {
+ /*
+ * Read chunk header
+ */
+
+ CH = BufferedFileRead(BF, PNG_ChunkHeader_Size);
+ if(!CH)
+ {
+ /*
+ * Rewind to the start of this adventure
+ * and return unsuccessfull
+ */
+
+ BufferedFileRewind(BF, BytesToRewind);
+
+ return(-1);
+ }
+
+ /*
+ * Length and Type of chunk
+ */
+
+ Length = BigLong(CH->Length);
+ Type = BigLong(CH->Type);
+
+ /*
+ * We have reached the end of the IDAT chunks
+ */
+
+ if(!(Type == PNG_ChunkType_IDAT))
+ {
+ BufferedFileRewind(BF, PNG_ChunkHeader_Size);
+
+ break;
+ }
+
+ /*
+ * Add chunk header to count.
+ */
+
+ BytesToRewind += PNG_ChunkHeader_Size;
+
+ /*
+ * Skip to next chunk
+ */
+
+ if(Length)
+ {
+ if(!BufferedFileSkip(BF, Length + PNG_ChunkCRC_Size))
+ {
+ BufferedFileRewind(BF, BytesToRewind);
+
+ return(-1);
+ }
+
+ BytesToRewind += Length + PNG_ChunkCRC_Size;
+ CompressedDataLength += Length;
+ }
+ }
+
+ BufferedFileRewind(BF, BytesToRewind);
+
+ CompressedData = ri.Malloc(CompressedDataLength);
+ if(!CompressedData)
+ {
+ return(-1);
+ }
+
+ CompressedDataPtr = CompressedData;
+
+ /*
+ * Collect the compressed Data
+ */
+
+ while(qtrue)
+ {
+ /*
+ * Read chunk header
+ */
+
+ CH = BufferedFileRead(BF, PNG_ChunkHeader_Size);
+ if(!CH)
+ {
+ ri.Free(CompressedData);
+
+ return(-1);
+ }
+
+ /*
+ * Length and Type of chunk
+ */
+
+ Length = BigLong(CH->Length);
+ Type = BigLong(CH->Type);
+
+ /*
+ * We have reached the end of the IDAT chunks
+ */
+
+ if(!(Type == PNG_ChunkType_IDAT))
+ {
+ BufferedFileRewind(BF, PNG_ChunkHeader_Size);
+
+ break;
+ }
+
+ /*
+ * Copy the Data
+ */
+
+ if(Length)
+ {
+ uint8_t *OrigCompressedData;
+
+ OrigCompressedData = BufferedFileRead(BF, Length);
+ if(!OrigCompressedData)
+ {
+ ri.Free(CompressedData);
+
+ return(-1);
+ }
+
+ if(!BufferedFileSkip(BF, PNG_ChunkCRC_Size))
+ {
+ ri.Free(CompressedData);
+
+ return(-1);
+ }
+
+ memcpy(CompressedDataPtr, OrigCompressedData, Length);
+ CompressedDataPtr += Length;
+ }
+ }
+
+ /*
+ * Let puff() calculate the decompressed data length.
+ */
+
+ puffDest = NULL;
+ puffDestLen = 0;
+
+ /*
+ * The zlib header and checkvalue don't belong to the compressed data.
+ */
+
+ puffSrc = CompressedData + PNG_ZlibHeader_Size;
+ puffSrcLen = CompressedDataLength - PNG_ZlibHeader_Size - PNG_ZlibCheckValue_Size;
+
+ /*
+ * first puff() to calculate the size of the uncompressed data
+ */
+
+ puffResult = puff(puffDest, &puffDestLen, puffSrc, &puffSrcLen);
+ if(!((puffResult == 0) && (puffDestLen > 0)))
+ {
+ ri.Free(CompressedData);
+
+ return(-1);
+ }
+
+ /*
+ * Allocate the buffer for the uncompressed data.
+ */
+
+ DecompressedData = ri.Malloc(puffDestLen);
+ if(!DecompressedData)
+ {
+ ri.Free(CompressedData);
+
+ return(-1);
+ }
+
+ /*
+ * Set the input again in case something was changed by the last puff() .
+ */
+
+ puffDest = DecompressedData;
+ puffSrc = CompressedData + PNG_ZlibHeader_Size;
+ puffSrcLen = CompressedDataLength - PNG_ZlibHeader_Size - PNG_ZlibCheckValue_Size;
+
+ /*
+ * decompression puff()
+ */
+
+ puffResult = puff(puffDest, &puffDestLen, puffSrc, &puffSrcLen);
+
+ /*
+ * The compressed data is not needed anymore.
+ */
+
+ ri.Free(CompressedData);
+
+ /*
+ * Check if the last puff() was successfull.
+ */
+
+ if(!((puffResult == 0) && (puffDestLen > 0)))
+ {
+ ri.Free(DecompressedData);
+
+ return(-1);
+ }
+
+ /*
+ * Set the output of this function.
+ */
+
+ DecompressedDataLength = puffDestLen;
+ *Buffer = DecompressedData;
+
+ return(DecompressedDataLength);
+}
+
+/*
+ * the Paeth predictor
+ */
+
+static uint8_t PredictPaeth(uint8_t a, uint8_t b, uint8_t c)
+{
+ /*
+ * a == Left
+ * b == Up
+ * c == UpLeft
+ */
+
+ uint8_t Pr;
+ int p;
+ int pa, pb, pc;
+
+ p = ((int) a) + ((int) b) - ((int) c);
+ pa = abs(p - ((int) a));
+ pb = abs(p - ((int) b));
+ pc = abs(p - ((int) c));
+
+ if((pa <= pb) && (pa <= pc))
+ {
+ Pr = a;
+ }
+ else if(pb <= pc)
+ {
+ Pr = b;
+ }
+ else
+ {
+ Pr = c;
+ }
+
+ return(Pr);
+
+}
+
+/*
+ * Reverse the filters.
+ */
+
+static qboolean UnfilterImage(uint8_t *DecompressedData,
+ uint32_t ImageHeight,
+ uint32_t BytesPerScanline,
+ uint32_t BytesPerPixel)
+{
+ uint8_t *DecompPtr;
+ uint8_t FilterType;
+ uint8_t *PixelLeft, *PixelUp, *PixelUpLeft;
+ uint32_t w, h, p;
+
+ /*
+ * some zeros for the filters
+ */
+
+ uint8_t Zeros[8] = {0, 0, 0, 0, 0, 0, 0, 0};
+
+ /*
+ * input verification
+ */
+
+ if(!(DecompressedData && BytesPerPixel))
+ {
+ return(qfalse);
+ }
+
+ /*
+ * ImageHeight and BytesPerScanline can be zero in small interlaced images.
+ */
+
+ if((!ImageHeight) || (!BytesPerScanline))
+ {
+ return(qtrue);
+ }
+
+ /*
+ * Set the pointer to the start of the decompressed Data.
+ */
+
+ DecompPtr = DecompressedData;
+
+ /*
+ * Un-filtering is done in place.
+ */
+
+ /*
+ * Go trough all scanlines.
+ */
+
+ for(h = 0; h < ImageHeight; h++)
+ {
+ /*
+ * Every scanline starts with a FilterType byte.
+ */
+
+ FilterType = *DecompPtr;
+ DecompPtr++;
+
+ /*
+ * Left pixel of the first byte in a scanline is zero.
+ */
+
+ PixelLeft = Zeros;
+
+ /*
+ * Set PixelUp to previous line only if we are on the second line or above.
+ *
+ * Plus one byte for the FilterType
+ */
+
+ if(h > 0)
+ {
+ PixelUp = DecompPtr - (BytesPerScanline + 1);
+ }
+ else
+ {
+ PixelUp = Zeros;
+ }
+
+ /*
+ * The pixel left to the first pixel of the previous scanline is zero too.
+ */
+
+ PixelUpLeft = Zeros;
+
+ /*
+ * Cycle trough all pixels of the scanline.
+ */
+
+ for(w = 0; w < (BytesPerScanline / BytesPerPixel); w++)
+ {
+ /*
+ * Cycle trough the bytes of the pixel.
+ */
+
+ for(p = 0; p < BytesPerPixel; p++)
+ {
+ switch(FilterType)
+ {
+ case PNG_FilterType_None :
+ {
+ /*
+ * The byte is unfiltered.
+ */
+
+ break;
+ }
+
+ case PNG_FilterType_Sub :
+ {
+ DecompPtr[p] += PixelLeft[p];
+
+ break;
+ }
+
+ case PNG_FilterType_Up :
+ {
+ DecompPtr[p] += PixelUp[p];
+
+ break;
+ }
+
+ case PNG_FilterType_Average :
+ {
+ DecompPtr[p] += ((uint8_t) ((((uint16_t) PixelLeft[p]) + ((uint16_t) PixelUp[p])) / 2));
+
+ break;
+ }
+
+ case PNG_FilterType_Paeth :
+ {
+ DecompPtr[p] += PredictPaeth(PixelLeft[p], PixelUp[p], PixelUpLeft[p]);
+
+ break;
+ }
+
+ default :
+ {
+ return(qfalse);
+ }
+ }
+ }
+
+ PixelLeft = DecompPtr;
+
+ /*
+ * We only have an upleft pixel if we are on the second line or above.
+ */
+
+ if(h > 0)
+ {
+ PixelUpLeft = DecompPtr - (BytesPerScanline + 1);
+ }
+
+ /*
+ * Skip to the next pixel.
+ */
+
+ DecompPtr += BytesPerPixel;
+
+ /*
+ * We only have a previous line if we are on the second line and above.
+ */
+
+ if(h > 0)
+ {
+ PixelUp = DecompPtr - (BytesPerScanline + 1);
+ }
+ }
+ }
+
+ return(qtrue);
+}
+
+/*
+ * Convert a raw input pixel to Quake 3 RGA format.
+ */
+
+static qboolean ConvertPixel(struct PNG_Chunk_IHDR *IHDR,
+ byte *OutPtr,
+ uint8_t *DecompPtr,
+ qboolean HasTransparentColour,
+ uint8_t *TransparentColour,
+ uint8_t *OutPal)
+{
+ /*
+ * input verification
+ */
+
+ if(!(IHDR && OutPtr && DecompPtr && TransparentColour && OutPal))
+ {
+ return(qfalse);
+ }
+
+ switch(IHDR->ColourType)
+ {
+ case PNG_ColourType_Grey :
+ {
+ switch(IHDR->BitDepth)
+ {
+ case PNG_BitDepth_1 :
+ case PNG_BitDepth_2 :
+ case PNG_BitDepth_4 :
+ {
+ uint8_t Step;
+ uint8_t GreyValue;
+
+ Step = 0xFF / ((1 << IHDR->BitDepth) - 1);
+
+ GreyValue = DecompPtr[0] * Step;
+
+ OutPtr[0] = GreyValue;
+ OutPtr[1] = GreyValue;
+ OutPtr[2] = GreyValue;
+ OutPtr[3] = 0xFF;
+
+ /*
+ * Grey supports full transparency for one specified colour
+ */
+
+ if(HasTransparentColour)
+ {
+ if(TransparentColour[1] == DecompPtr[0])
+ {
+ OutPtr[3] = 0x00;
+ }
+ }
+
+
+ break;
+ }
+
+ case PNG_BitDepth_8 :
+ case PNG_BitDepth_16 :
+ {
+ OutPtr[0] = DecompPtr[0];
+ OutPtr[1] = DecompPtr[0];
+ OutPtr[2] = DecompPtr[0];
+ OutPtr[3] = 0xFF;
+
+ /*
+ * Grey supports full transparency for one specified colour
+ */
+
+ if(HasTransparentColour)
+ {
+ if(IHDR->BitDepth == PNG_BitDepth_8)
+ {
+ if(TransparentColour[1] == DecompPtr[0])
+ {
+ OutPtr[3] = 0x00;
+ }
+ }
+ else
+ {
+ if((TransparentColour[0] == DecompPtr[0]) && (TransparentColour[1] == DecompPtr[1]))
+ {
+ OutPtr[3] = 0x00;
+ }
+ }
+ }
+
+ break;
+ }
+
+ default :
+ {
+ return(qfalse);
+ }
+ }
+
+ break;
+ }
+
+ case PNG_ColourType_True :
+ {
+ switch(IHDR->BitDepth)
+ {
+ case PNG_BitDepth_8 :
+ {
+ OutPtr[0] = DecompPtr[0];
+ OutPtr[1] = DecompPtr[1];
+ OutPtr[2] = DecompPtr[2];
+ OutPtr[3] = 0xFF;
+
+ /*
+ * True supports full transparency for one specified colour
+ */
+
+ if(HasTransparentColour)
+ {
+ if((TransparentColour[1] == DecompPtr[0]) &&
+ (TransparentColour[3] == DecompPtr[1]) &&
+ (TransparentColour[5] == DecompPtr[2]))
+ {
+ OutPtr[3] = 0x00;
+ }
+ }
+
+ break;
+ }
+
+ case PNG_BitDepth_16 :
+ {
+ /*
+ * We use only the upper byte.
+ */
+
+ OutPtr[0] = DecompPtr[0];
+ OutPtr[1] = DecompPtr[2];
+ OutPtr[2] = DecompPtr[4];
+ OutPtr[3] = 0xFF;
+
+ /*
+ * True supports full transparency for one specified colour
+ */
+
+ if(HasTransparentColour)
+ {
+ if((TransparentColour[0] == DecompPtr[0]) && (TransparentColour[1] == DecompPtr[1]) &&
+ (TransparentColour[2] == DecompPtr[2]) && (TransparentColour[3] == DecompPtr[3]) &&
+ (TransparentColour[4] == DecompPtr[4]) && (TransparentColour[5] == DecompPtr[5]))
+ {
+ OutPtr[3] = 0x00;
+ }
+ }
+
+ break;
+ }
+
+ default :
+ {
+ return(qfalse);
+ }
+ }
+
+ break;
+ }
+
+ case PNG_ColourType_Indexed :
+ {
+ OutPtr[0] = OutPal[DecompPtr[0] * Q3IMAGE_BYTESPERPIXEL + 0];
+ OutPtr[1] = OutPal[DecompPtr[0] * Q3IMAGE_BYTESPERPIXEL + 1];
+ OutPtr[2] = OutPal[DecompPtr[0] * Q3IMAGE_BYTESPERPIXEL + 2];
+ OutPtr[3] = OutPal[DecompPtr[0] * Q3IMAGE_BYTESPERPIXEL + 3];
+
+ break;
+ }
+
+ case PNG_ColourType_GreyAlpha :
+ {
+ switch(IHDR->BitDepth)
+ {
+ case PNG_BitDepth_8 :
+ {
+ OutPtr[0] = DecompPtr[0];
+ OutPtr[1] = DecompPtr[0];
+ OutPtr[2] = DecompPtr[0];
+ OutPtr[3] = DecompPtr[1];
+
+ break;
+ }
+
+ case PNG_BitDepth_16 :
+ {
+ /*
+ * We use only the upper byte.
+ */
+
+ OutPtr[0] = DecompPtr[0];
+ OutPtr[1] = DecompPtr[0];
+ OutPtr[2] = DecompPtr[0];
+ OutPtr[3] = DecompPtr[2];
+
+ break;
+ }
+
+ default :
+ {
+ return(qfalse);
+ }
+ }
+
+ break;
+ }
+
+ case PNG_ColourType_TrueAlpha :
+ {
+ switch(IHDR->BitDepth)
+ {
+ case PNG_BitDepth_8 :
+ {
+ OutPtr[0] = DecompPtr[0];
+ OutPtr[1] = DecompPtr[1];
+ OutPtr[2] = DecompPtr[2];
+ OutPtr[3] = DecompPtr[3];
+
+ break;
+ }
+
+ case PNG_BitDepth_16 :
+ {
+ /*
+ * We use only the upper byte.
+ */
+
+ OutPtr[0] = DecompPtr[0];
+ OutPtr[1] = DecompPtr[2];
+ OutPtr[2] = DecompPtr[4];
+ OutPtr[3] = DecompPtr[6];
+
+ break;
+ }
+
+ default :
+ {
+ return(qfalse);
+ }
+ }
+
+ break;
+ }
+
+ default :
+ {
+ return(qfalse);
+ }
+ }
+
+ return(qtrue);
+}
+
+
+/*
+ * Decode a non-interlaced image.
+ */
+
+static qboolean DecodeImageNonInterlaced(struct PNG_Chunk_IHDR *IHDR,
+ byte *OutBuffer,
+ uint8_t *DecompressedData,
+ uint32_t DecompressedDataLength,
+ qboolean HasTransparentColour,
+ uint8_t *TransparentColour,
+ uint8_t *OutPal)
+{
+ uint32_t IHDR_Width;
+ uint32_t IHDR_Height;
+ uint32_t BytesPerScanline, BytesPerPixel, PixelsPerByte;
+ uint32_t w, h, p;
+ byte *OutPtr;
+ uint8_t *DecompPtr;
+
+ /*
+ * input verification
+ */
+
+ if(!(IHDR && OutBuffer && DecompressedData && DecompressedDataLength && TransparentColour && OutPal))
+ {
+ return(qfalse);
+ }
+
+ /*
+ * byte swapping
+ */
+
+ IHDR_Width = BigLong(IHDR->Width);
+ IHDR_Height = BigLong(IHDR->Height);
+
+ /*
+ * information for un-filtering
+ */
+
+ switch(IHDR->ColourType)
+ {
+ case PNG_ColourType_Grey :
+ {
+ switch(IHDR->BitDepth)
+ {
+ case PNG_BitDepth_1 :
+ case PNG_BitDepth_2 :
+ case PNG_BitDepth_4 :
+ {
+ BytesPerPixel = 1;
+ PixelsPerByte = 8 / IHDR->BitDepth;
+
+ break;
+ }
+
+ case PNG_BitDepth_8 :
+ case PNG_BitDepth_16 :
+ {
+ BytesPerPixel = (IHDR->BitDepth / 8) * PNG_NumColourComponents_Grey;
+ PixelsPerByte = 1;
+
+ break;
+ }
+
+ default :
+ {
+ return(qfalse);
+ }
+ }
+
+ break;
+ }
+
+ case PNG_ColourType_True :
+ {
+ switch(IHDR->BitDepth)
+ {
+ case PNG_BitDepth_8 :
+ case PNG_BitDepth_16 :
+ {
+ BytesPerPixel = (IHDR->BitDepth / 8) * PNG_NumColourComponents_True;
+ PixelsPerByte = 1;
+
+ break;
+ }
+
+ default :
+ {
+ return(qfalse);
+ }
+ }
+
+ break;
+ }
+
+ case PNG_ColourType_Indexed :
+ {
+ switch(IHDR->BitDepth)
+ {
+ case PNG_BitDepth_1 :
+ case PNG_BitDepth_2 :
+ case PNG_BitDepth_4 :
+ {
+ BytesPerPixel = 1;
+ PixelsPerByte = 8 / IHDR->BitDepth;
+
+ break;
+ }
+
+ case PNG_BitDepth_8 :
+ {
+ BytesPerPixel = PNG_NumColourComponents_Indexed;
+ PixelsPerByte = 1;
+
+ break;
+ }
+
+ default :
+ {
+ return(qfalse);
+ }
+ }
+
+ break;
+ }
+
+ case PNG_ColourType_GreyAlpha :
+ {
+ switch(IHDR->BitDepth)
+ {
+ case PNG_BitDepth_8 :
+ case PNG_BitDepth_16 :
+ {
+ BytesPerPixel = (IHDR->BitDepth / 8) * PNG_NumColourComponents_GreyAlpha;
+ PixelsPerByte = 1;
+
+ break;
+ }
+
+ default :
+ {
+ return(qfalse);
+ }
+ }
+
+ break;
+ }
+
+ case PNG_ColourType_TrueAlpha :
+ {
+ switch(IHDR->BitDepth)
+ {
+ case PNG_BitDepth_8 :
+ case PNG_BitDepth_16 :
+ {
+ BytesPerPixel = (IHDR->BitDepth / 8) * PNG_NumColourComponents_TrueAlpha;
+ PixelsPerByte = 1;
+
+ break;
+ }
+
+ default :
+ {
+ return(qfalse);
+ }
+ }
+
+ break;
+ }
+
+ default :
+ {
+ return(qfalse);
+ }
+ }
+
+ /*
+ * Calculate the size of one scanline
+ */
+
+ BytesPerScanline = (IHDR_Width * BytesPerPixel + (PixelsPerByte - 1)) / PixelsPerByte;
+
+ /*
+ * Check if we have enough data for the whole image.
+ */
+
+ if(!(DecompressedDataLength == ((BytesPerScanline + 1) * IHDR_Height)))
+ {
+ return(qfalse);
+ }
+
+ /*
+ * Unfilter the image.
+ */
+
+ if(!UnfilterImage(DecompressedData, IHDR_Height, BytesPerScanline, BytesPerPixel))
+ {
+ return(qfalse);
+ }
+
+ /*
+ * Set the working pointers to the beginning of the buffers.
+ */
+
+ OutPtr = OutBuffer;
+ DecompPtr = DecompressedData;
+
+ /*
+ * Create the output image.
+ */
+
+ for(h = 0; h < IHDR_Height; h++)
+ {
+ /*
+ * Count the pixels on the scanline for those multipixel bytes
+ */
+
+ uint32_t CurrPixel;
+
+ /*
+ * skip FilterType
+ */
+
+ DecompPtr++;
+
+ /*
+ * Reset the pixel count.
+ */
+
+ CurrPixel = 0;
+
+ for(w = 0; w < (BytesPerScanline / BytesPerPixel); w++)
+ {
+ if(PixelsPerByte > 1)
+ {
+ uint8_t Mask;
+ uint32_t Shift;
+ uint8_t SinglePixel;
+
+ for(p = 0; p < PixelsPerByte; p++)
+ {
+ if(CurrPixel < IHDR_Width)
+ {
+ Mask = (1 << IHDR->BitDepth) - 1;
+ Shift = (PixelsPerByte - 1 - p) * IHDR->BitDepth;
+
+ SinglePixel = ((DecompPtr[0] & (Mask << Shift)) >> Shift);
+
+ if(!ConvertPixel(IHDR, OutPtr, &SinglePixel, HasTransparentColour, TransparentColour, OutPal))
+ {
+ return(qfalse);
+ }
+
+ OutPtr += Q3IMAGE_BYTESPERPIXEL;
+ CurrPixel++;
+ }
+ }
+
+ }
+ else
+ {
+ if(!ConvertPixel(IHDR, OutPtr, DecompPtr, HasTransparentColour, TransparentColour, OutPal))
+ {
+ return(qfalse);
+ }
+
+
+ OutPtr += Q3IMAGE_BYTESPERPIXEL;
+ }
+
+ DecompPtr += BytesPerPixel;
+ }
+ }
+
+ return(qtrue);
+}
+
+/*
+ * Decode an interlaced image.
+ */
+
+static qboolean DecodeImageInterlaced(struct PNG_Chunk_IHDR *IHDR,
+ byte *OutBuffer,
+ uint8_t *DecompressedData,
+ uint32_t DecompressedDataLength,
+ qboolean HasTransparentColour,
+ uint8_t *TransparentColour,
+ uint8_t *OutPal)
+{
+ uint32_t IHDR_Width;
+ uint32_t IHDR_Height;
+ uint32_t BytesPerScanline[PNG_Adam7_NumPasses], BytesPerPixel, PixelsPerByte;
+ uint32_t PassWidth[PNG_Adam7_NumPasses], PassHeight[PNG_Adam7_NumPasses];
+ uint32_t WSkip[PNG_Adam7_NumPasses], WOffset[PNG_Adam7_NumPasses], HSkip[PNG_Adam7_NumPasses], HOffset[PNG_Adam7_NumPasses];
+ uint32_t w, h, p, a;
+ byte *OutPtr;
+ uint8_t *DecompPtr;
+ uint32_t TargetLength;
+
+ /*
+ * input verification
+ */
+
+ if(!(IHDR && OutBuffer && DecompressedData && DecompressedDataLength && TransparentColour && OutPal))
+ {
+ return(qfalse);
+ }
+
+ /*
+ * byte swapping
+ */
+
+ IHDR_Width = BigLong(IHDR->Width);
+ IHDR_Height = BigLong(IHDR->Height);
+
+ /*
+ * Skip and Offset for the passes.
+ */
+
+ WSkip[0] = 8;
+ WOffset[0] = 0;
+ HSkip[0] = 8;
+ HOffset[0] = 0;
+
+ WSkip[1] = 8;
+ WOffset[1] = 4;
+ HSkip[1] = 8;
+ HOffset[1] = 0;
+
+ WSkip[2] = 4;
+ WOffset[2] = 0;
+ HSkip[2] = 8;
+ HOffset[2] = 4;
+
+ WSkip[3] = 4;
+ WOffset[3] = 2;
+ HSkip[3] = 4;
+ HOffset[3] = 0;
+
+ WSkip[4] = 2;
+ WOffset[4] = 0;
+ HSkip[4] = 4;
+ HOffset[4] = 2;
+
+ WSkip[5] = 2;
+ WOffset[5] = 1;
+ HSkip[5] = 2;
+ HOffset[5] = 0;
+
+ WSkip[6] = 1;
+ WOffset[6] = 0;
+ HSkip[6] = 2;
+ HOffset[6] = 1;
+
+ /*
+ * Calculate the sizes of the passes.
+ */
+
+ PassWidth[0] = (IHDR_Width + 7) / 8;
+ PassHeight[0] = (IHDR_Height + 7) / 8;
+
+ PassWidth[1] = (IHDR_Width + 3) / 8;
+ PassHeight[1] = (IHDR_Height + 7) / 8;
+
+ PassWidth[2] = (IHDR_Width + 3) / 4;
+ PassHeight[2] = (IHDR_Height + 3) / 8;
+
+ PassWidth[3] = (IHDR_Width + 1) / 4;
+ PassHeight[3] = (IHDR_Height + 3) / 4;
+
+ PassWidth[4] = (IHDR_Width + 1) / 2;
+ PassHeight[4] = (IHDR_Height + 1) / 4;
+
+ PassWidth[5] = (IHDR_Width + 0) / 2;
+ PassHeight[5] = (IHDR_Height + 1) / 2;
+
+ PassWidth[6] = (IHDR_Width + 0) / 1;
+ PassHeight[6] = (IHDR_Height + 0) / 2;
+
+ /*
+ * information for un-filtering
+ */
+
+ switch(IHDR->ColourType)
+ {
+ case PNG_ColourType_Grey :
+ {
+ switch(IHDR->BitDepth)
+ {
+ case PNG_BitDepth_1 :
+ case PNG_BitDepth_2 :
+ case PNG_BitDepth_4 :
+ {
+ BytesPerPixel = 1;
+ PixelsPerByte = 8 / IHDR->BitDepth;
+
+ break;
+ }
+
+ case PNG_BitDepth_8 :
+ case PNG_BitDepth_16 :
+ {
+ BytesPerPixel = (IHDR->BitDepth / 8) * PNG_NumColourComponents_Grey;
+ PixelsPerByte = 1;
+
+ break;
+ }
+
+ default :
+ {
+ return(qfalse);
+ }
+ }
+
+ break;
+ }
+
+ case PNG_ColourType_True :
+ {
+ switch(IHDR->BitDepth)
+ {
+ case PNG_BitDepth_8 :
+ case PNG_BitDepth_16 :
+ {
+ BytesPerPixel = (IHDR->BitDepth / 8) * PNG_NumColourComponents_True;
+ PixelsPerByte = 1;
+
+ break;
+ }
+
+ default :
+ {
+ return(qfalse);
+ }
+ }
+
+ break;
+ }
+
+ case PNG_ColourType_Indexed :
+ {
+ switch(IHDR->BitDepth)
+ {
+ case PNG_BitDepth_1 :
+ case PNG_BitDepth_2 :
+ case PNG_BitDepth_4 :
+ {
+ BytesPerPixel = 1;
+ PixelsPerByte = 8 / IHDR->BitDepth;
+
+ break;
+ }
+
+ case PNG_BitDepth_8 :
+ {
+ BytesPerPixel = PNG_NumColourComponents_Indexed;
+ PixelsPerByte = 1;
+
+ break;
+ }
+
+ default :
+ {
+ return(qfalse);
+ }
+ }
+
+ break;
+ }
+
+ case PNG_ColourType_GreyAlpha :
+ {
+ switch(IHDR->BitDepth)
+ {
+ case PNG_BitDepth_8 :
+ case PNG_BitDepth_16 :
+ {
+ BytesPerPixel = (IHDR->BitDepth / 8) * PNG_NumColourComponents_GreyAlpha;
+ PixelsPerByte = 1;
+
+ break;
+ }
+
+ default :
+ {
+ return(qfalse);
+ }
+ }
+
+ break;
+ }
+
+ case PNG_ColourType_TrueAlpha :
+ {
+ switch(IHDR->BitDepth)
+ {
+ case PNG_BitDepth_8 :
+ case PNG_BitDepth_16 :
+ {
+ BytesPerPixel = (IHDR->BitDepth / 8) * PNG_NumColourComponents_TrueAlpha;
+ PixelsPerByte = 1;
+
+ break;
+ }
+
+ default :
+ {
+ return(qfalse);
+ }
+ }
+
+ break;
+ }
+
+ default :
+ {
+ return(qfalse);
+ }
+ }
+
+ /*
+ * Calculate the size of the scanlines per pass
+ */
+
+ for(a = 0; a < PNG_Adam7_NumPasses; a++)
+ {
+ BytesPerScanline[a] = (PassWidth[a] * BytesPerPixel + (PixelsPerByte - 1)) / PixelsPerByte;
+ }
+
+ /*
+ * Calculate the size of all passes
+ */
+
+ TargetLength = 0;
+
+ for(a = 0; a < PNG_Adam7_NumPasses; a++)
+ {
+ TargetLength += ((BytesPerScanline[a] + (BytesPerScanline[a] ? 1 : 0)) * PassHeight[a]);
+ }
+
+ /*
+ * Check if we have enough data for the whole image.
+ */
+
+ if(!(DecompressedDataLength == TargetLength))
+ {
+ return(qfalse);
+ }
+
+ /*
+ * Unfilter the image.
+ */
+
+ DecompPtr = DecompressedData;
+
+ for(a = 0; a < PNG_Adam7_NumPasses; a++)
+ {
+ if(!UnfilterImage(DecompPtr, PassHeight[a], BytesPerScanline[a], BytesPerPixel))
+ {
+ return(qfalse);
+ }
+
+ DecompPtr += ((BytesPerScanline[a] + (BytesPerScanline[a] ? 1 : 0)) * PassHeight[a]);
+ }
+
+ /*
+ * Set the working pointers to the beginning of the buffers.
+ */
+
+ DecompPtr = DecompressedData;
+
+ /*
+ * Create the output image.
+ */
+
+ for(a = 0; a < PNG_Adam7_NumPasses; a++)
+ {
+ for(h = 0; h < PassHeight[a]; h++)
+ {
+ /*
+ * Count the pixels on the scanline for those multipixel bytes
+ */
+
+ uint32_t CurrPixel;
+
+ /*
+ * skip FilterType
+ * but only when the pass has a width bigger than zero
+ */
+
+ if(BytesPerScanline[a])
+ {
+ DecompPtr++;
+ }
+
+ /*
+ * Reset the pixel count.
+ */
+
+ CurrPixel = 0;
+
+ for(w = 0; w < (BytesPerScanline[a] / BytesPerPixel); w++)
+ {
+ if(PixelsPerByte > 1)
+ {
+ uint8_t Mask;
+ uint32_t Shift;
+ uint8_t SinglePixel;
+
+ for(p = 0; p < PixelsPerByte; p++)
+ {
+ if(CurrPixel < PassWidth[a])
+ {
+ Mask = (1 << IHDR->BitDepth) - 1;
+ Shift = (PixelsPerByte - 1 - p) * IHDR->BitDepth;
+
+ SinglePixel = ((DecompPtr[0] & (Mask << Shift)) >> Shift);
+
+ OutPtr = OutBuffer + (((((h * HSkip[a]) + HOffset[a]) * IHDR_Width) + ((CurrPixel * WSkip[a]) + WOffset[a])) * Q3IMAGE_BYTESPERPIXEL);
+
+ if(!ConvertPixel(IHDR, OutPtr, &SinglePixel, HasTransparentColour, TransparentColour, OutPal))
+ {
+ return(qfalse);
+ }
+
+ CurrPixel++;
+ }
+ }
+
+ }
+ else
+ {
+ OutPtr = OutBuffer + (((((h * HSkip[a]) + HOffset[a]) * IHDR_Width) + ((w * WSkip[a]) + WOffset[a])) * Q3IMAGE_BYTESPERPIXEL);
+
+ if(!ConvertPixel(IHDR, OutPtr, DecompPtr, HasTransparentColour, TransparentColour, OutPal))
+ {
+ return(qfalse);
+ }
+ }
+
+ DecompPtr += BytesPerPixel;
+ }
+ }
+ }
+
+ return(qtrue);
+}
+
+/*
+ * The PNG loader
+ */
+
+void R_LoadPNG(const char *name, byte **pic, int *width, int *height)
+{
+ struct BufferedFile *ThePNG;
+ byte *OutBuffer;
+ uint8_t *Signature;
+ struct PNG_ChunkHeader *CH;
+ uint32_t ChunkHeaderLength;
+ uint32_t ChunkHeaderType;
+ struct PNG_Chunk_IHDR *IHDR;
+ uint32_t IHDR_Width;
+ uint32_t IHDR_Height;
+ PNG_ChunkCRC *CRC;
+ uint8_t *InPal;
+ uint8_t *DecompressedData;
+ uint32_t DecompressedDataLength;
+ uint32_t i;
+
+ /*
+ * palette with 256 RGBA entries
+ */
+
+ uint8_t OutPal[1024];
+
+ /*
+ * transparent colour from the tRNS chunk
+ */
+
+ qboolean HasTransparentColour = qfalse;
+ uint8_t TransparentColour[6] = {0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF};
+
+ /*
+ * input verification
+ */
+
+ if(!(name && pic))
+ {
+ return;
+ }
+
+ /*
+ * Zero out return values.
+ */
+
+ *pic = NULL;
+
+ if(width)
+ {
+ *width = 0;
+ }
+
+ if(height)
+ {
+ *height = 0;
+ }
+
+ /*
+ * Read the file.
+ */
+
+ ThePNG = ReadBufferedFile(name);
+ if(!ThePNG)
+ {
+ return;
+ }
+
+ /*
+ * Read the siganture of the file.
+ */
+
+ Signature = BufferedFileRead(ThePNG, PNG_Signature_Size);
+ if(!Signature)
+ {
+ CloseBufferedFile(ThePNG);
+
+ return;
+ }
+
+ /*
+ * Is it a PNG?
+ */
+
+ if(memcmp(Signature, PNG_Signature, PNG_Signature_Size))
+ {
+ CloseBufferedFile(ThePNG);
+
+ return;
+ }
+
+ /*
+ * Read the first chunk-header.
+ */
+
+ CH = BufferedFileRead(ThePNG, PNG_ChunkHeader_Size);
+ if(!CH)
+ {
+ CloseBufferedFile(ThePNG);
+
+ return;
+ }
+
+ /*
+ * PNG multi-byte types are in Big Endian
+ */
+
+ ChunkHeaderLength = BigLong(CH->Length);
+ ChunkHeaderType = BigLong(CH->Type);
+
+ /*
+ * Check if the first chunk is an IHDR.
+ */
+
+ if(!((ChunkHeaderType == PNG_ChunkType_IHDR) && (ChunkHeaderLength == PNG_Chunk_IHDR_Size)))
+ {
+ CloseBufferedFile(ThePNG);
+
+ return;
+ }
+
+ /*
+ * Read the IHDR.
+ */
+
+ IHDR = BufferedFileRead(ThePNG, PNG_Chunk_IHDR_Size);
+ if(!IHDR)
+ {
+ CloseBufferedFile(ThePNG);
+
+ return;
+ }
+
+ /*
+ * Read the CRC for IHDR
+ */
+
+ CRC = BufferedFileRead(ThePNG, PNG_ChunkCRC_Size);
+ if(!CRC)
+ {
+ CloseBufferedFile(ThePNG);
+
+ return;
+ }
+
+ /*
+ * Here we could check the CRC if we wanted to.
+ */
+
+ /*
+ * multi-byte type swapping
+ */
+
+ IHDR_Width = BigLong(IHDR->Width);
+ IHDR_Height = BigLong(IHDR->Height);
+
+ /*
+ * Check if Width and Height are valid.
+ */
+
+ if(!((IHDR_Width > 0) && (IHDR_Height > 0))
+ || IHDR_Width > INT_MAX / Q3IMAGE_BYTESPERPIXEL / IHDR_Height)
+ {
+ CloseBufferedFile(ThePNG);
+
+ ri.Printf( PRINT_WARNING, "%s: invalid image size\n", name );
+
+ return;
+ }
+
+ /*
+ * Do we need to check if the dimensions of the image are valid for Quake3?
+ */
+
+ /*
+ * Check if CompressionMethod and FilterMethod are valid.
+ */
+
+ if(!((IHDR->CompressionMethod == PNG_CompressionMethod_0) && (IHDR->FilterMethod == PNG_FilterMethod_0)))
+ {
+ CloseBufferedFile(ThePNG);
+
+ return;
+ }
+
+ /*
+ * Check if InterlaceMethod is valid.
+ */
+
+ if(!((IHDR->InterlaceMethod == PNG_InterlaceMethod_NonInterlaced) || (IHDR->InterlaceMethod == PNG_InterlaceMethod_Interlaced)))
+ {
+ CloseBufferedFile(ThePNG);
+
+ return;
+ }
+
+ /*
+ * Read palette for an indexed image.
+ */
+
+ if(IHDR->ColourType == PNG_ColourType_Indexed)
+ {
+ /*
+ * We need the palette first.
+ */
+
+ if(!FindChunk(ThePNG, PNG_ChunkType_PLTE))
+ {
+ CloseBufferedFile(ThePNG);
+
+ return;
+ }
+
+ /*
+ * Read the chunk-header.
+ */
+
+ CH = BufferedFileRead(ThePNG, PNG_ChunkHeader_Size);
+ if(!CH)
+ {
+ CloseBufferedFile(ThePNG);
+
+ return;
+ }
+
+ /*
+ * PNG multi-byte types are in Big Endian
+ */
+
+ ChunkHeaderLength = BigLong(CH->Length);
+ ChunkHeaderType = BigLong(CH->Type);
+
+ /*
+ * Check if the chunk is a PLTE.
+ */
+
+ if(!(ChunkHeaderType == PNG_ChunkType_PLTE))
+ {
+ CloseBufferedFile(ThePNG);
+
+ return;
+ }
+
+ /*
+ * Check if Length is divisible by 3
+ */
+
+ if(ChunkHeaderLength % 3)
+ {
+ CloseBufferedFile(ThePNG);
+
+ return;
+ }
+
+ /*
+ * Read the raw palette data
+ */
+
+ InPal = BufferedFileRead(ThePNG, ChunkHeaderLength);
+ if(!InPal)
+ {
+ CloseBufferedFile(ThePNG);
+
+ return;
+ }
+
+ /*
+ * Read the CRC for the palette
+ */
+
+ CRC = BufferedFileRead(ThePNG, PNG_ChunkCRC_Size);
+ if(!CRC)
+ {
+ CloseBufferedFile(ThePNG);
+
+ return;
+ }
+
+ /*
+ * Set some default values.
+ */
+
+ for(i = 0; i < 256; i++)
+ {
+ OutPal[i * Q3IMAGE_BYTESPERPIXEL + 0] = 0x00;
+ OutPal[i * Q3IMAGE_BYTESPERPIXEL + 1] = 0x00;
+ OutPal[i * Q3IMAGE_BYTESPERPIXEL + 2] = 0x00;
+ OutPal[i * Q3IMAGE_BYTESPERPIXEL + 3] = 0xFF;
+ }
+
+ /*
+ * Convert to the Quake3 RGBA-format.
+ */
+
+ for(i = 0; i < (ChunkHeaderLength / 3); i++)
+ {
+ OutPal[i * Q3IMAGE_BYTESPERPIXEL + 0] = InPal[i*3+0];
+ OutPal[i * Q3IMAGE_BYTESPERPIXEL + 1] = InPal[i*3+1];
+ OutPal[i * Q3IMAGE_BYTESPERPIXEL + 2] = InPal[i*3+2];
+ OutPal[i * Q3IMAGE_BYTESPERPIXEL + 3] = 0xFF;
+ }
+ }
+
+ /*
+ * transparency information is sometimes stored in a tRNS chunk
+ */
+
+ /*
+ * Let's see if there is a tRNS chunk
+ */
+
+ if(FindChunk(ThePNG, PNG_ChunkType_tRNS))
+ {
+ uint8_t *Trans;
+
+ /*
+ * Read the chunk-header.
+ */
+
+ CH = BufferedFileRead(ThePNG, PNG_ChunkHeader_Size);
+ if(!CH)
+ {
+ CloseBufferedFile(ThePNG);
+
+ return;
+ }
+
+ /*
+ * PNG multi-byte types are in Big Endian
+ */
+
+ ChunkHeaderLength = BigLong(CH->Length);
+ ChunkHeaderType = BigLong(CH->Type);
+
+ /*
+ * Check if the chunk is a tRNS.
+ */
+
+ if(!(ChunkHeaderType == PNG_ChunkType_tRNS))
+ {
+ CloseBufferedFile(ThePNG);
+
+ return;
+ }
+
+ /*
+ * Read the transparency information.
+ */
+
+ Trans = BufferedFileRead(ThePNG, ChunkHeaderLength);
+ if(!Trans)
+ {
+ CloseBufferedFile(ThePNG);
+
+ return;
+ }
+
+ /*
+ * Read the CRC.
+ */
+
+ CRC = BufferedFileRead(ThePNG, PNG_ChunkCRC_Size);
+ if(!CRC)
+ {
+ CloseBufferedFile(ThePNG);
+
+ return;
+ }
+
+ /*
+ * Only for Grey, True and Indexed ColourType should tRNS exist.
+ */
+
+ switch(IHDR->ColourType)
+ {
+ case PNG_ColourType_Grey :
+ {
+ if(!ChunkHeaderLength == 2)
+ {
+ CloseBufferedFile(ThePNG);
+
+ return;
+ }
+
+ HasTransparentColour = qtrue;
+
+ /*
+ * Grey can have one colour which is completely transparent.
+ * This colour is always stored in 16 bits.
+ */
+
+ TransparentColour[0] = Trans[0];
+ TransparentColour[1] = Trans[1];
+
+ break;
+ }
+
+ case PNG_ColourType_True :
+ {
+ if(!ChunkHeaderLength == 6)
+ {
+ CloseBufferedFile(ThePNG);
+
+ return;
+ }
+
+ HasTransparentColour = qtrue;
+
+ /*
+ * True can have one colour which is completely transparent.
+ * This colour is always stored in 16 bits.
+ */
+
+ TransparentColour[0] = Trans[0];
+ TransparentColour[1] = Trans[1];
+ TransparentColour[2] = Trans[2];
+ TransparentColour[3] = Trans[3];
+ TransparentColour[4] = Trans[4];
+ TransparentColour[5] = Trans[5];
+
+ break;
+ }
+
+ case PNG_ColourType_Indexed :
+ {
+ /*
+ * Maximum of 256 one byte transparency entries.
+ */
+
+ if(ChunkHeaderLength > 256)
+ {
+ CloseBufferedFile(ThePNG);
+
+ return;
+ }
+
+ HasTransparentColour = qtrue;
+
+ /*
+ * alpha values for palette entries
+ */
+
+ for(i = 0; i < ChunkHeaderLength; i++)
+ {
+ OutPal[i * Q3IMAGE_BYTESPERPIXEL + 3] = Trans[i];
+ }
+
+ break;
+ }
+
+ /*
+ * All other ColourTypes should not have tRNS chunks
+ */
+
+ default :
+ {
+ CloseBufferedFile(ThePNG);
+
+ return;
+ }
+ }
+ }
+
+ /*
+ * Rewind to the start of the file.
+ */
+
+ if(!BufferedFileRewind(ThePNG, -1))
+ {
+ CloseBufferedFile(ThePNG);
+
+ return;
+ }
+
+ /*
+ * Skip the signature
+ */
+
+ if(!BufferedFileSkip(ThePNG, PNG_Signature_Size))
+ {
+ CloseBufferedFile(ThePNG);
+
+ return;
+ }
+
+ /*
+ * Decompress all IDAT chunks
+ */
+
+ DecompressedDataLength = DecompressIDATs(ThePNG, &DecompressedData);
+ if(!(DecompressedDataLength && DecompressedData))
+ {
+ CloseBufferedFile(ThePNG);
+
+ return;
+ }
+
+ /*
+ * Allocate output buffer.
+ */
+
+ OutBuffer = ri.Malloc(IHDR_Width * IHDR_Height * Q3IMAGE_BYTESPERPIXEL);
+ if(!OutBuffer)
+ {
+ ri.Free(DecompressedData);
+ CloseBufferedFile(ThePNG);
+
+ return;
+ }
+
+ /*
+ * Interlaced and Non-interlaced images need to be handled differently.
+ */
+
+ switch(IHDR->InterlaceMethod)
+ {
+ case PNG_InterlaceMethod_NonInterlaced :
+ {
+ if(!DecodeImageNonInterlaced(IHDR, OutBuffer, DecompressedData, DecompressedDataLength, HasTransparentColour, TransparentColour, OutPal))
+ {
+ ri.Free(OutBuffer);
+ ri.Free(DecompressedData);
+ CloseBufferedFile(ThePNG);
+
+ return;
+ }
+
+ break;
+ }
+
+ case PNG_InterlaceMethod_Interlaced :
+ {
+ if(!DecodeImageInterlaced(IHDR, OutBuffer, DecompressedData, DecompressedDataLength, HasTransparentColour, TransparentColour, OutPal))
+ {
+ ri.Free(OutBuffer);
+ ri.Free(DecompressedData);
+ CloseBufferedFile(ThePNG);
+
+ return;
+ }
+
+ break;
+ }
+
+ default :
+ {
+ ri.Free(OutBuffer);
+ ri.Free(DecompressedData);
+ CloseBufferedFile(ThePNG);
+
+ return;
+ }
+ }
+
+ /*
+ * update the pointer to the image data
+ */
+
+ *pic = OutBuffer;
+
+ /*
+ * Fill width and height.
+ */
+
+ if(width)
+ {
+ *width = IHDR_Width;
+ }
+
+ if(height)
+ {
+ *height = IHDR_Height;
+ }
+
+ /*
+ * DecompressedData is not needed anymore.
+ */
+
+ ri.Free(DecompressedData);
+
+ /*
+ * We have all data, so close the file.
+ */
+
+ CloseBufferedFile(ThePNG);
+}
Added: trunk/code/rend2/tr_image_tga.c
===================================================================
--- trunk/code/rend2/tr_image_tga.c (rev 0)
+++ trunk/code/rend2/tr_image_tga.c 2012-10-26 01:23:06 UTC (rev 2329)
@@ -0,0 +1,324 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Quake III Arena source code is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Quake III Arena source code; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+
+#include "../qcommon/q_shared.h"
+#include "../qcommon/qfiles.h"
+#include "../qcommon/qcommon.h"
+#include "../renderer/tr_public.h"
+extern refimport_t ri;
+
+/*
+========================================================================
+
+TGA files are used for 24/32 bit images
+
+========================================================================
+*/
+
+typedef struct _TargaHeader {
+ unsigned char id_length, colormap_type, image_type;
+ unsigned short colormap_index, colormap_length;
+ unsigned char colormap_size;
+ unsigned short x_origin, y_origin, width, height;
+ unsigned char pixel_size, attributes;
+} TargaHeader;
+
+void R_LoadTGA ( const char *name, byte **pic, int *width, int *height)
+{
+ unsigned columns, rows, numPixels;
+ byte *pixbuf;
+ int row, column;
+ byte *buf_p;
+ byte *end;
+ union {
+ byte *b;
+ void *v;
+ } buffer;
+ TargaHeader targa_header;
+ byte *targa_rgba;
+ int length;
+
+ *pic = NULL;
+
+ if(width)
+ *width = 0;
+ if(height)
+ *height = 0;
+
+ //
+ // load the file
+ //
+ length = ri.FS_ReadFile ( ( char * ) name, &buffer.v);
+ if (!buffer.b || length < 0) {
+ return;
+ }
+
+ if(length < 18)
+ {
+ ri.Error( ERR_DROP, "LoadTGA: header too short (%s)", name );
+ }
+
+ buf_p = buffer.b;
+ end = buffer.b + length;
+
+ targa_header.id_length = buf_p[0];
+ targa_header.colormap_type = buf_p[1];
+ targa_header.image_type = buf_p[2];
+
+ memcpy(&targa_header.colormap_index, &buf_p[3], 2);
+ memcpy(&targa_header.colormap_length, &buf_p[5], 2);
+ targa_header.colormap_size = buf_p[7];
+ memcpy(&targa_header.x_origin, &buf_p[8], 2);
+ memcpy(&targa_header.y_origin, &buf_p[10], 2);
+ memcpy(&targa_header.width, &buf_p[12], 2);
+ memcpy(&targa_header.height, &buf_p[14], 2);
+ targa_header.pixel_size = buf_p[16];
+ targa_header.attributes = buf_p[17];
+
+ targa_header.colormap_index = LittleShort(targa_header.colormap_index);
+ targa_header.colormap_length = LittleShort(targa_header.colormap_length);
+ targa_header.x_origin = LittleShort(targa_header.x_origin);
+ targa_header.y_origin = LittleShort(targa_header.y_origin);
+ targa_header.width = LittleShort(targa_header.width);
+ targa_header.height = LittleShort(targa_header.height);
+
+ buf_p += 18;
+
+ if (targa_header.image_type!=2
+ && targa_header.image_type!=10
+ && targa_header.image_type != 3 )
+ {
+ ri.Error (ERR_DROP, "LoadTGA: Only type 2 (RGB), 3 (gray), and 10 (RGB) TGA images supported");
+ }
+
+ if ( targa_header.colormap_type != 0 )
+ {
+ ri.Error( ERR_DROP, "LoadTGA: colormaps not supported" );
+ }
+
+ if ( ( targa_header.pixel_size != 32 && targa_header.pixel_size != 24 ) && targa_header.image_type != 3 )
+ {
+ ri.Error (ERR_DROP, "LoadTGA: Only 32 or 24 bit images supported (no colormaps)");
+ }
+
+ columns = targa_header.width;
+ rows = targa_header.height;
+ numPixels = columns * rows * 4;
+
+ if(!columns || !rows || numPixels > 0x7FFFFFFF || numPixels / columns / 4 != rows)
+ {
+ ri.Error (ERR_DROP, "LoadTGA: %s has an invalid image size", name);
+ }
+
+
+ targa_rgba = ri.Malloc (numPixels);
+
+ if (targa_header.id_length != 0)
+ {
+ if (buf_p + targa_header.id_length > end)
+ ri.Error( ERR_DROP, "LoadTGA: header too short (%s)", name );
+
+ buf_p += targa_header.id_length; // skip TARGA image comment
+ }
+
+ if ( targa_header.image_type==2 || targa_header.image_type == 3 )
+ {
+ if(buf_p + columns*rows*targa_header.pixel_size/8 > end)
+ {
+ ri.Error (ERR_DROP, "LoadTGA: file truncated (%s)", name);
+ }
+
+ // Uncompressed RGB or gray scale image
+ for(row=rows-1; row>=0; row--)
+ {
+ pixbuf = targa_rgba + row*columns*4;
+ for(column=0; column<columns; column++)
+ {
+ unsigned char red,green,blue,alphabyte;
+ switch (targa_header.pixel_size)
+ {
+
+ case 8:
+ blue = *buf_p++;
+ green = blue;
+ red = blue;
+ *pixbuf++ = red;
+ *pixbuf++ = green;
+ *pixbuf++ = blue;
+ *pixbuf++ = 255;
+ break;
+
+ case 24:
+ blue = *buf_p++;
+ green = *buf_p++;
+ red = *buf_p++;
+ *pixbuf++ = red;
+ *pixbuf++ = green;
+ *pixbuf++ = blue;
+ *pixbuf++ = 255;
+ break;
+ case 32:
+ blue = *buf_p++;
+ green = *buf_p++;
+ red = *buf_p++;
+ alphabyte = *buf_p++;
+ *pixbuf++ = red;
+ *pixbuf++ = green;
+ *pixbuf++ = blue;
+ *pixbuf++ = alphabyte;
+ break;
+ default:
+ ri.Error( ERR_DROP, "LoadTGA: illegal pixel_size '%d' in file '%s'", targa_header.pixel_size, name );
+ break;
+ }
+ }
+ }
+ }
+ else if (targa_header.image_type==10) { // Runlength encoded RGB images
+ unsigned char red,green,blue,alphabyte,packetHeader,packetSize,j;
+
+ red = 0;
+ green = 0;
+ blue = 0;
+ alphabyte = 0xff;
+
+ for(row=rows-1; row>=0; row--) {
+ pixbuf = targa_rgba + row*columns*4;
+ for(column=0; column<columns; ) {
+ if(buf_p + 1 > end)
+ ri.Error (ERR_DROP, "LoadTGA: file truncated (%s)", name);
+ packetHeader= *buf_p++;
+ packetSize = 1 + (packetHeader & 0x7f);
+ if (packetHeader & 0x80) { // run-length packet
+ if(buf_p + targa_header.pixel_size/8 > end)
+ ri.Error (ERR_DROP, "LoadTGA: file truncated (%s)", name);
+ switch (targa_header.pixel_size) {
+ case 24:
+ blue = *buf_p++;
+ green = *buf_p++;
+ red = *buf_p++;
+ alphabyte = 255;
+ break;
+ case 32:
+ blue = *buf_p++;
+ green = *buf_p++;
+ red = *buf_p++;
+ alphabyte = *buf_p++;
+ break;
+ default:
+ ri.Error( ERR_DROP, "LoadTGA: illegal pixel_size '%d' in file '%s'", targa_header.pixel_size, name );
+ break;
+ }
+
+ for(j=0;j<packetSize;j++) {
+ *pixbuf++=red;
+ *pixbuf++=green;
+ *pixbuf++=blue;
+ *pixbuf++=alphabyte;
+ column++;
+ if (column==columns) { // run spans across rows
+ column=0;
+ if (row>0)
+ row--;
+ else
+ goto breakOut;
+ pixbuf = targa_rgba + row*columns*4;
+ }
+ }
+ }
+ else { // non run-length packet
+
+ if(buf_p + targa_header.pixel_size/8*packetSize > end)
+ ri.Error (ERR_DROP, "LoadTGA: file truncated (%s)", name);
+ for(j=0;j<packetSize;j++) {
+ switch (targa_header.pixel_size) {
+ case 24:
+ blue = *buf_p++;
+ green = *buf_p++;
+ red = *buf_p++;
+ *pixbuf++ = red;
+ *pixbuf++ = green;
+ *pixbuf++ = blue;
+ *pixbuf++ = 255;
+ break;
+ case 32:
+ blue = *buf_p++;
+ green = *buf_p++;
+ red = *buf_p++;
+ alphabyte = *buf_p++;
+ *pixbuf++ = red;
+ *pixbuf++ = green;
+ *pixbuf++ = blue;
+ *pixbuf++ = alphabyte;
+ break;
+ default:
+ ri.Error( ERR_DROP, "LoadTGA: illegal pixel_size '%d' in file '%s'", targa_header.pixel_size, name );
+ break;
+ }
+ column++;
+ if (column==columns) { // pixel packet run spans across rows
+ column=0;
+ if (row>0)
+ row--;
+ else
+ goto breakOut;
+ pixbuf = targa_rgba + row*columns*4;
+ }
+ }
+ }
+ }
+ breakOut:;
+ }
+ }
+
+#if 0
+ // TTimo: this is the chunk of code to ensure a behavior that meets TGA specs
+ // bit 5 set => top-down
+ if (targa_header.attributes & 0x20) {
+ unsigned char *flip = (unsigned char*)malloc (columns*4);
+ unsigned char *src, *dst;
+
+ for (row = 0; row < rows/2; row++) {
+ src = targa_rgba + row * 4 * columns;
+ dst = targa_rgba + (rows - row - 1) * 4 * columns;
+
+ memcpy (flip, src, columns*4);
+ memcpy (src, dst, columns*4);
+ memcpy (dst, flip, columns*4);
+ }
+ free (flip);
+ }
+#endif
+ // instead we just print a warning
+ if (targa_header.attributes & 0x20) {
+ ri.Printf( PRINT_WARNING, "WARNING: '%s' TGA file header declares top-down image, ignoring\n", name);
+ }
+
+ if (width)
+ *width = columns;
+ if (height)
+ *height = rows;
+
+ *pic = targa_rgba;
+
+ ri.FS_FreeFile (buffer.v);
+}
Added: trunk/code/rend2/tr_init.c
===================================================================
--- trunk/code/rend2/tr_init.c (rev 0)
+++ trunk/code/rend2/tr_init.c 2012-10-26 01:23:06 UTC (rev 2329)
@@ -0,0 +1,1560 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Quake III Arena source code is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Quake III Arena source code; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+// tr_init.c -- functions that are not called every frame
+
+#include "tr_local.h"
+
+glconfig_t glConfig;
+glRefConfig_t glRefConfig;
+qboolean textureFilterAnisotropic = qfalse;
+int maxAnisotropy = 0;
+float displayAspect = 0.0f;
+
+glstate_t glState;
+
+static void GfxInfo_f( void );
+static void GfxMemInfo_f( void );
+
+#ifdef USE_RENDERER_DLOPEN
+cvar_t *com_altivec;
+#endif
+
+cvar_t *r_flareSize;
+cvar_t *r_flareFade;
+cvar_t *r_flareCoeff;
+
+cvar_t *r_railWidth;
+cvar_t *r_railCoreWidth;
+cvar_t *r_railSegmentLength;
+
+cvar_t *r_verbose;
+cvar_t *r_ignore;
+
+cvar_t *r_detailTextures;
+
+cvar_t *r_znear;
+cvar_t *r_zproj;
+cvar_t *r_stereoSeparation;
+
+cvar_t *r_smp;
+cvar_t *r_showSmp;
+cvar_t *r_skipBackEnd;
+
+cvar_t *r_stereoEnabled;
+cvar_t *r_anaglyphMode;
+
+cvar_t *r_greyscale;
+
+cvar_t *r_ignorehwgamma;
+cvar_t *r_measureOverdraw;
+
+cvar_t *r_inGameVideo;
+cvar_t *r_fastsky;
+cvar_t *r_drawSun;
+cvar_t *r_dynamiclight;
+cvar_t *r_dlightBacks;
+
+cvar_t *r_lodbias;
+cvar_t *r_lodscale;
+
+cvar_t *r_norefresh;
+cvar_t *r_drawentities;
+cvar_t *r_drawworld;
+cvar_t *r_speeds;
+cvar_t *r_fullbright;
+cvar_t *r_novis;
+cvar_t *r_nocull;
+cvar_t *r_facePlaneCull;
+cvar_t *r_showcluster;
+cvar_t *r_nocurves;
+
+cvar_t *r_allowExtensions;
+
+cvar_t *r_ext_compressed_textures;
+cvar_t *r_ext_multitexture;
+cvar_t *r_ext_compiled_vertex_array;
+cvar_t *r_ext_texture_env_add;
+cvar_t *r_ext_texture_filter_anisotropic;
+cvar_t *r_ext_max_anisotropy;
+
+cvar_t *r_ext_draw_range_elements;
+cvar_t *r_ext_multi_draw_arrays;
+cvar_t *r_ext_framebuffer_object;
+cvar_t *r_ext_texture_float;
+cvar_t *r_arb_half_float_pixel;
+cvar_t *r_ext_framebuffer_multisample;
+
+cvar_t *r_mergeMultidraws;
+cvar_t *r_mergeLeafSurfaces;
+
+cvar_t *r_cameraExposure;
+cvar_t *r_hdr;
+cvar_t *r_postProcess;
+
+cvar_t *r_toneMap;
+cvar_t *r_forceToneMap;
+cvar_t *r_forceToneMapMin;
+cvar_t *r_forceToneMapAvg;
+cvar_t *r_forceToneMapMax;
+
+cvar_t *r_autoExposure;
+cvar_t *r_forceAutoExposure;
+cvar_t *r_forceAutoExposureMin;
+cvar_t *r_forceAutoExposureMax;
+
+cvar_t *r_srgb;
+
+cvar_t *r_depthPrepass;
+cvar_t *r_ssao;
+
+cvar_t *r_normalMapping;
+cvar_t *r_specularMapping;
+cvar_t *r_deluxeMapping;
+cvar_t *r_parallaxMapping;
+cvar_t *r_normalAmbient;
+cvar_t *r_recalcMD3Normals;
+cvar_t *r_mergeLightmaps;
+cvar_t *r_dlightMode;
+cvar_t *r_pshadowDist;
+cvar_t *r_imageUpsample;
+cvar_t *r_imageUpsampleMaxSize;
+cvar_t *r_imageUpsampleType;
+cvar_t *r_genNormalMaps;
+cvar_t *r_forceSun;
+cvar_t *r_forceSunMapLightScale;
+cvar_t *r_forceSunLightScale;
+cvar_t *r_forceSunAmbientScale;
+cvar_t *r_sunShadows;
+cvar_t *r_shadowFilter;
+cvar_t *r_shadowMapSize;
+cvar_t *r_shadowCascadeZNear;
+cvar_t *r_shadowCascadeZFar;
+cvar_t *r_shadowCascadeZBias;
+
+cvar_t *r_ignoreGLErrors;
+cvar_t *r_logFile;
+
+cvar_t *r_stencilbits;
+cvar_t *r_depthbits;
+cvar_t *r_colorbits;
+cvar_t *r_texturebits;
+cvar_t *r_ext_multisample;
+
+cvar_t *r_drawBuffer;
+cvar_t *r_lightmap;
+cvar_t *r_vertexLight;
+cvar_t *r_uiFullScreen;
+cvar_t *r_shadows;
+cvar_t *r_flares;
+cvar_t *r_mode;
+cvar_t *r_nobind;
+cvar_t *r_singleShader;
+cvar_t *r_roundImagesDown;
+cvar_t *r_colorMipLevels;
+cvar_t *r_picmip;
+cvar_t *r_showtris;
+cvar_t *r_showsky;
+cvar_t *r_shownormals;
+cvar_t *r_finish;
+cvar_t *r_clear;
+cvar_t *r_swapInterval;
+cvar_t *r_textureMode;
+cvar_t *r_offsetFactor;
+cvar_t *r_offsetUnits;
+cvar_t *r_gamma;
+cvar_t *r_intensity;
+cvar_t *r_lockpvs;
+cvar_t *r_noportals;
+cvar_t *r_portalOnly;
+
+cvar_t *r_subdivisions;
+cvar_t *r_lodCurveError;
+
+cvar_t *r_fullscreen;
+cvar_t *r_noborder;
+
+cvar_t *r_customwidth;
+cvar_t *r_customheight;
+cvar_t *r_customPixelAspect;
+
+cvar_t *r_overBrightBits;
+cvar_t *r_mapOverBrightBits;
+
+cvar_t *r_debugSurface;
+cvar_t *r_simpleMipMaps;
+
+cvar_t *r_showImages;
+
+cvar_t *r_ambientScale;
+cvar_t *r_directedScale;
+cvar_t *r_debugLight;
+cvar_t *r_debugSort;
+cvar_t *r_printShaders;
+cvar_t *r_saveFontData;
+
+cvar_t *r_marksOnTriangleMeshes;
+
+cvar_t *r_aviMotionJpegQuality;
+cvar_t *r_screenshotJpegQuality;
+
+cvar_t *r_maxpolys;
+int max_polys;
+cvar_t *r_maxpolyverts;
+int max_polyverts;
+
+/*
+** InitOpenGL
+**
+** This function is responsible for initializing a valid OpenGL subsystem. This
+** is done by calling GLimp_Init (which gives us a working OGL subsystem) then
+** setting variables, checking GL constants, and reporting the gfx system config
+** to the user.
+*/
+static void InitOpenGL( void )
+{
+ char renderer_buffer[1024];
+
+ //
+ // initialize OS specific portions of the renderer
+ //
+ // GLimp_Init directly or indirectly references the following cvars:
+ // - r_fullscreen
+ // - r_mode
+ // - r_(color|depth|stencil)bits
+ // - r_ignorehwgamma
+ // - r_gamma
+ //
+
+ if ( glConfig.vidWidth == 0 )
+ {
+ GLint temp;
+
+ GLimp_Init();
+ GLimp_InitExtraExtensions();
+
+ strcpy( renderer_buffer, glConfig.renderer_string );
+ Q_strlwr( renderer_buffer );
+
+ // OpenGL driver constants
+ qglGetIntegerv( GL_MAX_TEXTURE_SIZE, &temp );
+ glConfig.maxTextureSize = temp;
+
+ // stubbed or broken drivers may have reported 0...
+ if ( glConfig.maxTextureSize <= 0 )
+ {
+ glConfig.maxTextureSize = 0;
+ }
+ }
+
+ // init command buffers and SMP
+ R_InitCommandBuffers();
+
+ // set default state
+ GL_SetDefaultState();
+}
+
+/*
+==================
+GL_CheckErrors
+==================
+*/
+void GL_CheckErrs( char *file, int line ) {
+ int err;
+ char s[64];
+
+ err = qglGetError();
+ if ( err == GL_NO_ERROR ) {
+ return;
+ }
+ if ( r_ignoreGLErrors->integer ) {
+ return;
+ }
+ switch( err ) {
+ case GL_INVALID_ENUM:
+ strcpy( s, "GL_INVALID_ENUM" );
+ break;
+ case GL_INVALID_VALUE:
+ strcpy( s, "GL_INVALID_VALUE" );
+ break;
+ case GL_INVALID_OPERATION:
+ strcpy( s, "GL_INVALID_OPERATION" );
+ break;
+ case GL_STACK_OVERFLOW:
+ strcpy( s, "GL_STACK_OVERFLOW" );
+ break;
+ case GL_STACK_UNDERFLOW:
+ strcpy( s, "GL_STACK_UNDERFLOW" );
+ break;
+ case GL_OUT_OF_MEMORY:
+ strcpy( s, "GL_OUT_OF_MEMORY" );
+ break;
+ default:
+ Com_sprintf( s, sizeof(s), "%i", err);
+ break;
+ }
+
+ ri.Error( ERR_FATAL, "GL_CheckErrors: %s in %s at line %d", s , file, line);
+}
+
+
+/*
+** R_GetModeInfo
+*/
+typedef struct vidmode_s
+{
+ const char *description;
+ int width, height;
+ float pixelAspect; // pixel width / height
+} vidmode_t;
+
+vidmode_t r_vidModes[] =
+{
+ { "Mode 0: 320x240", 320, 240, 1 },
+ { "Mode 1: 400x300", 400, 300, 1 },
+ { "Mode 2: 512x384", 512, 384, 1 },
+ { "Mode 3: 640x480", 640, 480, 1 },
+ { "Mode 4: 800x600", 800, 600, 1 },
+ { "Mode 5: 960x720", 960, 720, 1 },
+ { "Mode 6: 1024x768", 1024, 768, 1 },
+ { "Mode 7: 1152x864", 1152, 864, 1 },
+ { "Mode 8: 1280x1024", 1280, 1024, 1 },
+ { "Mode 9: 1600x1200", 1600, 1200, 1 },
+ { "Mode 10: 2048x1536", 2048, 1536, 1 },
+ { "Mode 11: 856x480 (wide)",856, 480, 1 }
+};
+static int s_numVidModes = ARRAY_LEN( r_vidModes );
+
+qboolean R_GetModeInfo( int *width, int *height, float *windowAspect, int mode ) {
+ vidmode_t *vm;
+ float pixelAspect;
+
+ if ( mode < -1 ) {
+ return qfalse;
+ }
+ if ( mode >= s_numVidModes ) {
+ return qfalse;
+ }
+
+ if ( mode == -1 ) {
+ *width = r_customwidth->integer;
+ *height = r_customheight->integer;
+ pixelAspect = r_customPixelAspect->value;
+ } else {
+ vm = &r_vidModes[mode];
+
+ *width = vm->width;
+ *height = vm->height;
+ pixelAspect = vm->pixelAspect;
+ }
+
+ *windowAspect = (float)*width / ( *height * pixelAspect );
+
+ return qtrue;
+}
+
+/*
+** R_ModeList_f
+*/
+static void R_ModeList_f( void )
+{
+ int i;
+
+ ri.Printf( PRINT_ALL, "\n" );
+ for ( i = 0; i < s_numVidModes; i++ )
+ {
+ ri.Printf( PRINT_ALL, "%s\n", r_vidModes[i].description );
+ }
+ ri.Printf( PRINT_ALL, "\n" );
+}
+
+
+/*
+==============================================================================
+
+ SCREEN SHOTS
+
+NOTE TTimo
+some thoughts about the screenshots system:
+screenshots get written in fs_homepath + fs_gamedir
+vanilla q3 .. baseq3/screenshots/ *.tga
+team arena .. missionpack/screenshots/ *.tga
+
+two commands: "screenshot" and "screenshotJPEG"
+we use statics to store a count and start writing the first screenshot/screenshot????.tga (.jpg) available
+(with FS_FileExists / FS_FOpenFileWrite calls)
+FIXME: the statics don't get a reinit between fs_game changes
+
+==============================================================================
+*/
+
+/*
+==================
+RB_ReadPixels
+
+Reads an image but takes care of alignment issues for reading RGB images.
+
+Reads a minimum offset for where the RGB data starts in the image from
+integer stored at pointer offset. When the function has returned the actual
+offset was written back to address offset. This address will always have an
+alignment of packAlign to ensure efficient copying.
+
+Stores the length of padding after a line of pixels to address padlen
+
+Return value must be freed with ri.Hunk_FreeTempMemory()
+==================
+*/
+
+byte *RB_ReadPixels(int x, int y, int width, int height, size_t *offset, int *padlen)
+{
+ byte *buffer, *bufstart;
+ int padwidth, linelen;
+ GLint packAlign;
+
+ qglGetIntegerv(GL_PACK_ALIGNMENT, &packAlign);
+
+ linelen = width * 3;
+ padwidth = PAD(linelen, packAlign);
+
+ // Allocate a few more bytes so that we can choose an alignment we like
+ buffer = ri.Hunk_AllocateTempMemory(padwidth * height + *offset + packAlign - 1);
+
+ bufstart = PADP((intptr_t) buffer + *offset, packAlign);
+ qglReadPixels(x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, bufstart);
+
+ *offset = bufstart - buffer;
+ *padlen = padwidth - linelen;
+
+ return buffer;
+}
+
+/*
+==================
+RB_TakeScreenshot
+==================
+*/
+void RB_TakeScreenshot(int x, int y, int width, int height, char *fileName)
+{
+ byte *allbuf, *buffer;
+ byte *srcptr, *destptr;
+ byte *endline, *endmem;
+ byte temp;
+
+ int linelen, padlen;
+ size_t offset = 18, memcount;
+
+ allbuf = RB_ReadPixels(x, y, width, height, &offset, &padlen);
+ buffer = allbuf + offset - 18;
+
+ Com_Memset (buffer, 0, 18);
+ buffer[2] = 2; // uncompressed type
+ buffer[12] = width & 255;
+ buffer[13] = width >> 8;
+ buffer[14] = height & 255;
+ buffer[15] = height >> 8;
+ buffer[16] = 24; // pixel size
+
+ // swap rgb to bgr and remove padding from line endings
+ linelen = width * 3;
+
+ srcptr = destptr = allbuf + offset;
+ endmem = srcptr + (linelen + padlen) * height;
+
+ while(srcptr < endmem)
+ {
+ endline = srcptr + linelen;
+
+ while(srcptr < endline)
+ {
+ temp = srcptr[0];
+ *destptr++ = srcptr[2];
+ *destptr++ = srcptr[1];
+ *destptr++ = temp;
+
+ srcptr += 3;
+ }
+
+ // Skip the pad
+ srcptr += padlen;
+ }
+
+ memcount = linelen * height;
+
+ // gamma correct
+ if(glConfig.deviceSupportsGamma)
+ R_GammaCorrect(allbuf + offset, memcount);
+
+ ri.FS_WriteFile(fileName, buffer, memcount + 18);
+
+ ri.Hunk_FreeTempMemory(allbuf);
+}
+
+/*
+==================
+RB_TakeScreenshotJPEG
+==================
+*/
+
+void RB_TakeScreenshotJPEG(int x, int y, int width, int height, char *fileName)
+{
+ byte *buffer;
+ size_t offset = 0, memcount;
+ int padlen;
+
+ buffer = RB_ReadPixels(x, y, width, height, &offset, &padlen);
+ memcount = (width * 3 + padlen) * height;
+
+ // gamma correct
+ if(glConfig.deviceSupportsGamma)
+ R_GammaCorrect(buffer + offset, memcount);
+
+ RE_SaveJPG(fileName, r_screenshotJpegQuality->integer, width, height, buffer + offset, padlen);
+ ri.Hunk_FreeTempMemory(buffer);
+}
+
+/*
+==================
+RB_TakeScreenshotCmd
+==================
+*/
+const void *RB_TakeScreenshotCmd( const void *data ) {
+ const screenshotCommand_t *cmd;
+
+ cmd = (const screenshotCommand_t *)data;
+
+ if (cmd->jpeg)
+ RB_TakeScreenshotJPEG( cmd->x, cmd->y, cmd->width, cmd->height, cmd->fileName);
+ else
+ RB_TakeScreenshot( cmd->x, cmd->y, cmd->width, cmd->height, cmd->fileName);
+
+ return (const void *)(cmd + 1);
+}
+
+/*
+==================
+R_TakeScreenshot
+==================
+*/
+void R_TakeScreenshot( int x, int y, int width, int height, char *name, qboolean jpeg ) {
+ static char fileName[MAX_OSPATH]; // bad things if two screenshots per frame?
+ screenshotCommand_t *cmd;
+
+ cmd = R_GetCommandBuffer( sizeof( *cmd ) );
+ if ( !cmd ) {
+ return;
+ }
+ cmd->commandId = RC_SCREENSHOT;
+
+ cmd->x = x;
+ cmd->y = y;
+ cmd->width = width;
+ cmd->height = height;
+ Q_strncpyz( fileName, name, sizeof(fileName) );
+ cmd->fileName = fileName;
+ cmd->jpeg = jpeg;
+}
+
+/*
+==================
+R_ScreenshotFilename
+==================
+*/
+void R_ScreenshotFilename( int lastNumber, char *fileName ) {
+ int a,b,c,d;
+
+ if ( lastNumber < 0 || lastNumber > 9999 ) {
+ Com_sprintf( fileName, MAX_OSPATH, "screenshots/shot9999.tga" );
+ return;
+ }
+
+ a = lastNumber / 1000;
+ lastNumber -= a*1000;
+ b = lastNumber / 100;
+ lastNumber -= b*100;
+ c = lastNumber / 10;
+ lastNumber -= c*10;
+ d = lastNumber;
+
+ Com_sprintf( fileName, MAX_OSPATH, "screenshots/shot%i%i%i%i.tga"
+ , a, b, c, d );
+}
+
+/*
+==================
+R_ScreenshotFilename
+==================
+*/
+void R_ScreenshotFilenameJPEG( int lastNumber, char *fileName ) {
+ int a,b,c,d;
+
+ if ( lastNumber < 0 || lastNumber > 9999 ) {
+ Com_sprintf( fileName, MAX_OSPATH, "screenshots/shot9999.jpg" );
+ return;
+ }
+
+ a = lastNumber / 1000;
+ lastNumber -= a*1000;
+ b = lastNumber / 100;
+ lastNumber -= b*100;
+ c = lastNumber / 10;
+ lastNumber -= c*10;
+ d = lastNumber;
+
+ Com_sprintf( fileName, MAX_OSPATH, "screenshots/shot%i%i%i%i.jpg"
+ , a, b, c, d );
+}
+
+/*
+====================
+R_LevelShot
+
+levelshots are specialized 128*128 thumbnails for
+the menu system, sampled down from full screen distorted images
+====================
+*/
+void R_LevelShot( void ) {
+ char checkname[MAX_OSPATH];
+ byte *buffer;
+ byte *source, *allsource;
+ byte *src, *dst;
+ size_t offset = 0;
+ int padlen;
+ int x, y;
+ int r, g, b;
+ float xScale, yScale;
+ int xx, yy;
+
+ Com_sprintf(checkname, sizeof(checkname), "levelshots/%s.tga", tr.world->baseName);
+
+ allsource = RB_ReadPixels(0, 0, glConfig.vidWidth, glConfig.vidHeight, &offset, &padlen);
+ source = allsource + offset;
+
+ buffer = ri.Hunk_AllocateTempMemory(128 * 128*3 + 18);
+ Com_Memset (buffer, 0, 18);
+ buffer[2] = 2; // uncompressed type
+ buffer[12] = 128;
+ buffer[14] = 128;
+ buffer[16] = 24; // pixel size
+
+ // resample from source
+ xScale = glConfig.vidWidth / 512.0f;
+ yScale = glConfig.vidHeight / 384.0f;
+ for ( y = 0 ; y < 128 ; y++ ) {
+ for ( x = 0 ; x < 128 ; x++ ) {
+ r = g = b = 0;
+ for ( yy = 0 ; yy < 3 ; yy++ ) {
+ for ( xx = 0 ; xx < 4 ; xx++ ) {
+ src = source + (3 * glConfig.vidWidth + padlen) * (int)((y*3 + yy) * yScale) +
+ 3 * (int) ((x*4 + xx) * xScale);
+ r += src[0];
+ g += src[1];
+ b += src[2];
+ }
+ }
+ dst = buffer + 18 + 3 * ( y * 128 + x );
+ dst[0] = b / 12;
+ dst[1] = g / 12;
+ dst[2] = r / 12;
+ }
+ }
+
+ // gamma correct
+ if ( glConfig.deviceSupportsGamma ) {
+ R_GammaCorrect( buffer + 18, 128 * 128 * 3 );
+ }
+
+ ri.FS_WriteFile( checkname, buffer, 128 * 128*3 + 18 );
+
+ ri.Hunk_FreeTempMemory(buffer);
+ ri.Hunk_FreeTempMemory(allsource);
+
+ ri.Printf( PRINT_ALL, "Wrote %s\n", checkname );
+}
+
+/*
+==================
+R_ScreenShot_f
+
+screenshot
+screenshot [silent]
+screenshot [levelshot]
+screenshot [filename]
+
+Doesn't print the pacifier message if there is a second arg
+==================
+*/
+void R_ScreenShot_f (void) {
+ char checkname[MAX_OSPATH];
+ static int lastNumber = -1;
+ qboolean silent;
+
+ if ( !strcmp( ri.Cmd_Argv(1), "levelshot" ) ) {
+ R_LevelShot();
+ return;
+ }
+
+ if ( !strcmp( ri.Cmd_Argv(1), "silent" ) ) {
+ silent = qtrue;
+ } else {
+ silent = qfalse;
+ }
+
+ if ( ri.Cmd_Argc() == 2 && !silent ) {
+ // explicit filename
+ Com_sprintf( checkname, MAX_OSPATH, "screenshots/%s.tga", ri.Cmd_Argv( 1 ) );
+ } else {
+ // scan for a free filename
+
+ // if we have saved a previous screenshot, don't scan
+ // again, because recording demo avis can involve
+ // thousands of shots
+ if ( lastNumber == -1 ) {
+ lastNumber = 0;
+ }
+ // scan for a free number
+ for ( ; lastNumber <= 9999 ; lastNumber++ ) {
+ R_ScreenshotFilename( lastNumber, checkname );
+
+ if (!ri.FS_FileExists( checkname ))
+ {
+ break; // file doesn't exist
+ }
+ }
+
+ if ( lastNumber >= 9999 ) {
+ ri.Printf (PRINT_ALL, "ScreenShot: Couldn't create a file\n");
+ return;
+ }
+
+ lastNumber++;
+ }
+
+ R_TakeScreenshot( 0, 0, glConfig.vidWidth, glConfig.vidHeight, checkname, qfalse );
+
+ if ( !silent ) {
+ ri.Printf (PRINT_ALL, "Wrote %s\n", checkname);
+ }
+}
+
+void R_ScreenShotJPEG_f (void) {
+ char checkname[MAX_OSPATH];
+ static int lastNumber = -1;
+ qboolean silent;
+
+ if ( !strcmp( ri.Cmd_Argv(1), "levelshot" ) ) {
+ R_LevelShot();
+ return;
+ }
+
+ if ( !strcmp( ri.Cmd_Argv(1), "silent" ) ) {
+ silent = qtrue;
+ } else {
+ silent = qfalse;
+ }
+
+ if ( ri.Cmd_Argc() == 2 && !silent ) {
+ // explicit filename
+ Com_sprintf( checkname, MAX_OSPATH, "screenshots/%s.jpg", ri.Cmd_Argv( 1 ) );
+ } else {
+ // scan for a free filename
+
+ // if we have saved a previous screenshot, don't scan
+ // again, because recording demo avis can involve
+ // thousands of shots
+ if ( lastNumber == -1 ) {
+ lastNumber = 0;
+ }
+ // scan for a free number
+ for ( ; lastNumber <= 9999 ; lastNumber++ ) {
+ R_ScreenshotFilenameJPEG( lastNumber, checkname );
+
+ if (!ri.FS_FileExists( checkname ))
+ {
+ break; // file doesn't exist
+ }
+ }
+
+ if ( lastNumber == 10000 ) {
+ ri.Printf (PRINT_ALL, "ScreenShot: Couldn't create a file\n");
+ return;
+ }
+
+ lastNumber++;
+ }
+
+ R_TakeScreenshot( 0, 0, glConfig.vidWidth, glConfig.vidHeight, checkname, qtrue );
+
+ if ( !silent ) {
+ ri.Printf (PRINT_ALL, "Wrote %s\n", checkname);
+ }
+}
+
+//============================================================================
+
+/*
+==================
+RB_TakeVideoFrameCmd
+==================
+*/
+const void *RB_TakeVideoFrameCmd( const void *data )
+{
+ const videoFrameCommand_t *cmd;
+ byte *cBuf;
+ size_t memcount, linelen;
+ int padwidth, avipadwidth, padlen, avipadlen;
+ GLint packAlign;
+
+ cmd = (const videoFrameCommand_t *)data;
+
+ qglGetIntegerv(GL_PACK_ALIGNMENT, &packAlign);
+
+ linelen = cmd->width * 3;
+
+ // Alignment stuff for glReadPixels
+ padwidth = PAD(linelen, packAlign);
+ padlen = padwidth - linelen;
+ // AVI line padding
+ avipadwidth = PAD(linelen, AVI_LINE_PADDING);
+ avipadlen = avipadwidth - linelen;
+
+ cBuf = PADP(cmd->captureBuffer, packAlign);
+
+ qglReadPixels(0, 0, cmd->width, cmd->height, GL_RGB,
+ GL_UNSIGNED_BYTE, cBuf);
+
+ memcount = padwidth * cmd->height;
+
+ // gamma correct
+ if(glConfig.deviceSupportsGamma)
+ R_GammaCorrect(cBuf, memcount);
+
+ if(cmd->motionJpeg)
+ {
+ memcount = RE_SaveJPGToBuffer(cmd->encodeBuffer, linelen * cmd->height,
+ r_aviMotionJpegQuality->integer,
+ cmd->width, cmd->height, cBuf, padlen);
+ ri.CL_WriteAVIVideoFrame(cmd->encodeBuffer, memcount);
+ }
+ else
+ {
+ byte *lineend, *memend;
+ byte *srcptr, *destptr;
+
+ srcptr = cBuf;
+ destptr = cmd->encodeBuffer;
+ memend = srcptr + memcount;
+
+ // swap R and B and remove line paddings
+ while(srcptr < memend)
+ {
+ lineend = srcptr + linelen;
+ while(srcptr < lineend)
+ {
+ *destptr++ = srcptr[2];
+ *destptr++ = srcptr[1];
+ *destptr++ = srcptr[0];
+ srcptr += 3;
+ }
+
+ Com_Memset(destptr, '\0', avipadlen);
+ destptr += avipadlen;
+
+ srcptr += padlen;
+ }
+
+ ri.CL_WriteAVIVideoFrame(cmd->encodeBuffer, avipadwidth * cmd->height);
+ }
+
+ return (const void *)(cmd + 1);
+}
+
+//============================================================================
+
+/*
+** GL_SetDefaultState
+*/
+void GL_SetDefaultState( void )
+{
+ qglClearDepth( 1.0f );
+
+ qglCullFace(GL_FRONT);
+
+ qglColor4f (1,1,1,1);
+
+ // initialize downstream texture unit if we're running
+ // in a multitexture environment
+ if ( qglActiveTextureARB ) {
+ GL_SelectTexture( 1 );
+ GL_TextureMode( r_textureMode->string );
+ GL_TexEnv( GL_MODULATE );
+ qglDisable( GL_TEXTURE_2D );
+ GL_SelectTexture( 0 );
+ }
+
+ qglEnable(GL_TEXTURE_2D);
+ GL_TextureMode( r_textureMode->string );
+ GL_TexEnv( GL_MODULATE );
+
+ //qglShadeModel( GL_SMOOTH );
+ qglDepthFunc( GL_LEQUAL );
+
+ //
+ // make sure our GL state vector is set correctly
+ //
+ glState.glStateBits = GLS_DEPTHTEST_DISABLE | GLS_DEPTHMASK_TRUE;
+
+ glState.vertexAttribsState = 0;
+ glState.vertexAttribPointersSet = 0;
+ glState.currentProgram = 0;
+ qglUseProgramObjectARB(0);
+
+ qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
+ qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
+ glState.currentVBO = NULL;
+ glState.currentIBO = NULL;
+
+ if (glRefConfig.framebuffer_srgb)
+ {
+ qglEnable(GL_FRAMEBUFFER_SRGB_EXT);
+ }
+
+ qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
+ qglDepthMask( GL_TRUE );
+ qglDisable( GL_DEPTH_TEST );
+ qglEnable( GL_SCISSOR_TEST );
+ qglDisable( GL_CULL_FACE );
+ qglDisable( GL_BLEND );
+}
+
+
+/*
+================
+GfxInfo_f
+================
+*/
+void GfxInfo_f( void )
+{
+ const char *enablestrings[] =
+ {
+ "disabled",
+ "enabled"
+ };
+ const char *fsstrings[] =
+ {
+ "windowed",
+ "fullscreen"
+ };
+
+ ri.Printf( PRINT_ALL, "\nGL_VENDOR: %s\n", glConfig.vendor_string );
+ ri.Printf( PRINT_ALL, "GL_RENDERER: %s\n", glConfig.renderer_string );
+ ri.Printf( PRINT_ALL, "GL_VERSION: %s\n", glConfig.version_string );
+ // this was really bugging me
+ if (strlen(glConfig.extensions_string) > 1008)
+ {
+ char buffer[1024];
+ char *p;
+ int size = strlen(glConfig.extensions_string);
+ ri.Printf( PRINT_ALL, "GL_EXTENSIONS: ");
+
+ p = glConfig.extensions_string;
+ while(size > 0)
+ {
+ Q_strncpyz(buffer, p, 1024);
+ ri.Printf( PRINT_ALL, "%s", buffer );
+ p += 1023;
+ size -= 1023;
+ }
+ ri.Printf( PRINT_ALL, "\n" );
+ }
+ else
+ {
+ ri.Printf( PRINT_ALL, "GL_EXTENSIONS: %s\n", glConfig.extensions_string );
+ }
+ ri.Printf( PRINT_ALL, "GL_MAX_TEXTURE_SIZE: %d\n", glConfig.maxTextureSize );
+ ri.Printf( PRINT_ALL, "GL_MAX_TEXTURE_UNITS_ARB: %d\n", glConfig.numTextureUnits );
+ ri.Printf( PRINT_ALL, "\nPIXELFORMAT: color(%d-bits) Z(%d-bit) stencil(%d-bits)\n", glConfig.colorBits, glConfig.depthBits, glConfig.stencilBits );
+ ri.Printf( PRINT_ALL, "MODE: %d, %d x %d %s hz:", r_mode->integer, glConfig.vidWidth, glConfig.vidHeight, fsstrings[r_fullscreen->integer == 1] );
+ if ( glConfig.displayFrequency )
+ {
+ ri.Printf( PRINT_ALL, "%d\n", glConfig.displayFrequency );
+ }
+ else
+ {
+ ri.Printf( PRINT_ALL, "N/A\n" );
+ }
+ if ( glConfig.deviceSupportsGamma )
+ {
+ ri.Printf( PRINT_ALL, "GAMMA: hardware w/ %d overbright bits\n", tr.overbrightBits );
+ }
+ else
+ {
+ ri.Printf( PRINT_ALL, "GAMMA: software w/ %d overbright bits\n", tr.overbrightBits );
+ }
+
+ ri.Printf( PRINT_ALL, "texturemode: %s\n", r_textureMode->string );
+ ri.Printf( PRINT_ALL, "picmip: %d\n", r_picmip->integer );
+ ri.Printf( PRINT_ALL, "texture bits: %d\n", r_texturebits->integer );
+ ri.Printf( PRINT_ALL, "multitexture: %s\n", enablestrings[qglActiveTextureARB != 0] );
+ ri.Printf( PRINT_ALL, "compiled vertex arrays: %s\n", enablestrings[qglLockArraysEXT != 0 ] );
+ ri.Printf( PRINT_ALL, "texenv add: %s\n", enablestrings[glConfig.textureEnvAddAvailable != 0] );
+ ri.Printf( PRINT_ALL, "compressed textures: %s\n", enablestrings[glConfig.textureCompression!=TC_NONE] );
+ if ( r_vertexLight->integer || glConfig.hardwareType == GLHW_PERMEDIA2 )
+ {
+ ri.Printf( PRINT_ALL, "HACK: using vertex lightmap approximation\n" );
+ }
+ if ( glConfig.hardwareType == GLHW_RAGEPRO )
+ {
+ ri.Printf( PRINT_ALL, "HACK: ragePro approximations\n" );
+ }
+ if ( glConfig.hardwareType == GLHW_RIVA128 )
+ {
+ ri.Printf( PRINT_ALL, "HACK: riva128 approximations\n" );
+ }
+ if ( glConfig.smpActive ) {
+ ri.Printf( PRINT_ALL, "Using dual processor acceleration\n" );
+ }
+ if ( r_finish->integer ) {
+ ri.Printf( PRINT_ALL, "Forcing glFinish\n" );
+ }
+}
+
+/*
+================
+GfxMemInfo_f
+================
+*/
+void GfxMemInfo_f( void )
+{
+ switch (glRefConfig.memInfo)
+ {
+ case MI_NONE:
+ {
+ ri.Printf(PRINT_ALL, "No extension found for GPU memory info.\n");
+ }
+ break;
+ case MI_NVX:
+ {
+ int value;
+
+ qglGetIntegerv(GL_GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX, &value);
+ ri.Printf(PRINT_ALL, "GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX: %ikb\n", value);
+
+ qglGetIntegerv(GL_GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX, &value);
+ ri.Printf(PRINT_ALL, "GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX: %ikb\n", value);
+
+ qglGetIntegerv(GL_GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX, &value);
+ ri.Printf(PRINT_ALL, "GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX: %ikb\n", value);
+
+ qglGetIntegerv(GL_GPU_MEMORY_INFO_EVICTION_COUNT_NVX, &value);
+ ri.Printf(PRINT_ALL, "GPU_MEMORY_INFO_EVICTION_COUNT_NVX: %i\n", value);
+
+ qglGetIntegerv(GL_GPU_MEMORY_INFO_EVICTED_MEMORY_NVX, &value);
+ ri.Printf(PRINT_ALL, "GPU_MEMORY_INFO_EVICTED_MEMORY_NVX: %ikb\n", value);
+ }
+ break;
+ case MI_ATI:
+ {
+ // GL_ATI_meminfo
+ int value[4];
+
+ qglGetIntegerv(GL_VBO_FREE_MEMORY_ATI, &value[0]);
+ ri.Printf(PRINT_ALL, "VBO_FREE_MEMORY_ATI: %ikb total %ikb largest aux: %ikb total %ikb largest\n", value[0], value[1], value[2], value[3]);
+
+ qglGetIntegerv(GL_TEXTURE_FREE_MEMORY_ATI, &value[0]);
+ ri.Printf(PRINT_ALL, "TEXTURE_FREE_MEMORY_ATI: %ikb total %ikb largest aux: %ikb total %ikb largest\n", value[0], value[1], value[2], value[3]);
+
+ qglGetIntegerv(GL_RENDERBUFFER_FREE_MEMORY_ATI, &value[0]);
+ ri.Printf(PRINT_ALL, "RENDERBUFFER_FREE_MEMORY_ATI: %ikb total %ikb largest aux: %ikb total %ikb largest\n", value[0], value[1], value[2], value[3]);
+ }
+ break;
+ }
+}
+
+/*
+===============
+R_Register
+===============
+*/
+void R_Register( void )
+{
+ #ifdef USE_RENDERER_DLOPEN
+ com_altivec = ri.Cvar_Get("com_altivec", "1", CVAR_ARCHIVE);
+ #endif
+
+ //
+ // latched and archived variables
+ //
+ r_allowExtensions = ri.Cvar_Get( "r_allowExtensions", "1", CVAR_ARCHIVE | CVAR_LATCH );
+ r_ext_compressed_textures = ri.Cvar_Get( "r_ext_compressed_textures", "0", CVAR_ARCHIVE | CVAR_LATCH );
+ r_ext_multitexture = ri.Cvar_Get( "r_ext_multitexture", "1", CVAR_ARCHIVE | CVAR_LATCH );
+ r_ext_compiled_vertex_array = ri.Cvar_Get( "r_ext_compiled_vertex_array", "1", CVAR_ARCHIVE | CVAR_LATCH);
+ r_ext_texture_env_add = ri.Cvar_Get( "r_ext_texture_env_add", "1", CVAR_ARCHIVE | CVAR_LATCH);
+
+ r_ext_draw_range_elements = ri.Cvar_Get( "r_ext_draw_range_elements", "1", CVAR_ARCHIVE | CVAR_LATCH);
+ r_ext_multi_draw_arrays = ri.Cvar_Get( "r_ext_multi_draw_arrays", "1", CVAR_ARCHIVE | CVAR_LATCH);
+ r_ext_framebuffer_object = ri.Cvar_Get( "r_ext_framebuffer_object", "1", CVAR_ARCHIVE | CVAR_LATCH);
+ r_ext_texture_float = ri.Cvar_Get( "r_ext_texture_float", "1", CVAR_ARCHIVE | CVAR_LATCH);
+ r_arb_half_float_pixel = ri.Cvar_Get( "r_arb_half_float_pixel", "1", CVAR_ARCHIVE | CVAR_LATCH);
+ r_ext_framebuffer_multisample = ri.Cvar_Get( "r_ext_framebuffer_multisample", "0", CVAR_ARCHIVE | CVAR_LATCH);
+
+ r_ext_texture_filter_anisotropic = ri.Cvar_Get( "r_ext_texture_filter_anisotropic",
+ "0", CVAR_ARCHIVE | CVAR_LATCH );
+ r_ext_max_anisotropy = ri.Cvar_Get( "r_ext_max_anisotropy", "2", CVAR_ARCHIVE | CVAR_LATCH );
+
+ r_picmip = ri.Cvar_Get ("r_picmip", "1", CVAR_ARCHIVE | CVAR_LATCH );
+ r_roundImagesDown = ri.Cvar_Get ("r_roundImagesDown", "1", CVAR_ARCHIVE | CVAR_LATCH );
+ r_colorMipLevels = ri.Cvar_Get ("r_colorMipLevels", "0", CVAR_LATCH );
+ ri.Cvar_CheckRange( r_picmip, 0, 16, qtrue );
+ r_detailTextures = ri.Cvar_Get( "r_detailtextures", "1", CVAR_ARCHIVE | CVAR_LATCH );
+ r_texturebits = ri.Cvar_Get( "r_texturebits", "0", CVAR_ARCHIVE | CVAR_LATCH );
+ r_colorbits = ri.Cvar_Get( "r_colorbits", "0", CVAR_ARCHIVE | CVAR_LATCH );
+ r_stencilbits = ri.Cvar_Get( "r_stencilbits", "8", CVAR_ARCHIVE | CVAR_LATCH );
+ r_depthbits = ri.Cvar_Get( "r_depthbits", "0", CVAR_ARCHIVE | CVAR_LATCH );
+ r_ext_multisample = ri.Cvar_Get( "r_ext_multisample", "0", CVAR_ARCHIVE | CVAR_LATCH );
+ ri.Cvar_CheckRange( r_ext_multisample, 0, 4, qtrue );
+ r_overBrightBits = ri.Cvar_Get ("r_overBrightBits", "1", CVAR_ARCHIVE | CVAR_LATCH );
+ r_ignorehwgamma = ri.Cvar_Get( "r_ignorehwgamma", "0", CVAR_ARCHIVE | CVAR_LATCH);
+ r_mode = ri.Cvar_Get( "r_mode", "-2", CVAR_ARCHIVE | CVAR_LATCH );
+ r_fullscreen = ri.Cvar_Get( "r_fullscreen", "1", CVAR_ARCHIVE );
+ r_noborder = ri.Cvar_Get("r_noborder", "0", CVAR_ARCHIVE);
+ r_customwidth = ri.Cvar_Get( "r_customwidth", "1600", CVAR_ARCHIVE | CVAR_LATCH );
+ r_customheight = ri.Cvar_Get( "r_customheight", "1024", CVAR_ARCHIVE | CVAR_LATCH );
+ r_customPixelAspect = ri.Cvar_Get( "r_customPixelAspect", "1", CVAR_ARCHIVE | CVAR_LATCH );
+ r_simpleMipMaps = ri.Cvar_Get( "r_simpleMipMaps", "1", CVAR_ARCHIVE | CVAR_LATCH );
+ r_vertexLight = ri.Cvar_Get( "r_vertexLight", "0", CVAR_ARCHIVE | CVAR_LATCH );
+ r_uiFullScreen = ri.Cvar_Get( "r_uifullscreen", "0", 0);
+ r_subdivisions = ri.Cvar_Get ("r_subdivisions", "4", CVAR_ARCHIVE | CVAR_LATCH);
+ r_smp = ri.Cvar_Get( "r_smp", "0", CVAR_ARCHIVE | CVAR_LATCH);
+ r_stereoEnabled = ri.Cvar_Get( "r_stereoEnabled", "0", CVAR_ARCHIVE | CVAR_LATCH);
+ r_greyscale = ri.Cvar_Get("r_greyscale", "0", CVAR_ARCHIVE | CVAR_LATCH);
+ ri.Cvar_CheckRange(r_greyscale, 0, 1, qfalse);
+
+ r_hdr = ri.Cvar_Get( "r_hdr", "1", CVAR_ARCHIVE | CVAR_LATCH );
+ r_postProcess = ri.Cvar_Get( "r_postProcess", "1", CVAR_ARCHIVE );
+
+ r_toneMap = ri.Cvar_Get( "r_toneMap", "1", CVAR_ARCHIVE | CVAR_LATCH );
+ r_forceToneMap = ri.Cvar_Get( "r_forceToneMap", "0", CVAR_CHEAT );
+ r_forceToneMapMin = ri.Cvar_Get( "r_forceToneMapMin", "-3.25", CVAR_CHEAT );
+ r_forceToneMapAvg = ri.Cvar_Get( "r_forceToneMapAvg", "-1.0", CVAR_CHEAT );
+ r_forceToneMapMax = ri.Cvar_Get( "r_forceToneMapMax", "1.0", CVAR_CHEAT );
+
+ r_autoExposure = ri.Cvar_Get( "r_autoExposure", "1", CVAR_ARCHIVE );
+ r_forceAutoExposure = ri.Cvar_Get( "r_forceAutoExposure", "0", CVAR_CHEAT );
+ r_forceAutoExposureMin = ri.Cvar_Get( "r_forceAutoExposureMin", "-2.0", CVAR_CHEAT );
+ r_forceAutoExposureMax = ri.Cvar_Get( "r_forceAutoExposureMax", "2.0", CVAR_CHEAT );
+
+ r_cameraExposure = ri.Cvar_Get( "r_cameraExposure", "0", CVAR_CHEAT );
+
+ r_srgb = ri.Cvar_Get( "r_srgb", "0", CVAR_ARCHIVE | CVAR_LATCH );
+
+ r_depthPrepass = ri.Cvar_Get( "r_depthPrepass", "1", CVAR_ARCHIVE );
+ r_ssao = ri.Cvar_Get( "r_ssao", "0", CVAR_LATCH | CVAR_ARCHIVE );
+
+ r_normalMapping = ri.Cvar_Get( "r_normalMapping", "1", CVAR_ARCHIVE | CVAR_LATCH );
+ r_specularMapping = ri.Cvar_Get( "r_specularMapping", "1", CVAR_ARCHIVE | CVAR_LATCH );
+ r_deluxeMapping = ri.Cvar_Get( "r_deluxeMapping", "1", CVAR_ARCHIVE | CVAR_LATCH );
+ r_parallaxMapping = ri.Cvar_Get( "r_parallaxMapping", "0", CVAR_ARCHIVE | CVAR_LATCH );
+ r_normalAmbient = ri.Cvar_Get( "r_normalAmbient", "0", CVAR_ARCHIVE | CVAR_LATCH );
+ r_dlightMode = ri.Cvar_Get( "r_dlightMode", "0", CVAR_ARCHIVE | CVAR_LATCH );
+ r_pshadowDist = ri.Cvar_Get( "r_pshadowDist", "128", CVAR_ARCHIVE );
+ r_recalcMD3Normals = ri.Cvar_Get( "r_recalcMD3Normals", "0", CVAR_ARCHIVE | CVAR_LATCH );
+ r_mergeLightmaps = ri.Cvar_Get( "r_mergeLightmaps", "1", CVAR_ARCHIVE | CVAR_LATCH );
+ r_imageUpsample = ri.Cvar_Get( "r_imageUpsample", "0", CVAR_ARCHIVE | CVAR_LATCH );
+ r_imageUpsampleMaxSize = ri.Cvar_Get( "r_imageUpsampleMaxSize", "1024", CVAR_ARCHIVE | CVAR_LATCH );
+ r_imageUpsampleType = ri.Cvar_Get( "r_imageUpsampleType", "1", CVAR_ARCHIVE | CVAR_LATCH );
+ r_genNormalMaps = ri.Cvar_Get( "r_genNormalMaps", "0", CVAR_ARCHIVE | CVAR_LATCH );
+
+ r_forceSun = ri.Cvar_Get( "r_forceSun", "0", CVAR_CHEAT );
+ r_forceSunMapLightScale = ri.Cvar_Get( "r_forceSunMapLightScale", "0.5", CVAR_CHEAT );
+ r_forceSunLightScale = ri.Cvar_Get( "r_forceSunLightScale", "0.5", CVAR_CHEAT );
+ r_forceSunAmbientScale = ri.Cvar_Get( "r_forceSunAmbientScale", "0.2", CVAR_CHEAT );
+ r_sunShadows = ri.Cvar_Get( "r_sunShadows", "1", CVAR_ARCHIVE | CVAR_LATCH );
+ r_shadowFilter = ri.Cvar_Get( "r_shadowFilter", "1", CVAR_ARCHIVE | CVAR_LATCH );
+ r_shadowMapSize = ri.Cvar_Get( "r_shadowMapSize", "1024", CVAR_ARCHIVE | CVAR_LATCH );
+ r_shadowCascadeZNear = ri.Cvar_Get( "r_shadowCascadeZNear", "4", CVAR_ARCHIVE | CVAR_LATCH );
+ r_shadowCascadeZFar = ri.Cvar_Get( "r_shadowCascadeZFar", "3072", CVAR_ARCHIVE | CVAR_LATCH );
+ r_shadowCascadeZBias = ri.Cvar_Get( "r_shadowCascadeZBias", "-320", CVAR_ARCHIVE | CVAR_LATCH );
+
+ //
+ // temporary latched variables that can only change over a restart
+ //
+ r_fullbright = ri.Cvar_Get ("r_fullbright", "0", CVAR_LATCH|CVAR_CHEAT );
+ r_mapOverBrightBits = ri.Cvar_Get ("r_mapOverBrightBits", "2", CVAR_LATCH );
+ r_intensity = ri.Cvar_Get ("r_intensity", "1", CVAR_LATCH );
+ r_singleShader = ri.Cvar_Get ("r_singleShader", "0", CVAR_CHEAT | CVAR_LATCH );
+
+ //
+ // archived variables that can change at any time
+ //
+ r_lodCurveError = ri.Cvar_Get( "r_lodCurveError", "250", CVAR_ARCHIVE|CVAR_CHEAT );
+ r_lodbias = ri.Cvar_Get( "r_lodbias", "0", CVAR_ARCHIVE );
+ r_flares = ri.Cvar_Get ("r_flares", "0", CVAR_ARCHIVE );
+ r_znear = ri.Cvar_Get( "r_znear", "4", CVAR_CHEAT );
+ ri.Cvar_CheckRange( r_znear, 0.001f, 200, qfalse );
+ r_zproj = ri.Cvar_Get( "r_zproj", "64", CVAR_ARCHIVE );
+ r_stereoSeparation = ri.Cvar_Get( "r_stereoSeparation", "64", CVAR_ARCHIVE );
+ r_ignoreGLErrors = ri.Cvar_Get( "r_ignoreGLErrors", "1", CVAR_ARCHIVE );
+ r_fastsky = ri.Cvar_Get( "r_fastsky", "0", CVAR_ARCHIVE );
+ r_inGameVideo = ri.Cvar_Get( "r_inGameVideo", "1", CVAR_ARCHIVE );
+ r_drawSun = ri.Cvar_Get( "r_drawSun", "0", CVAR_ARCHIVE );
+ r_dynamiclight = ri.Cvar_Get( "r_dynamiclight", "1", CVAR_ARCHIVE );
+ r_dlightBacks = ri.Cvar_Get( "r_dlightBacks", "1", CVAR_ARCHIVE );
+ r_finish = ri.Cvar_Get ("r_finish", "0", CVAR_ARCHIVE);
+ r_textureMode = ri.Cvar_Get( "r_textureMode", "GL_LINEAR_MIPMAP_NEAREST", CVAR_ARCHIVE );
+ r_swapInterval = ri.Cvar_Get( "r_swapInterval", "0",
+ CVAR_ARCHIVE | CVAR_LATCH );
+ r_gamma = ri.Cvar_Get( "r_gamma", "1", CVAR_ARCHIVE );
+ r_facePlaneCull = ri.Cvar_Get ("r_facePlaneCull", "1", CVAR_ARCHIVE );
+
+ r_railWidth = ri.Cvar_Get( "r_railWidth", "16", CVAR_ARCHIVE );
+ r_railCoreWidth = ri.Cvar_Get( "r_railCoreWidth", "6", CVAR_ARCHIVE );
+ r_railSegmentLength = ri.Cvar_Get( "r_railSegmentLength", "32", CVAR_ARCHIVE );
+
+ r_ambientScale = ri.Cvar_Get( "r_ambientScale", "0.6", CVAR_CHEAT );
+ r_directedScale = ri.Cvar_Get( "r_directedScale", "1", CVAR_CHEAT );
+
+ r_anaglyphMode = ri.Cvar_Get("r_anaglyphMode", "0", CVAR_ARCHIVE);
+ r_mergeMultidraws = ri.Cvar_Get("r_mergeMultidraws", "1", CVAR_ARCHIVE);
+ r_mergeLeafSurfaces = ri.Cvar_Get("r_mergeLeafSurfaces", "1", CVAR_ARCHIVE);
+
+ //
+ // temporary variables that can change at any time
+ //
+ r_showImages = ri.Cvar_Get( "r_showImages", "0", CVAR_TEMP );
+
+ r_debugLight = ri.Cvar_Get( "r_debuglight", "0", CVAR_TEMP );
+ r_debugSort = ri.Cvar_Get( "r_debugSort", "0", CVAR_CHEAT );
+ r_printShaders = ri.Cvar_Get( "r_printShaders", "0", 0 );
+ r_saveFontData = ri.Cvar_Get( "r_saveFontData", "0", 0 );
+
+ r_nocurves = ri.Cvar_Get ("r_nocurves", "0", CVAR_CHEAT );
+ r_drawworld = ri.Cvar_Get ("r_drawworld", "1", CVAR_CHEAT );
+ r_lightmap = ri.Cvar_Get ("r_lightmap", "0", 0 );
+ r_portalOnly = ri.Cvar_Get ("r_portalOnly", "0", CVAR_CHEAT );
+
+ r_flareSize = ri.Cvar_Get ("r_flareSize", "40", CVAR_CHEAT);
+ r_flareFade = ri.Cvar_Get ("r_flareFade", "7", CVAR_CHEAT);
+ r_flareCoeff = ri.Cvar_Get ("r_flareCoeff", FLARE_STDCOEFF, CVAR_CHEAT);
+
+ r_showSmp = ri.Cvar_Get ("r_showSmp", "0", CVAR_CHEAT);
+ r_skipBackEnd = ri.Cvar_Get ("r_skipBackEnd", "0", CVAR_CHEAT);
+
+ r_measureOverdraw = ri.Cvar_Get( "r_measureOverdraw", "0", CVAR_CHEAT );
+ r_lodscale = ri.Cvar_Get( "r_lodscale", "5", CVAR_CHEAT );
+ r_norefresh = ri.Cvar_Get ("r_norefresh", "0", CVAR_CHEAT);
+ r_drawentities = ri.Cvar_Get ("r_drawentities", "1", CVAR_CHEAT );
+ r_ignore = ri.Cvar_Get( "r_ignore", "1", CVAR_CHEAT );
+ r_nocull = ri.Cvar_Get ("r_nocull", "0", CVAR_CHEAT);
+ r_novis = ri.Cvar_Get ("r_novis", "0", CVAR_CHEAT);
+ r_showcluster = ri.Cvar_Get ("r_showcluster", "0", CVAR_CHEAT);
+ r_speeds = ri.Cvar_Get ("r_speeds", "0", CVAR_CHEAT);
+ r_verbose = ri.Cvar_Get( "r_verbose", "0", CVAR_CHEAT );
+ r_logFile = ri.Cvar_Get( "r_logFile", "0", CVAR_CHEAT );
+ r_debugSurface = ri.Cvar_Get ("r_debugSurface", "0", CVAR_CHEAT);
+ r_nobind = ri.Cvar_Get ("r_nobind", "0", CVAR_CHEAT);
+ r_showtris = ri.Cvar_Get ("r_showtris", "0", CVAR_CHEAT);
+ r_showsky = ri.Cvar_Get ("r_showsky", "0", CVAR_CHEAT);
+ r_shownormals = ri.Cvar_Get ("r_shownormals", "0", CVAR_CHEAT);
+ r_clear = ri.Cvar_Get ("r_clear", "0", CVAR_CHEAT);
+ r_offsetFactor = ri.Cvar_Get( "r_offsetfactor", "-1", CVAR_CHEAT );
+ r_offsetUnits = ri.Cvar_Get( "r_offsetunits", "-2", CVAR_CHEAT );
+ r_drawBuffer = ri.Cvar_Get( "r_drawBuffer", "GL_BACK", CVAR_CHEAT );
+ r_lockpvs = ri.Cvar_Get ("r_lockpvs", "0", CVAR_CHEAT);
+ r_noportals = ri.Cvar_Get ("r_noportals", "0", CVAR_CHEAT);
+ r_shadows = ri.Cvar_Get( "cg_shadows", "1", 0 );
+
+ r_marksOnTriangleMeshes = ri.Cvar_Get("r_marksOnTriangleMeshes", "0", CVAR_ARCHIVE);
+
+ r_aviMotionJpegQuality = ri.Cvar_Get("r_aviMotionJpegQuality", "90", CVAR_ARCHIVE);
+ r_screenshotJpegQuality = ri.Cvar_Get("r_screenshotJpegQuality", "90", CVAR_ARCHIVE);
+
+ r_maxpolys = ri.Cvar_Get( "r_maxpolys", va("%d", MAX_POLYS), 0);
+ r_maxpolyverts = ri.Cvar_Get( "r_maxpolyverts", va("%d", MAX_POLYVERTS), 0);
+
+ // make sure all the commands added here are also
+ // removed in R_Shutdown
+ ri.Cmd_AddCommand( "imagelist", R_ImageList_f );
+ ri.Cmd_AddCommand( "shaderlist", R_ShaderList_f );
+ ri.Cmd_AddCommand( "skinlist", R_SkinList_f );
+ ri.Cmd_AddCommand( "modellist", R_Modellist_f );
+ ri.Cmd_AddCommand( "modelist", R_ModeList_f );
+ ri.Cmd_AddCommand( "screenshot", R_ScreenShot_f );
+ ri.Cmd_AddCommand( "screenshotJPEG", R_ScreenShotJPEG_f );
+ ri.Cmd_AddCommand( "gfxinfo", GfxInfo_f );
+ ri.Cmd_AddCommand( "minimize", GLimp_Minimize );
+ ri.Cmd_AddCommand( "gfxmeminfo", GfxMemInfo_f );
+}
+
+void R_InitQueries(void)
+{
+ if (!glRefConfig.occlusionQuery)
+ return;
+
+#ifdef REACTION
+ qglGenQueriesARB(ARRAY_SIZE(tr.sunFlareQuery), tr.sunFlareQuery);
+#endif
+}
+
+void R_ShutDownQueries(void)
+{
+ if (!glRefConfig.occlusionQuery)
+ return;
+
+#ifdef REACTION
+ qglDeleteQueriesARB(ARRAY_SIZE(tr.sunFlareQuery), tr.sunFlareQuery);
+#endif
+}
+
+/*
+===============
+R_Init
+===============
+*/
+void R_Init( void ) {
+ int err;
+ int i;
+ byte *ptr;
+
+ ri.Printf( PRINT_ALL, "----- R_Init -----\n" );
+
+ // clear all our internal state
+ Com_Memset( &tr, 0, sizeof( tr ) );
+ Com_Memset( &backEnd, 0, sizeof( backEnd ) );
+ Com_Memset( &tess, 0, sizeof( tess ) );
+
+ if(sizeof(glconfig_t) != 11332)
+ ri.Error( ERR_FATAL, "Mod ABI incompatible: sizeof(glconfig_t) == %u != 11332", (unsigned int) sizeof(glconfig_t));
+
+// Swap_Init();
+
+ if ( (intptr_t)tess.xyz & 15 ) {
+ ri.Printf( PRINT_WARNING, "tess.xyz not 16 byte aligned\n" );
+ }
+ //Com_Memset( tess.constantColor255, 255, sizeof( tess.constantColor255 ) );
+
+ //
+ // init function tables
+ //
+ for ( i = 0; i < FUNCTABLE_SIZE; i++ )
+ {
+ tr.sinTable[i] = sin( DEG2RAD( i * 360.0f / ( ( float ) ( FUNCTABLE_SIZE - 1 ) ) ) );
+ tr.squareTable[i] = ( i < FUNCTABLE_SIZE/2 ) ? 1.0f : -1.0f;
+ tr.sawToothTable[i] = (float)i / FUNCTABLE_SIZE;
+ tr.inverseSawToothTable[i] = 1.0f - tr.sawToothTable[i];
+
+ if ( i < FUNCTABLE_SIZE / 2 )
+ {
+ if ( i < FUNCTABLE_SIZE / 4 )
+ {
+ tr.triangleTable[i] = ( float ) i / ( FUNCTABLE_SIZE / 4 );
+ }
+ else
+ {
+ tr.triangleTable[i] = 1.0f - tr.triangleTable[i-FUNCTABLE_SIZE / 4];
+ }
+ }
+ else
+ {
+ tr.triangleTable[i] = -tr.triangleTable[i-FUNCTABLE_SIZE/2];
+ }
+ }
+
+ R_InitFogTable();
+
+ R_NoiseInit();
+
+ R_Register();
+
+ max_polys = r_maxpolys->integer;
+ if (max_polys < MAX_POLYS)
+ max_polys = MAX_POLYS;
+
+ max_polyverts = r_maxpolyverts->integer;
+ if (max_polyverts < MAX_POLYVERTS)
+ max_polyverts = MAX_POLYVERTS;
+
+ ptr = ri.Hunk_Alloc( sizeof( *backEndData[0] ) + sizeof(srfPoly_t) * max_polys + sizeof(polyVert_t) * max_polyverts, h_low);
+ backEndData[0] = (backEndData_t *) ptr;
+ backEndData[0]->polys = (srfPoly_t *) ((char *) ptr + sizeof( *backEndData[0] ));
+ backEndData[0]->polyVerts = (polyVert_t *) ((char *) ptr + sizeof( *backEndData[0] ) + sizeof(srfPoly_t) * max_polys);
+ if ( r_smp->integer ) {
+ ptr = ri.Hunk_Alloc( sizeof( *backEndData[1] ) + sizeof(srfPoly_t) * max_polys + sizeof(polyVert_t) * max_polyverts, h_low);
+ backEndData[1] = (backEndData_t *) ptr;
+ backEndData[1]->polys = (srfPoly_t *) ((char *) ptr + sizeof( *backEndData[1] ));
+ backEndData[1]->polyVerts = (polyVert_t *) ((char *) ptr + sizeof( *backEndData[1] ) + sizeof(srfPoly_t) * max_polys);
+ } else {
+ backEndData[1] = NULL;
+ }
+ R_ToggleSmpFrame();
+
+ InitOpenGL();
+
+ R_InitImages();
+
+ FBO_Init();
+
+ GLSL_InitGPUShaders();
+
+ R_InitVBOs();
+
+ R_InitShaders();
+
+ R_InitSkins();
+
+ R_ModelInit();
+
+ R_InitFreeType();
+
+ R_InitQueries();
+
+
+ err = qglGetError();
+ if ( err != GL_NO_ERROR )
+ ri.Printf (PRINT_ALL, "glGetError() = 0x%x\n", err);
+
+ // print info
+ GfxInfo_f();
+ ri.Printf( PRINT_ALL, "----- finished R_Init -----\n" );
+}
+
+/*
+===============
+RE_Shutdown
+===============
+*/
+void RE_Shutdown( qboolean destroyWindow ) {
+
+ ri.Printf( PRINT_ALL, "RE_Shutdown( %i )\n", destroyWindow );
+
+ ri.Cmd_RemoveCommand ("modellist");
+ ri.Cmd_RemoveCommand ("screenshotJPEG");
+ ri.Cmd_RemoveCommand ("screenshot");
+ ri.Cmd_RemoveCommand ("imagelist");
+ ri.Cmd_RemoveCommand ("shaderlist");
+ ri.Cmd_RemoveCommand ("skinlist");
+ ri.Cmd_RemoveCommand ("gfxinfo");
+ ri.Cmd_RemoveCommand("minimize");
+ ri.Cmd_RemoveCommand( "modelist" );
+ ri.Cmd_RemoveCommand( "shaderstate" );
+
+
+ if ( tr.registered ) {
+ R_SyncRenderThread();
+ R_ShutdownCommandBuffers();
+ R_ShutDownQueries();
+ FBO_Shutdown();
+ R_DeleteTextures();
+ R_ShutdownVBOs();
+ GLSL_ShutdownGPUShaders();
+ }
+
+ R_DoneFreeType();
+
+ // shut down platform specific OpenGL stuff
+ if ( destroyWindow ) {
+ GLimp_Shutdown();
+ }
+
+ tr.registered = qfalse;
+}
+
+
+/*
+=============
+RE_EndRegistration
+
+Touch all images to make sure they are resident
+=============
+*/
+void RE_EndRegistration( void ) {
+ R_SyncRenderThread();
+ if (!ri.Sys_LowPhysicalMemory()) {
+ RB_ShowImages();
+ }
+}
+
+
+/*
+@@@@@@@@@@@@@@@@@@@@@
+GetRefAPI
+
+@@@@@@@@@@@@@@@@@@@@@
+*/
+#ifdef USE_RENDERER_DLOPEN
+Q_EXPORT refexport_t QDECL *GetRefAPI ( int apiVersion, refimport_t *rimp ) {
+#else
+refexport_t *GetRefAPI ( int apiVersion, refimport_t *rimp ) {
+#endif
+
+ static refexport_t re;
+
+ ri = *rimp;
+
+ Com_Memset( &re, 0, sizeof( re ) );
+
+ if ( apiVersion != REF_API_VERSION ) {
+ ri.Printf(PRINT_ALL, "Mismatched REF_API_VERSION: expected %i, got %i\n",
+ REF_API_VERSION, apiVersion );
+ return NULL;
+ }
+
+ // the RE_ functions are Renderer Entry points
+
+ re.Shutdown = RE_Shutdown;
+
+ re.BeginRegistration = RE_BeginRegistration;
+ re.RegisterModel = RE_RegisterModel;
+ re.RegisterSkin = RE_RegisterSkin;
+ re.RegisterShader = RE_RegisterShader;
+ re.RegisterShaderNoMip = RE_RegisterShaderNoMip;
+ re.LoadWorld = RE_LoadWorldMap;
+ re.SetWorldVisData = RE_SetWorldVisData;
+ re.EndRegistration = RE_EndRegistration;
+
+ re.BeginFrame = RE_BeginFrame;
+ re.EndFrame = RE_EndFrame;
+
+ re.MarkFragments = R_MarkFragments;
+ re.LerpTag = R_LerpTag;
+ re.ModelBounds = R_ModelBounds;
+
+ re.ClearScene = RE_ClearScene;
+ re.AddRefEntityToScene = RE_AddRefEntityToScene;
+ re.AddPolyToScene = RE_AddPolyToScene;
+ re.LightForPoint = R_LightForPoint;
+ re.AddLightToScene = RE_AddLightToScene;
+ re.AddAdditiveLightToScene = RE_AddAdditiveLightToScene;
+ re.RenderScene = RE_RenderScene;
+
+ re.SetColor = RE_SetColor;
+ re.DrawStretchPic = RE_StretchPic;
+ re.DrawStretchRaw = RE_StretchRaw;
+ re.UploadCinematic = RE_UploadCinematic;
+
+ re.RegisterFont = RE_RegisterFont;
+ re.RemapShader = R_RemapShader;
+ re.GetEntityToken = R_GetEntityToken;
+ re.inPVS = R_inPVS;
+
+ re.TakeVideoFrame = RE_TakeVideoFrame;
+
+ return &re;
+}
Added: trunk/code/rend2/tr_light.c
===================================================================
--- trunk/code/rend2/tr_light.c (rev 0)
+++ trunk/code/rend2/tr_light.c 2012-10-26 01:23:06 UTC (rev 2329)
@@ -0,0 +1,455 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Quake III Arena source code is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Quake III Arena source code; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+// tr_light.c
+
+#include "tr_local.h"
+
+#define DLIGHT_AT_RADIUS 16
+// at the edge of a dlight's influence, this amount of light will be added
+
+#define DLIGHT_MINIMUM_RADIUS 16
+// never calculate a range less than this to prevent huge light numbers
+
+
+/*
+===============
+R_TransformDlights
+
+Transforms the origins of an array of dlights.
+Used by both the front end (for DlightBmodel) and
+the back end (before doing the lighting calculation)
+===============
+*/
+void R_TransformDlights( int count, dlight_t *dl, orientationr_t *or) {
+ int i;
+ vec3_t temp;
+
+ for ( i = 0 ; i < count ; i++, dl++ ) {
+ VectorSubtract( dl->origin, or->origin, temp );
+ dl->transformed[0] = DotProduct( temp, or->axis[0] );
+ dl->transformed[1] = DotProduct( temp, or->axis[1] );
+ dl->transformed[2] = DotProduct( temp, or->axis[2] );
+ }
+}
+
+/*
+=============
+R_DlightBmodel
+
+Determine which dynamic lights may effect this bmodel
+=============
+*/
+void R_DlightBmodel( bmodel_t *bmodel ) {
+ int i, j;
+ dlight_t *dl;
+ int mask;
+ msurface_t *surf;
+
+ // transform all the lights
+ R_TransformDlights( tr.refdef.num_dlights, tr.refdef.dlights, &tr.or );
+
+ mask = 0;
+ for ( i=0 ; i<tr.refdef.num_dlights ; i++ ) {
+ dl = &tr.refdef.dlights[i];
+
+ // see if the point is close enough to the bounds to matter
+ for ( j = 0 ; j < 3 ; j++ ) {
+ if ( dl->transformed[j] - bmodel->bounds[1][j] > dl->radius ) {
+ break;
+ }
+ if ( bmodel->bounds[0][j] - dl->transformed[j] > dl->radius ) {
+ break;
+ }
+ }
+ if ( j < 3 ) {
+ continue;
+ }
+
+ // we need to check this light
+ mask |= 1 << i;
+ }
+
+ tr.currentEntity->needDlights = (mask != 0);
+
+ // set the dlight bits in all the surfaces
+ for ( i = 0 ; i < bmodel->numSurfaces ; i++ ) {
+ surf = tr.world->surfaces + bmodel->firstSurface + i;
+
+ if ( *surf->data == SF_FACE ) {
+ ((srfSurfaceFace_t *)surf->data)->dlightBits[ tr.smpFrame ] = mask;
+ } else if ( *surf->data == SF_GRID ) {
+ ((srfGridMesh_t *)surf->data)->dlightBits[ tr.smpFrame ] = mask;
+ } else if ( *surf->data == SF_TRIANGLES ) {
+ ((srfTriangles_t *)surf->data)->dlightBits[ tr.smpFrame ] = mask;
+ }
+ }
+}
+
+
+/*
+=============================================================================
+
+LIGHT SAMPLING
+
+=============================================================================
+*/
+
+extern cvar_t *r_ambientScale;
+extern cvar_t *r_directedScale;
+extern cvar_t *r_debugLight;
+
+/*
+=================
+R_SetupEntityLightingGrid
+
+=================
+*/
+static void R_SetupEntityLightingGrid( trRefEntity_t *ent, world_t *world ) {
+ vec3_t lightOrigin;
+ int pos[3];
+ int i, j;
+ byte *gridData;
+ float frac[3];
+ int gridStep[3];
+ vec3_t direction;
+ float totalFactor;
+
+ if ( ent->e.renderfx & RF_LIGHTING_ORIGIN ) {
+ // seperate lightOrigins are needed so an object that is
+ // sinking into the ground can still be lit, and so
+ // multi-part models can be lit identically
+ VectorCopy( ent->e.lightingOrigin, lightOrigin );
+ } else {
+ VectorCopy( ent->e.origin, lightOrigin );
+ }
+
+ VectorSubtract( lightOrigin, world->lightGridOrigin, lightOrigin );
+ for ( i = 0 ; i < 3 ; i++ ) {
+ float v;
+
+ v = lightOrigin[i]*world->lightGridInverseSize[i];
+ pos[i] = floor( v );
+ frac[i] = v - pos[i];
+ if ( pos[i] < 0 ) {
+ pos[i] = 0;
+ } else if ( pos[i] >= world->lightGridBounds[i] - 1 ) {
+ pos[i] = world->lightGridBounds[i] - 1;
+ }
+ }
+
+ VectorClear( ent->ambientLight );
+ VectorClear( ent->directedLight );
+ VectorClear( direction );
+
+ assert( world->lightGridData ); // NULL with -nolight maps
+
+ // trilerp the light value
+ gridStep[0] = 8;
+ gridStep[1] = 8 * world->lightGridBounds[0];
+ gridStep[2] = 8 * world->lightGridBounds[0] * world->lightGridBounds[1];
+ gridData = world->lightGridData + pos[0] * gridStep[0]
+ + pos[1] * gridStep[1] + pos[2] * gridStep[2];
+
+ totalFactor = 0;
+ for ( i = 0 ; i < 8 ; i++ ) {
+ float factor;
+ byte *data;
+ int lat, lng;
+ vec3_t normal;
+ qboolean ignore;
+ #if idppc
+ float d0, d1, d2, d3, d4, d5;
+ #endif
+ factor = 1.0;
+ data = gridData;
+ ignore = qfalse;
+ for ( j = 0 ; j < 3 ; j++ ) {
+ if ( i & (1<<j) ) {
+ if ((pos[j] + 1) >= world->lightGridBounds[j] - 1)
+ {
+ ignore = qtrue; // ignore values outside lightgrid
+ }
+ factor *= frac[j];
+ data += gridStep[j];
+ } else {
+ factor *= (1.0f - frac[j]);
+ }
+ }
+
+ if ( ignore )
+ continue;
+
+ if (world->hdrLightGrid)
+ {
+ float *hdrData = world->hdrLightGrid + (int)(data - world->lightGridData) / 8 * 6;
+ if (!(hdrData[0]+hdrData[1]+hdrData[2]+hdrData[3]+hdrData[4]+hdrData[5]) ) {
+ continue; // ignore samples in walls
+ }
+ }
+ else
+ {
+ if (!(data[0]+data[1]+data[2]+data[3]+data[4]+data[5]) ) {
+ continue; // ignore samples in walls
+ }
+ }
+ totalFactor += factor;
+ #if idppc
+ d0 = data[0]; d1 = data[1]; d2 = data[2];
+ d3 = data[3]; d4 = data[4]; d5 = data[5];
+
+ ent->ambientLight[0] += factor * d0;
+ ent->ambientLight[1] += factor * d1;
+ ent->ambientLight[2] += factor * d2;
+
+ ent->directedLight[0] += factor * d3;
+ ent->directedLight[1] += factor * d4;
+ ent->directedLight[2] += factor * d5;
+ #else
+ if (world->hdrLightGrid)
+ {
+ // FIXME: this is hideous
+ float *hdrData = world->hdrLightGrid + (int)(data - world->lightGridData) / 8 * 6;
+
+ ent->ambientLight[0] += factor * hdrData[0];
+ ent->ambientLight[1] += factor * hdrData[1];
+ ent->ambientLight[2] += factor * hdrData[2];
+
+ ent->directedLight[0] += factor * hdrData[3];
+ ent->directedLight[1] += factor * hdrData[4];
+ ent->directedLight[2] += factor * hdrData[5];
+ }
+ else
+ {
+ ent->ambientLight[0] += factor * data[0];
+ ent->ambientLight[1] += factor * data[1];
+ ent->ambientLight[2] += factor * data[2];
+
+ ent->directedLight[0] += factor * data[3];
+ ent->directedLight[1] += factor * data[4];
+ ent->directedLight[2] += factor * data[5];
+ }
+ #endif
+ lat = data[7];
+ lng = data[6];
+ lat *= (FUNCTABLE_SIZE/256);
+ lng *= (FUNCTABLE_SIZE/256);
+
+ // decode X as cos( lat ) * sin( long )
+ // decode Y as sin( lat ) * sin( long )
+ // decode Z as cos( long )
+
+ normal[0] = tr.sinTable[(lat+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK] * tr.sinTable[lng];
+ normal[1] = tr.sinTable[lat] * tr.sinTable[lng];
+ normal[2] = tr.sinTable[(lng+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK];
+
+ VectorMA( direction, factor, normal, direction );
+ }
+
+ if ( totalFactor > 0 && totalFactor < 0.99 ) {
+ totalFactor = 1.0f / totalFactor;
+ VectorScale( ent->ambientLight, totalFactor, ent->ambientLight );
+ VectorScale( ent->directedLight, totalFactor, ent->directedLight );
+ }
+
+ VectorScale( ent->ambientLight, r_ambientScale->value, ent->ambientLight );
+ VectorScale( ent->directedLight, r_directedScale->value, ent->directedLight );
+
+ VectorNormalize2( direction, ent->lightDir );
+}
+
+
+/*
+===============
+LogLight
+===============
+*/
+static void LogLight( trRefEntity_t *ent ) {
+ int max1, max2;
+
+ if ( !(ent->e.renderfx & RF_FIRST_PERSON ) ) {
+ return;
+ }
+
+ max1 = ent->ambientLight[0];
+ if ( ent->ambientLight[1] > max1 ) {
+ max1 = ent->ambientLight[1];
+ } else if ( ent->ambientLight[2] > max1 ) {
+ max1 = ent->ambientLight[2];
+ }
+
+ max2 = ent->directedLight[0];
+ if ( ent->directedLight[1] > max2 ) {
+ max2 = ent->directedLight[1];
+ } else if ( ent->directedLight[2] > max2 ) {
+ max2 = ent->directedLight[2];
+ }
+
+ ri.Printf( PRINT_ALL, "amb:%i dir:%i\n", max1, max2 );
+}
+
+/*
+=================
+R_SetupEntityLighting
+
+Calculates all the lighting values that will be used
+by the Calc_* functions
+=================
+*/
+void R_SetupEntityLighting( const trRefdef_t *refdef, trRefEntity_t *ent ) {
+ int i;
+ dlight_t *dl;
+ float power;
+ vec3_t dir;
+ float d;
+ vec3_t lightDir;
+ vec3_t lightOrigin;
+
+ // lighting calculations
+ if ( ent->lightingCalculated ) {
+ return;
+ }
+ ent->lightingCalculated = qtrue;
+
+ //
+ // trace a sample point down to find ambient light
+ //
+ if ( ent->e.renderfx & RF_LIGHTING_ORIGIN ) {
+ // seperate lightOrigins are needed so an object that is
+ // sinking into the ground can still be lit, and so
+ // multi-part models can be lit identically
+ VectorCopy( ent->e.lightingOrigin, lightOrigin );
+ } else {
+ VectorCopy( ent->e.origin, lightOrigin );
+ }
+
+ // if NOWORLDMODEL, only use dynamic lights (menu system, etc)
+ if ( !(refdef->rdflags & RDF_NOWORLDMODEL )
+ && tr.world->lightGridData ) {
+ R_SetupEntityLightingGrid( ent, tr.world );
+ } else {
+ ent->ambientLight[0] = ent->ambientLight[1] =
+ ent->ambientLight[2] = tr.identityLight * 150;
+ ent->directedLight[0] = ent->directedLight[1] =
+ ent->directedLight[2] = tr.identityLight * 150;
+ VectorCopy( tr.sunDirection, ent->lightDir );
+ }
+
+ // bonus items and view weapons have a fixed minimum add
+ if ( !r_hdr->integer /* ent->e.renderfx & RF_MINLIGHT */ ) {
+ // give everything a minimum light add
+ ent->ambientLight[0] += tr.identityLight * 32;
+ ent->ambientLight[1] += tr.identityLight * 32;
+ ent->ambientLight[2] += tr.identityLight * 32;
+ }
+
+ //
+ // modify the light by dynamic lights
+ //
+ d = VectorLength( ent->directedLight );
+ VectorScale( ent->lightDir, d, lightDir );
+
+ for ( i = 0 ; i < refdef->num_dlights ; i++ ) {
+ dl = &refdef->dlights[i];
+ VectorSubtract( dl->origin, lightOrigin, dir );
+ d = VectorNormalize( dir );
+
+ power = DLIGHT_AT_RADIUS * ( dl->radius * dl->radius );
+ if ( d < DLIGHT_MINIMUM_RADIUS ) {
+ d = DLIGHT_MINIMUM_RADIUS;
+ }
+ d = power / ( d * d );
+
+ VectorMA( ent->directedLight, d, dl->color, ent->directedLight );
+ VectorMA( lightDir, d, dir, lightDir );
+ }
+
+ // clamp ambient
+ if ( !r_hdr->integer )
+ {
+ for ( i = 0 ; i < 3 ; i++ ) {
+ if ( ent->ambientLight[i] > tr.identityLightByte ) {
+ ent->ambientLight[i] = tr.identityLightByte;
+ }
+ }
+ }
+
+ if ( r_debugLight->integer ) {
+ LogLight( ent );
+ }
+
+ // save out the byte packet version
+ ((byte *)&ent->ambientLightInt)[0] = ri.ftol(ent->ambientLight[0]);
+ ((byte *)&ent->ambientLightInt)[1] = ri.ftol(ent->ambientLight[1]);
+ ((byte *)&ent->ambientLightInt)[2] = ri.ftol(ent->ambientLight[2]);
+ ((byte *)&ent->ambientLightInt)[3] = 0xff;
+
+ // transform the direction to local space
+ // no need to do this if using lightentity glsl shader
+ VectorNormalize( lightDir );
+ VectorCopy(lightDir, ent->lightDir);
+}
+
+/*
+=================
+R_LightForPoint
+=================
+*/
+int R_LightForPoint( vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir )
+{
+ trRefEntity_t ent;
+
+ if ( tr.world->lightGridData == NULL )
+ return qfalse;
+
+ Com_Memset(&ent, 0, sizeof(ent));
+ VectorCopy( point, ent.e.origin );
+ R_SetupEntityLightingGrid( &ent, tr.world );
+ VectorCopy(ent.ambientLight, ambientLight);
+ VectorCopy(ent.directedLight, directedLight);
+ VectorCopy(ent.lightDir, lightDir);
+
+ return qtrue;
+}
+
+
+int R_LightDirForPoint( vec3_t point, vec3_t lightDir, vec3_t normal, world_t *world )
+{
+ trRefEntity_t ent;
+
+ if ( world->lightGridData == NULL )
+ return qfalse;
+
+ Com_Memset(&ent, 0, sizeof(ent));
+ VectorCopy( point, ent.e.origin );
+ R_SetupEntityLightingGrid( &ent, world );
+
+ if ((DotProduct(ent.lightDir, ent.lightDir) < 0.9f) || (DotProduct(ent.lightDir, normal) < 0.1f))
+ {
+ VectorCopy(normal, lightDir);
+ }
+ else
+ {
+ VectorCopy(ent.lightDir, lightDir);
+ }
+
+ return qtrue;
+}
\ No newline at end of file
Added: trunk/code/rend2/tr_local.h
===================================================================
--- trunk/code/rend2/tr_local.h (rev 0)
+++ trunk/code/rend2/tr_local.h 2012-10-26 01:23:06 UTC (rev 2329)
@@ -0,0 +1,2856 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Quake III Arena source code is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Quake III Arena source code; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+
+
+#ifndef TR_LOCAL_H
+#define TR_LOCAL_H
+
+#include "../qcommon/q_shared.h"
+#include "../qcommon/qfiles.h"
+#include "../qcommon/qcommon.h"
+#include "../renderer/tr_public.h"
+#include "tr_extratypes.h"
+#include "tr_extramath.h"
+#include "tr_fbo.h"
+#include "tr_postprocess.h"
+#include "qgl.h"
+#include "../renderer/iqm.h"
+
+#define GL_INDEX_TYPE GL_UNSIGNED_INT
+typedef unsigned int glIndex_t;
+
+#define BUFFER_OFFSET(i) ((char *)NULL + (i))
+
+#ifndef ARRAY_SIZE
+# define ARRAY_SIZE(arr) (sizeof(arr) / sizeof(arr[0]))
+#endif
+
+// everything that is needed by the backend needs
+// to be double buffered to allow it to run in
+// parallel on a dual cpu machine
+#define SMP_FRAMES 2
+
+// 14 bits
+// can't be increased without changing bit packing for drawsurfs
+// see QSORT_SHADERNUM_SHIFT
+#define SHADERNUM_BITS 14
+#define MAX_SHADERS (1<<SHADERNUM_BITS)
+
+//#define MAX_SHADER_STATES 2048
+#define MAX_STATES_PER_SHADER 32
+#define MAX_STATE_NAME 32
+
+#define MAX_FBOS 64
+#define MAX_VISCOUNTS 5
+#define MAX_VBOS 4096
+#define MAX_IBOS 4096
+
+#define MAX_CALC_PSHADOWS 64
+#define MAX_DRAWN_PSHADOWS 16 // do not increase past 32, because bit flags are used on surfaces
+#define PSHADOW_MAP_SIZE 512
+
+#define USE_VERT_TANGENT_SPACE
+
+typedef struct dlight_s {
+ vec3_t origin;
+ vec3_t color; // range from 0.0 to 1.0, should be color normalized
+ float radius;
+
+ vec3_t transformed; // origin in local coordinate system
+ int additive; // texture detail is lost tho when the lightmap is dark
+} dlight_t;
+
+
+// a trRefEntity_t has all the information passed in by
+// the client game, as well as some locally derived info
+typedef struct {
+ refEntity_t e;
+
+ float axisLength; // compensate for non-normalized axis
+
+ qboolean needDlights; // true for bmodels that touch a dlight
+ qboolean lightingCalculated;
+#ifdef REACTION
+ // JBravo: Mirrored models
+ qboolean mirrored; // mirrored matrix, needs reversed culling
+#endif
+ vec3_t lightDir; // normalized direction towards light
+ vec3_t ambientLight; // color normalized to 0-255
+ int ambientLightInt; // 32 bit rgba packed
+ vec3_t directedLight;
+} trRefEntity_t;
+
+
+typedef struct {
+ vec3_t origin; // in world coordinates
+ vec3_t axis[3]; // orientation in world
+ vec3_t viewOrigin; // viewParms->or.origin in local coordinates
+ float modelMatrix[16];
+ float transformMatrix[16];
+} orientationr_t;
+
+typedef enum
+{
+ IMGTYPE_COLORALPHA, // for color, lightmap, diffuse, and specular
+ IMGTYPE_NORMAL,
+ IMGTYPE_NORMALHEIGHT,
+ IMGTYPE_DELUXE, // normals are swizzled, deluxe are not
+} imgType_t;
+
+typedef enum
+{
+ IMGFLAG_NONE = 0x0000,
+ IMGFLAG_MIPMAP = 0x0001,
+ IMGFLAG_PICMIP = 0x0002,
+ IMGFLAG_CUBEMAP = 0x0004,
+ IMGFLAG_NO_COMPRESSION = 0x0010,
+ IMGFLAG_NOLIGHTSCALE = 0x0020,
+ IMGFLAG_CLAMPTOEDGE = 0x0040,
+ IMGFLAG_SRGB = 0x0080,
+ IMGFLAG_GENNORMALMAP = 0x0100,
+} imgFlags_t;
+
+typedef struct image_s {
+ char imgName[MAX_QPATH]; // game path, including extension
+ int width, height; // source image
+ int uploadWidth, uploadHeight; // after power of two and picmip but not including clamp to MAX_TEXTURE_SIZE
+ GLuint texnum; // gl texture binding
+
+ int frameUsed; // for texture usage in frame statistics
+
+ int internalFormat;
+ int TMU; // only needed for voodoo2
+
+ imgType_t type;
+ imgFlags_t flags;
+
+ struct image_s* next;
+} image_t;
+
+typedef enum
+{
+ VBO_USAGE_STATIC,
+ VBO_USAGE_DYNAMIC
+} vboUsage_t;
+
+typedef struct VBO_s
+{
+ char name[MAX_QPATH];
+
+ uint32_t vertexesVBO;
+ int vertexesSize; // amount of memory data allocated for all vertices in bytes
+ uint32_t ofs_xyz;
+ uint32_t ofs_normal;
+ uint32_t ofs_st;
+ uint32_t ofs_lightmap;
+ uint32_t ofs_vertexcolor;
+ uint32_t ofs_lightdir;
+#ifdef USE_VERT_TANGENT_SPACE
+ uint32_t ofs_tangent;
+ uint32_t ofs_bitangent;
+#endif
+ uint32_t stride_xyz;
+ uint32_t stride_normal;
+ uint32_t stride_st;
+ uint32_t stride_lightmap;
+ uint32_t stride_vertexcolor;
+ uint32_t stride_lightdir;
+#ifdef USE_VERT_TANGENT_SPACE
+ uint32_t stride_tangent;
+ uint32_t stride_bitangent;
+#endif
+ uint32_t size_xyz;
+ uint32_t size_normal;
+
+ int attribs;
+} VBO_t;
+
+typedef struct IBO_s
+{
+ char name[MAX_QPATH];
+
+ uint32_t indexesVBO;
+ int indexesSize; // amount of memory data allocated for all triangles in bytes
+// uint32_t ofsIndexes;
+} IBO_t;
+
+//===============================================================================
+
+typedef enum {
+ SS_BAD,
+ SS_PORTAL, // mirrors, portals, viewscreens
+ SS_ENVIRONMENT, // sky box
+ SS_OPAQUE, // opaque
+
+ SS_DECAL, // scorch marks, etc.
+ SS_SEE_THROUGH, // ladders, grates, grills that may have small blended edges
+ // in addition to alpha test
+ SS_BANNER,
+
+ SS_FOG,
+
+ SS_UNDERWATER, // for items that should be drawn in front of the water plane
+
+ SS_BLEND0, // regular transparency and filters
+ SS_BLEND1, // generally only used for additive type effects
+ SS_BLEND2,
+ SS_BLEND3,
+
+ SS_BLEND6,
+ SS_STENCIL_SHADOW,
+ SS_ALMOST_NEAREST, // gun smoke puffs
+
+ SS_NEAREST // blood blobs
+} shaderSort_t;
+
+
+#define MAX_SHADER_STAGES 8
+
+typedef enum {
+ GF_NONE,
+
+ GF_SIN,
+ GF_SQUARE,
+ GF_TRIANGLE,
+ GF_SAWTOOTH,
+ GF_INVERSE_SAWTOOTH,
+
+ GF_NOISE
+
+} genFunc_t;
+
+
+typedef enum {
+ DEFORM_NONE,
+ DEFORM_WAVE,
+ DEFORM_NORMALS,
+ DEFORM_BULGE,
+ DEFORM_MOVE,
+ DEFORM_PROJECTION_SHADOW,
+ DEFORM_AUTOSPRITE,
+ DEFORM_AUTOSPRITE2,
+ DEFORM_TEXT0,
+ DEFORM_TEXT1,
+ DEFORM_TEXT2,
+ DEFORM_TEXT3,
+ DEFORM_TEXT4,
+ DEFORM_TEXT5,
+ DEFORM_TEXT6,
+ DEFORM_TEXT7
+} deform_t;
+
+// deformVertexes types that can be handled by the GPU
+typedef enum
+{
+ // do not edit: same as genFunc_t
+
+ DGEN_NONE,
+ DGEN_WAVE_SIN,
+ DGEN_WAVE_SQUARE,
+ DGEN_WAVE_TRIANGLE,
+ DGEN_WAVE_SAWTOOTH,
+ DGEN_WAVE_INVERSE_SAWTOOTH,
+ DGEN_WAVE_NOISE,
+
+ // do not edit until this line
+
+ DGEN_BULGE,
+ DGEN_MOVE
+} deformGen_t;
+
+typedef enum {
+ AGEN_IDENTITY,
+ AGEN_SKIP,
+ AGEN_ENTITY,
+ AGEN_ONE_MINUS_ENTITY,
+ AGEN_VERTEX,
+ AGEN_ONE_MINUS_VERTEX,
+ AGEN_LIGHTING_SPECULAR,
+ AGEN_WAVEFORM,
+ AGEN_PORTAL,
+ AGEN_CONST,
+ AGEN_FRESNEL
+} alphaGen_t;
+
+typedef enum {
+ CGEN_BAD,
+ CGEN_IDENTITY_LIGHTING, // tr.identityLight
+ CGEN_IDENTITY, // always (1,1,1,1)
+ CGEN_ENTITY, // grabbed from entity's modulate field
+ CGEN_ONE_MINUS_ENTITY, // grabbed from 1 - entity.modulate
+ CGEN_EXACT_VERTEX, // tess.vertexColors
+ CGEN_VERTEX, // tess.vertexColors * tr.identityLight
+ CGEN_EXACT_VERTEX_LIT, // like CGEN_EXACT_VERTEX but takes a light direction from the lightgrid
+ CGEN_VERTEX_LIT, // like CGEN_VERTEX but takes a light direction from the lightgrid
+ CGEN_ONE_MINUS_VERTEX,
+ CGEN_WAVEFORM, // programmatically generated
+ CGEN_LIGHTING_DIFFUSE,
+ CGEN_FOG, // standard fog
+ CGEN_CONST // fixed color
+} colorGen_t;
+
+typedef enum {
+ TCGEN_BAD,
+ TCGEN_IDENTITY, // clear to 0,0
+ TCGEN_LIGHTMAP,
+ TCGEN_TEXTURE,
+ TCGEN_ENVIRONMENT_MAPPED,
+ TCGEN_FOG,
+ TCGEN_VECTOR // S and T from world coordinates
+} texCoordGen_t;
+
+typedef enum {
+ ACFF_NONE,
+ ACFF_MODULATE_RGB,
+ ACFF_MODULATE_RGBA,
+ ACFF_MODULATE_ALPHA
+} acff_t;
+
+typedef struct {
+ genFunc_t func;
+
+ float base;
+ float amplitude;
+ float phase;
+ float frequency;
+} waveForm_t;
+
+#define TR_MAX_TEXMODS 4
+
+typedef enum {
+ TMOD_NONE,
+ TMOD_TRANSFORM,
+ TMOD_TURBULENT,
+ TMOD_SCROLL,
+ TMOD_SCALE,
+ TMOD_STRETCH,
+ TMOD_ROTATE,
+ TMOD_ENTITY_TRANSLATE
+} texMod_t;
+
+#define MAX_SHADER_DEFORMS 3
+typedef struct {
+ deform_t deformation; // vertex coordinate modification type
+
+ vec3_t moveVector;
+ waveForm_t deformationWave;
+ float deformationSpread;
+
+ float bulgeWidth;
+ float bulgeHeight;
+ float bulgeSpeed;
+} deformStage_t;
+
+
+typedef struct {
+ texMod_t type;
+
+ // used for TMOD_TURBULENT and TMOD_STRETCH
+ waveForm_t wave;
+
+ // used for TMOD_TRANSFORM
+ float matrix[2][2]; // s' = s * m[0][0] + t * m[1][0] + trans[0]
+ float translate[2]; // t' = s * m[0][1] + t * m[0][1] + trans[1]
+
+ // used for TMOD_SCALE
+ float scale[2]; // s *= scale[0]
+ // t *= scale[1]
+
+ // used for TMOD_SCROLL
+ float scroll[2]; // s' = s + scroll[0] * time
+ // t' = t + scroll[1] * time
+
+ // + = clockwise
+ // - = counterclockwise
+ float rotateSpeed;
+
+} texModInfo_t;
+
+
+#define MAX_IMAGE_ANIMATIONS 8
+
+typedef struct {
+ image_t *image[MAX_IMAGE_ANIMATIONS];
+ int numImageAnimations;
+ float imageAnimationSpeed;
+
+ texCoordGen_t tcGen;
+ vec3_t tcGenVectors[2];
+
+ int numTexMods;
+ texModInfo_t *texMods;
+
+ int videoMapHandle;
+ qboolean isLightmap;
+ qboolean vertexLightmap;
+ qboolean isVideoMap;
+} textureBundle_t;
+
+enum
+{
+ TB_COLORMAP = 0,
+ TB_DIFFUSEMAP = 0,
+ TB_LIGHTMAP = 1,
+ TB_LEVELSMAP = 1,
+ TB_SHADOWMAP = 1,
+ TB_NORMALMAP = 2,
+ TB_DELUXEMAP = 3,
+ TB_SHADOWMAP2 = 3,
+ TB_SPECULARMAP = 4,
+ TB_SHADOWMAP3 = 5,
+ NUM_TEXTURE_BUNDLES = 6
+};
+
+typedef enum
+{
+ // material shader stage types
+ ST_COLORMAP = 0, // vanilla Q3A style shader treatening
+ ST_DIFFUSEMAP = 0, // treat color and diffusemap the same
+ ST_NORMALMAP,
+ ST_NORMALPARALLAXMAP,
+ ST_SPECULARMAP,
+ ST_GLSL
+} stageType_t;
+
+typedef struct {
+ qboolean active;
+
+ textureBundle_t bundle[NUM_TEXTURE_BUNDLES];
+
+ waveForm_t rgbWave;
+ colorGen_t rgbGen;
+
+ waveForm_t alphaWave;
+ alphaGen_t alphaGen;
+
+ byte constantColor[4]; // for CGEN_CONST and AGEN_CONST
+
+ unsigned stateBits; // GLS_xxxx mask
+
+ acff_t adjustColorsForFog;
+
+ qboolean isDetail;
+
+ stageType_t type;
+ struct shaderProgram_s *glslShaderGroup;
+ int glslShaderIndex;
+ vec2_t materialInfo;
+} shaderStage_t;
+
+struct shaderCommands_s;
+
+// any change in the LIGHTMAP_* defines here MUST be reflected in
+// R_FindShader() in tr_bsp.c
+#define LIGHTMAP_2D -4 // shader is for 2D rendering
+#define LIGHTMAP_BY_VERTEX -3 // pre-lit triangle models
+#define LIGHTMAP_WHITEIMAGE -2
+#define LIGHTMAP_NONE -1
+
+typedef enum {
+ CT_FRONT_SIDED,
+ CT_BACK_SIDED,
+ CT_TWO_SIDED
+} cullType_t;
+
+typedef enum {
+ FP_NONE, // surface is translucent and will just be adjusted properly
+ FP_EQUAL, // surface is opaque but possibly alpha tested
+ FP_LE // surface is trnaslucent, but still needs a fog pass (fog surface)
+} fogPass_t;
+
+typedef struct {
+ float cloudHeight;
+ image_t *outerbox[6], *innerbox[6];
+} skyParms_t;
+
+typedef struct {
+ vec3_t color;
+ float depthForOpaque;
+} fogParms_t;
+
+
+typedef struct shader_s {
+ char name[MAX_QPATH]; // game path, including extension
+ int lightmapIndex; // for a shader to match, both name and lightmapIndex must match
+
+ int index; // this shader == tr.shaders[index]
+ int sortedIndex; // this shader == tr.sortedShaders[sortedIndex]
+
+ float sort; // lower numbered shaders draw before higher numbered
+
+ qboolean defaultShader; // we want to return index 0 if the shader failed to
+ // load for some reason, but R_FindShader should
+ // still keep a name allocated for it, so if
+ // something calls RE_RegisterShader again with
+ // the same name, we don't try looking for it again
+
+ qboolean explicitlyDefined; // found in a .shader file
+
+ int surfaceFlags; // if explicitlyDefined, this will have SURF_* flags
+ int contentFlags;
+
+ qboolean entityMergable; // merge across entites optimizable (smoke, blood)
+
+ qboolean isSky;
+ skyParms_t sky;
+ fogParms_t fogParms;
+
+ float portalRange; // distance to fog out at
+ qboolean isPortal;
+
+ int multitextureEnv; // 0, GL_MODULATE, GL_ADD (FIXME: put in stage)
+
+ cullType_t cullType; // CT_FRONT_SIDED, CT_BACK_SIDED, or CT_TWO_SIDED
+ qboolean polygonOffset; // set for decals and other items that must be offset
+ qboolean noMipMaps; // for console fonts, 2D elements, etc.
+ qboolean noPicMip; // for images that must always be full resolution
+
+ fogPass_t fogPass; // draw a blended pass, possibly with depth test equals
+
+ int vertexAttribs; // not all shaders will need all data to be gathered
+
+ int numDeforms;
+ deformStage_t deforms[MAX_SHADER_DEFORMS];
+
+ int numUnfoggedPasses;
+ shaderStage_t *stages[MAX_SHADER_STAGES];
+
+ void (*optimalStageIteratorFunc)( void );
+
+ float clampTime; // time this shader is clamped to
+ float timeOffset; // current time offset for this shader
+
+ int numStates; // if non-zero this is a state shader
+ struct shader_s *currentShader; // current state if this is a state shader
+ struct shader_s *parentShader; // current state if this is a state shader
+ int currentState; // current state index for cycle purposes
+ long expireTime; // time in milliseconds this expires
+
+ struct shader_s *remappedShader; // current shader this one is remapped too
+
+ int shaderStates[MAX_STATES_PER_SHADER]; // index to valid shader states
+
+ struct shader_s *next;
+} shader_t;
+
+static ID_INLINE qboolean ShaderRequiresCPUDeforms(const shader_t * shader)
+{
+ if(shader->numDeforms)
+ {
+ const deformStage_t *ds = &shader->deforms[0];
+
+ if (shader->numDeforms > 1)
+ return qtrue;
+
+ switch (ds->deformation)
+ {
+ case DEFORM_WAVE:
+ case DEFORM_BULGE:
+ return qfalse;
+
+ default:
+ return qtrue;
+ }
+ }
+
+ return qfalse;
+}
+
+typedef struct shaderState_s {
+ char shaderName[MAX_QPATH]; // name of shader this state belongs to
+ char name[MAX_STATE_NAME]; // name of this state
+ char stateShader[MAX_QPATH]; // shader this name invokes
+ int cycleTime; // time this cycle lasts, <= 0 is forever
+ shader_t *shader;
+} shaderState_t;
+
+enum
+{
+ ATTR_INDEX_POSITION = 0,
+ ATTR_INDEX_TEXCOORD0 = 1,
+ ATTR_INDEX_TEXCOORD1 = 2,
+ ATTR_INDEX_TANGENT = 3,
+ ATTR_INDEX_BITANGENT = 4,
+ ATTR_INDEX_NORMAL = 5,
+ ATTR_INDEX_COLOR = 6,
+ ATTR_INDEX_PAINTCOLOR = 7,
+ ATTR_INDEX_LIGHTDIRECTION = 8,
+ ATTR_INDEX_BONE_INDEXES = 9,
+ ATTR_INDEX_BONE_WEIGHTS = 10,
+
+ // GPU vertex animations
+ ATTR_INDEX_POSITION2 = 11,
+ ATTR_INDEX_TANGENT2 = 12,
+ ATTR_INDEX_BITANGENT2 = 13,
+ ATTR_INDEX_NORMAL2 = 14
+};
+
+enum
+{
+ GLS_SRCBLEND_ZERO = (1 << 0),
+ GLS_SRCBLEND_ONE = (1 << 1),
+ GLS_SRCBLEND_DST_COLOR = (1 << 2),
+ GLS_SRCBLEND_ONE_MINUS_DST_COLOR = (1 << 3),
+ GLS_SRCBLEND_SRC_ALPHA = (1 << 4),
+ GLS_SRCBLEND_ONE_MINUS_SRC_ALPHA = (1 << 5),
+ GLS_SRCBLEND_DST_ALPHA = (1 << 6),
+ GLS_SRCBLEND_ONE_MINUS_DST_ALPHA = (1 << 7),
+ GLS_SRCBLEND_ALPHA_SATURATE = (1 << 8),
+
+ GLS_SRCBLEND_BITS = GLS_SRCBLEND_ZERO
+ | GLS_SRCBLEND_ONE
+ | GLS_SRCBLEND_DST_COLOR
+ | GLS_SRCBLEND_ONE_MINUS_DST_COLOR
+ | GLS_SRCBLEND_SRC_ALPHA
+ | GLS_SRCBLEND_ONE_MINUS_SRC_ALPHA
+ | GLS_SRCBLEND_DST_ALPHA
+ | GLS_SRCBLEND_ONE_MINUS_DST_ALPHA
+ | GLS_SRCBLEND_ALPHA_SATURATE,
+
+ GLS_DSTBLEND_ZERO = (1 << 9),
+ GLS_DSTBLEND_ONE = (1 << 10),
+ GLS_DSTBLEND_SRC_COLOR = (1 << 11),
+ GLS_DSTBLEND_ONE_MINUS_SRC_COLOR = (1 << 12),
+ GLS_DSTBLEND_SRC_ALPHA = (1 << 13),
+ GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA = (1 << 14),
+ GLS_DSTBLEND_DST_ALPHA = (1 << 15),
+ GLS_DSTBLEND_ONE_MINUS_DST_ALPHA = (1 << 16),
+
+ GLS_DSTBLEND_BITS = GLS_DSTBLEND_ZERO
+ | GLS_DSTBLEND_ONE
+ | GLS_DSTBLEND_SRC_COLOR
+ | GLS_DSTBLEND_ONE_MINUS_SRC_COLOR
+ | GLS_DSTBLEND_SRC_ALPHA
+ | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA
+ | GLS_DSTBLEND_DST_ALPHA
+ | GLS_DSTBLEND_ONE_MINUS_DST_ALPHA,
+
+ GLS_DEPTHMASK_TRUE = (1 << 17),
+
+ GLS_POLYMODE_LINE = (1 << 18),
+
+ GLS_DEPTHTEST_DISABLE = (1 << 19),
+
+ GLS_DEPTHFUNC_LESS = (1 << 20),
+ GLS_DEPTHFUNC_EQUAL = (1 << 21),
+
+ GLS_DEPTHFUNC_BITS = GLS_DEPTHFUNC_LESS
+ | GLS_DEPTHFUNC_EQUAL,
+
+ GLS_ATEST_GT_0 = (1 << 22),
+ GLS_ATEST_LT_128 = (1 << 23),
+ GLS_ATEST_GE_128 = (1 << 24),
+// GLS_ATEST_GE_CUSTOM = (1 << 25),
+
+ GLS_ATEST_BITS = GLS_ATEST_GT_0
+ | GLS_ATEST_LT_128
+ | GLS_ATEST_GE_128,
+// | GLS_ATEST_GT_CUSTOM,
+
+ GLS_REDMASK_FALSE = (1 << 26),
+ GLS_GREENMASK_FALSE = (1 << 27),
+ GLS_BLUEMASK_FALSE = (1 << 28),
+ GLS_ALPHAMASK_FALSE = (1 << 29),
+
+ GLS_COLORMASK_BITS = GLS_REDMASK_FALSE
+ | GLS_GREENMASK_FALSE
+ | GLS_BLUEMASK_FALSE
+ | GLS_ALPHAMASK_FALSE,
+
+ GLS_STENCILTEST_ENABLE = (1 << 30),
+
+ GLS_DEFAULT = GLS_DEPTHMASK_TRUE
+};
+
+enum
+{
+ ATTR_POSITION = 0x0001,
+ ATTR_TEXCOORD = 0x0002,
+ ATTR_LIGHTCOORD = 0x0004,
+ ATTR_TANGENT = 0x0008,
+ ATTR_BITANGENT = 0x0010,
+ ATTR_NORMAL = 0x0020,
+ ATTR_COLOR = 0x0040,
+ ATTR_PAINTCOLOR = 0x0080,
+ ATTR_LIGHTDIRECTION = 0x0100,
+ ATTR_BONE_INDEXES = 0x0200,
+ ATTR_BONE_WEIGHTS = 0x0400,
+
+ // for .md3 interpolation
+ ATTR_POSITION2 = 0x0800,
+ ATTR_TANGENT2 = 0x1000,
+ ATTR_BITANGENT2 = 0x2000,
+ ATTR_NORMAL2 = 0x4000,
+
+ ATTR_DEFAULT = ATTR_POSITION,
+ ATTR_BITS = ATTR_POSITION |
+ ATTR_TEXCOORD |
+ ATTR_LIGHTCOORD |
+ ATTR_TANGENT |
+ ATTR_BITANGENT |
+ ATTR_NORMAL |
+ ATTR_COLOR |
+ ATTR_PAINTCOLOR |
+ ATTR_LIGHTDIRECTION |
+ ATTR_BONE_INDEXES |
+ ATTR_BONE_WEIGHTS |
+ ATTR_POSITION2 |
+ ATTR_TANGENT2 |
+ ATTR_BITANGENT2 |
+ ATTR_NORMAL2
+};
+
+enum
+{
+ GENERICDEF_USE_DEFORM_VERTEXES = 0x0001,
+ GENERICDEF_USE_TCGEN = 0x0002,
+ GENERICDEF_USE_VERTEX_ANIMATION = 0x0004,
+ GENERICDEF_USE_FOG = 0x0008,
+ GENERICDEF_USE_RGBAGEN = 0x0010,
+ GENERICDEF_USE_LIGHTMAP = 0x0020,
+ GENERICDEF_ALL = 0x003F,
+ GENERICDEF_COUNT = 0x0040,
+};
+
+enum
+{
+ LIGHTDEF_USE_LIGHTMAP = 0x0001,
+ LIGHTDEF_USE_LIGHT_VECTOR = 0x0002,
+ LIGHTDEF_USE_LIGHT_VERTEX = 0x0003,
+ LIGHTDEF_LIGHTTYPE_MASK = 0x0003,
+ LIGHTDEF_USE_NORMALMAP = 0x0004,
+ LIGHTDEF_USE_SPECULARMAP = 0x0008,
+ LIGHTDEF_USE_DELUXEMAP = 0x0010,
+ LIGHTDEF_USE_PARALLAXMAP = 0x0020,
+ LIGHTDEF_USE_SHADOWMAP = 0x0040,
+ LIGHTDEF_TCGEN_ENVIRONMENT = 0x0080,
+ LIGHTDEF_ENTITY = 0x0100,
+ LIGHTDEF_ALL = 0x01FF,
+ LIGHTDEF_COUNT = 0x0200
+};
+
+enum
+{
+ GLSL_INT,
+ GLSL_FLOAT,
+ GLSL_FLOAT5,
+ GLSL_VEC2,
+ GLSL_VEC3,
+ GLSL_VEC4,
+ GLSL_MAT16
+};
+
+// Tr3B - shaderProgram_t represents a pair of one
+// GLSL vertex and one GLSL fragment shader
+typedef struct shaderProgram_s
+{
+ char name[MAX_QPATH];
+
+ GLhandleARB program;
+ GLhandleARB vertexShader;
+ GLhandleARB fragmentShader;
+ uint32_t attribs; // vertex array attributes
+
+ // uniform parameters
+ int numUniforms;
+ GLint *uniforms;
+ GLint *uniformTypes;
+ int *uniformBufferOffsets;
+ char *uniformBuffer;
+} shaderProgram_t;
+
+
+enum
+{
+ TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX = 0,
+ TEXTURECOLOR_UNIFORM_INVTEXRES,
+ TEXTURECOLOR_UNIFORM_AUTOEXPOSUREMINMAX,
+ TEXTURECOLOR_UNIFORM_TONEMINAVGMAXLINEAR,
+ TEXTURECOLOR_UNIFORM_TEXTUREMAP,
+ TEXTURECOLOR_UNIFORM_LEVELSMAP,
+ TEXTURECOLOR_UNIFORM_COLOR,
+ TEXTURECOLOR_UNIFORM_COUNT
+};
+
+
+enum
+{
+ FOGPASS_UNIFORM_FOGDISTANCE = 0,
+ FOGPASS_UNIFORM_FOGDEPTH,
+ FOGPASS_UNIFORM_FOGEYET,
+ FOGPASS_UNIFORM_DEFORMGEN,
+ FOGPASS_UNIFORM_DEFORMPARAMS,
+ FOGPASS_UNIFORM_TIME,
+ FOGPASS_UNIFORM_COLOR,
+ FOGPASS_UNIFORM_MODELVIEWPROJECTIONMATRIX,
+ FOGPASS_UNIFORM_VERTEXLERP,
+ FOGPASS_UNIFORM_COUNT
+};
+
+
+enum
+{
+ DLIGHT_UNIFORM_DIFFUSEMAP = 0,
+ DLIGHT_UNIFORM_DLIGHTINFO,
+ DLIGHT_UNIFORM_DEFORMGEN,
+ DLIGHT_UNIFORM_DEFORMPARAMS,
+ DLIGHT_UNIFORM_TIME,
+ DLIGHT_UNIFORM_COLOR,
+ DLIGHT_UNIFORM_MODELVIEWPROJECTIONMATRIX,
+ DLIGHT_UNIFORM_VERTEXLERP,
+ DLIGHT_UNIFORM_COUNT
+};
+
+
+enum
+{
+ PSHADOW_UNIFORM_SHADOWMAP = 0,
+ PSHADOW_UNIFORM_MODELVIEWPROJECTIONMATRIX,
+ PSHADOW_UNIFORM_LIGHTFORWARD,
+ PSHADOW_UNIFORM_LIGHTUP,
+ PSHADOW_UNIFORM_LIGHTRIGHT,
+ PSHADOW_UNIFORM_LIGHTORIGIN,
+ PSHADOW_UNIFORM_LIGHTRADIUS,
+ PSHADOW_UNIFORM_COUNT
+};
+
+
+enum
+{
+ GENERIC_UNIFORM_DIFFUSEMAP = 0,
+ GENERIC_UNIFORM_LIGHTMAP,
+ GENERIC_UNIFORM_NORMALMAP,
+ GENERIC_UNIFORM_DELUXEMAP,
+ GENERIC_UNIFORM_SPECULARMAP,
+ GENERIC_UNIFORM_SHADOWMAP,
+ GENERIC_UNIFORM_DIFFUSETEXMATRIX,
+ //GENERIC_UNIFORM_NORMALTEXMATRIX,
+ //GENERIC_UNIFORM_SPECULARTEXMATRIX,
+ GENERIC_UNIFORM_TEXTURE1ENV,
+ GENERIC_UNIFORM_VIEWORIGIN,
+ GENERIC_UNIFORM_TCGEN0,
+ GENERIC_UNIFORM_TCGEN0VECTOR0,
+ GENERIC_UNIFORM_TCGEN0VECTOR1,
+ GENERIC_UNIFORM_DEFORMGEN,
+ GENERIC_UNIFORM_DEFORMPARAMS,
+ GENERIC_UNIFORM_COLORGEN,
+ GENERIC_UNIFORM_ALPHAGEN,
+ GENERIC_UNIFORM_BASECOLOR,
+ GENERIC_UNIFORM_VERTCOLOR,
+ GENERIC_UNIFORM_AMBIENTLIGHT,
+ GENERIC_UNIFORM_DIRECTEDLIGHT,
+ GENERIC_UNIFORM_LIGHTORIGIN,
+ GENERIC_UNIFORM_LIGHTRADIUS,
+ GENERIC_UNIFORM_PORTALRANGE,
+ GENERIC_UNIFORM_FOGDISTANCE,
+ GENERIC_UNIFORM_FOGDEPTH,
+ GENERIC_UNIFORM_FOGEYET,
+ GENERIC_UNIFORM_FOGCOLORMASK,
+ GENERIC_UNIFORM_MODELMATRIX,
+ GENERIC_UNIFORM_MODELVIEWPROJECTIONMATRIX,
+ GENERIC_UNIFORM_TIME,
+ GENERIC_UNIFORM_VERTEXLERP,
+ GENERIC_UNIFORM_MATERIALINFO,
+ GENERIC_UNIFORM_COUNT
+};
+
+enum
+{
+ SHADOWMASK_UNIFORM_SCREENDEPTHMAP = 0,
+ SHADOWMASK_UNIFORM_SHADOWMAP,
+ SHADOWMASK_UNIFORM_SHADOWMAP2,
+ SHADOWMASK_UNIFORM_SHADOWMAP3,
+ SHADOWMASK_UNIFORM_SHADOWMVP,
+ SHADOWMASK_UNIFORM_SHADOWMVP2,
+ SHADOWMASK_UNIFORM_SHADOWMVP3,
+ SHADOWMASK_UNIFORM_VIEWORIGIN,
+ SHADOWMASK_UNIFORM_VIEWINFO, // znear, zfar, width/2, height/2
+ SHADOWMASK_UNIFORM_VIEWFORWARD,
+ SHADOWMASK_UNIFORM_VIEWLEFT,
+ SHADOWMASK_UNIFORM_VIEWUP,
+ SHADOWMASK_UNIFORM_COUNT
+};
+
+enum
+{
+ SSAO_UNIFORM_SCREENDEPTHMAP = 0,
+ SSAO_UNIFORM_VIEWINFO, // znear, zfar, width/2, height/2
+ SSAO_UNIFORM_COUNT
+};
+
+enum
+{
+ DEPTHBLUR_UNIFORM_SCREENIMAGEMAP = 0,
+ DEPTHBLUR_UNIFORM_SCREENDEPTHMAP,
+ DEPTHBLUR_UNIFORM_VIEWINFO, // znear, zfar, width/2, height/2
+ DEPTHBLUR_UNIFORM_COUNT
+};
+
+//
+// Tr3B: these are fire wall functions to avoid expensive redundant glUniform* calls
+//#define USE_UNIFORM_FIREWALL 1
+//#define LOG_GLSL_UNIFORMS 1
+
+// trRefdef_t holds everything that comes in refdef_t,
+// as well as the locally generated scene information
+typedef struct {
+ int x, y, width, height;
+ float fov_x, fov_y;
+ vec3_t vieworg;
+ vec3_t viewaxis[3]; // transformation matrix
+
+ stereoFrame_t stereoFrame;
+
+ int time; // time in milliseconds for shader effects and other time dependent rendering issues
+ int rdflags; // RDF_NOWORLDMODEL, etc
+
+ // 1 bits will prevent the associated area from rendering at all
+ byte areamask[MAX_MAP_AREA_BYTES];
+ qboolean areamaskModified; // qtrue if areamask changed since last scene
+
+ float floatTime; // tr.refdef.time / 1000.0
+
+ float blurFactor;
+
+ // text messages for deform text shaders
+ char text[MAX_RENDER_STRINGS][MAX_RENDER_STRING_LENGTH];
+
+ int num_entities;
+ trRefEntity_t *entities;
+
+ int num_dlights;
+ struct dlight_s *dlights;
+
+ int numPolys;
+ struct srfPoly_s *polys;
+
+ int numDrawSurfs;
+ struct drawSurf_s *drawSurfs;
+
+ unsigned int dlightMask;
+ int num_pshadows;
+ struct pshadow_s *pshadows;
+
+ float sunShadowMvp[3][16];
+ float sunDir[4];
+ float sunCol[4];
+ float sunAmbCol[4];
+ float colorScale;
+
+ float autoExposureMinMax[2];
+ float toneMinAvgMaxLinear[3];
+} trRefdef_t;
+
+
+//=================================================================================
+
+// skins allow models to be retextured without modifying the model file
+typedef struct {
+ char name[MAX_QPATH];
+ shader_t *shader;
+} skinSurface_t;
+
+typedef struct skin_s {
+ char name[MAX_QPATH]; // game path, including extension
+ int numSurfaces;
+ skinSurface_t *surfaces[MD3_MAX_SURFACES];
+} skin_t;
+
+
+typedef struct {
+ int originalBrushNumber;
+ vec3_t bounds[2];
+
+ unsigned colorInt; // in packed byte format
+ float tcScale; // texture coordinate vector scales
+ fogParms_t parms;
+
+ // for clipping distance in fog when outside
+ qboolean hasSurface;
+ float surface[4];
+} fog_t;
+
+typedef enum {
+ VPF_NONE = 0x00,
+ VPF_SHADOWMAP = 0x01,
+ VPF_DEPTHSHADOW = 0x02,
+ VPF_DEPTHCLAMP = 0x04,
+ VPF_ORTHOGRAPHIC = 0x08,
+ VPF_USESUNLIGHT = 0x10,
+} viewParmFlags_t;
+
+typedef struct {
+ orientationr_t or;
+ orientationr_t world;
+ vec3_t pvsOrigin; // may be different than or.origin for portals
+ qboolean isPortal; // true if this view is through a portal
+ qboolean isMirror; // the portal is a mirror, invert the face culling
+ viewParmFlags_t flags;
+ int frameSceneNum; // copied from tr.frameSceneNum
+ int frameCount; // copied from tr.frameCount
+ cplane_t portalPlane; // clip anything behind this if mirroring
+ int viewportX, viewportY, viewportWidth, viewportHeight;
+ FBO_t *targetFbo;
+ float fovX, fovY;
+ float projectionMatrix[16];
+ cplane_t frustum[5];
+ vec3_t visBounds[2];
+ float zFar;
+ float zNear;
+ stereoFrame_t stereoFrame;
+} viewParms_t;
+
+
+/*
+==============================================================================
+
+SURFACES
+
+==============================================================================
+*/
+typedef byte color4ub_t[4];
+
+// any changes in surfaceType must be mirrored in rb_surfaceTable[]
+typedef enum {
+ SF_BAD,
+ SF_SKIP, // ignore
+ SF_FACE,
+ SF_GRID,
+ SF_TRIANGLES,
+ SF_POLY,
+ SF_MDV,
+ SF_MD4,
+#ifdef RAVENMD4
+ SF_MDR,
+#endif
+ SF_IQM,
+ SF_FLARE,
+ SF_ENTITY, // beams, rails, lightning, etc that can be determined by entity
+ SF_DISPLAY_LIST,
+ SF_VBO_MESH,
+ SF_VBO_MDVMESH,
+
+ SF_NUM_SURFACE_TYPES,
+ SF_MAX = 0x7fffffff // ensures that sizeof( surfaceType_t ) == sizeof( int )
+} surfaceType_t;
+
+typedef struct drawSurf_s {
+ unsigned sort; // bit combination for fast compares
+ surfaceType_t *surface; // any of surface*_t
+} drawSurf_t;
+
+#define MAX_FACE_POINTS 64
+
+#define MAX_PATCH_SIZE 32 // max dimensions of a patch mesh in map file
+#define MAX_GRID_SIZE 65 // max dimensions of a grid mesh in memory
+
+// when cgame directly specifies a polygon, it becomes a srfPoly_t
+// as soon as it is called
+typedef struct srfPoly_s {
+ surfaceType_t surfaceType;
+ qhandle_t hShader;
+ int fogIndex;
+ int numVerts;
+ polyVert_t *verts;
+} srfPoly_t;
+
+typedef struct srfDisplayList_s {
+ surfaceType_t surfaceType;
+ int listNum;
+} srfDisplayList_t;
+
+
+typedef struct srfFlare_s {
+ surfaceType_t surfaceType;
+ vec3_t origin;
+ vec3_t normal;
+ vec3_t color;
+} srfFlare_t;
+
+typedef struct
+{
+ vec3_t xyz;
+ vec2_t st;
+ vec2_t lightmap;
+ vec3_t normal;
+#ifdef USE_VERT_TANGENT_SPACE
+ vec3_t tangent;
+ vec3_t bitangent;
+#endif
+ vec3_t lightdir;
+ vec4_t vertexColors;
+
+#if DEBUG_OPTIMIZEVERTICES
+ unsigned int id;
+#endif
+} srfVert_t;
+
+#ifdef USE_VERT_TANGENT_SPACE
+#define srfVert_t_cleared(x) srfVert_t (x) = {{0, 0, 0}, {0, 0}, {0, 0}, {0, 0, 0}, {0, 0, 0}, {0, 0, 0}, {0, 0, 0}, {0, 0, 0, 0}}
+#else
+#define srfVert_t_cleared(x) srfVert_t (x) = {{0, 0, 0}, {0, 0}, {0, 0}, {0, 0, 0}, {0, 0, 0}, {0, 0, 0, 0}}
+#endif
+
+typedef struct
+{
+ int indexes[3];
+ int neighbors[3];
+ vec4_t plane;
+ qboolean facingLight;
+ qboolean degenerated;
+} srfTriangle_t;
+
+
+typedef struct srfGridMesh_s
+{
+ surfaceType_t surfaceType;
+
+ // dynamic lighting information
+ int dlightBits[SMP_FRAMES];
+ int pshadowBits[SMP_FRAMES];
+
+ // culling information
+ vec3_t meshBounds[2];
+ vec3_t localOrigin;
+ float meshRadius;
+
+ // lod information, which may be different
+ // than the culling information to allow for
+ // groups of curves that LOD as a unit
+ vec3_t lodOrigin;
+ float lodRadius;
+ int lodFixed;
+ int lodStitched;
+
+ // vertexes
+ int width, height;
+ float *widthLodError;
+ float *heightLodError;
+
+ int numTriangles;
+ srfTriangle_t *triangles;
+
+ int numVerts;
+ srfVert_t *verts;
+
+ // BSP VBO offsets
+ int firstVert;
+ int firstIndex;
+
+ // static render data
+ VBO_t *vbo; // points to bsp model VBO
+ IBO_t *ibo;
+} srfGridMesh_t;
+
+
+typedef struct
+{
+ surfaceType_t surfaceType;
+
+ // dynamic lighting information
+ int dlightBits[SMP_FRAMES];
+ int pshadowBits[SMP_FRAMES];
+
+ // culling information
+ cplane_t plane;
+// vec3_t bounds[2];
+
+ // triangle definitions
+ int numTriangles;
+ srfTriangle_t *triangles;
+
+ int numVerts;
+ srfVert_t *verts;
+
+ // BSP VBO offsets
+ int firstVert;
+ int firstIndex;
+
+ // static render data
+ VBO_t *vbo; // points to bsp model VBO
+ IBO_t *ibo;
+} srfSurfaceFace_t;
+
+
+// misc_models in maps are turned into direct geometry by xmap
+typedef struct
+{
+ surfaceType_t surfaceType;
+
+ // dynamic lighting information
+ int dlightBits[SMP_FRAMES];
+ int pshadowBits[SMP_FRAMES];
+
+ // culling information
+// vec3_t bounds[2];
+
+ // triangle definitions
+ int numTriangles;
+ srfTriangle_t *triangles;
+
+ int numVerts;
+ srfVert_t *verts;
+
+ // BSP VBO offsets
+ int firstVert;
+ int firstIndex;
+
+ // static render data
+ VBO_t *vbo; // points to bsp model VBO
+ IBO_t *ibo;
+} srfTriangles_t;
+
+// inter-quake-model
+typedef struct {
+ int num_vertexes;
+ int num_triangles;
+ int num_frames;
+ int num_surfaces;
+ int num_joints;
+ struct srfIQModel_s *surfaces;
+
+ float *positions;
+ float *texcoords;
+ float *normals;
+ float *tangents;
+ byte *blendIndexes;
+ byte *blendWeights;
+ byte *colors;
+ int *triangles;
+
+ int *jointParents;
+ float *poseMats;
+ float *bounds;
+ char *names;
+} iqmData_t;
+
+// inter-quake-model surface
+typedef struct srfIQModel_s {
+ surfaceType_t surfaceType;
+ char name[MAX_QPATH];
+ shader_t *shader;
+ iqmData_t *data;
+ int first_vertex, num_vertexes;
+ int first_triangle, num_triangles;
+} srfIQModel_t;
+
+typedef struct srfVBOMesh_s
+{
+ surfaceType_t surfaceType;
+
+ struct shader_s *shader; // FIXME move this to somewhere else
+ int fogIndex;
+
+ // dynamic lighting information
+ int dlightBits[SMP_FRAMES];
+ int pshadowBits[SMP_FRAMES];
+
+ // culling information
+ vec3_t bounds[2];
+
+ // backEnd stats
+ int numIndexes;
+ int numVerts;
+ int firstIndex;
+
+ // static render data
+ VBO_t *vbo;
+ IBO_t *ibo;
+} srfVBOMesh_t;
+
+typedef struct srfVBOMDVMesh_s
+{
+ surfaceType_t surfaceType;
+
+ struct mdvModel_s *mdvModel;
+ struct mdvSurface_s *mdvSurface;
+
+ // backEnd stats
+ int numIndexes;
+ int numVerts;
+
+ // static render data
+ VBO_t *vbo;
+ IBO_t *ibo;
+} srfVBOMDVMesh_t;
+
+extern void (*rb_surfaceTable[SF_NUM_SURFACE_TYPES])(void *);
+
+/*
+==============================================================================
+
+SHADOWS
+
+==============================================================================
+*/
+
+typedef struct pshadow_s
+{
+ float sort;
+
+ int numEntities;
+ int entityNums[8];
+ vec3_t entityOrigins[8];
+ float entityRadiuses[8];
+
+ float viewRadius;
+ vec3_t viewOrigin;
+
+ vec3_t lightViewAxis[3];
+ vec3_t lightOrigin;
+ float lightRadius;
+ cplane_t cullPlane;
+} pshadow_t;
+
+
+/*
+==============================================================================
+
+BRUSH MODELS
+
+==============================================================================
+*/
+
+
+//
+// in memory representation
+//
+
+#define SIDE_FRONT 0
+#define SIDE_BACK 1
+#define SIDE_ON 2
+
+#define CULLINFO_NONE 0
+#define CULLINFO_BOX 1
+#define CULLINFO_SPHERE 2
+#define CULLINFO_PLANE 4
+
+typedef struct cullinfo_s {
+ int type;
+ vec3_t bounds[2];
+ vec3_t localOrigin;
+ float radius;
+ cplane_t plane;
+} cullinfo_t;
+
+typedef struct msurface_s {
+ //int viewCount; // if == tr.viewCount, already added
+ struct shader_s *shader;
+ int fogIndex;
+ cullinfo_t cullinfo;
+
+ surfaceType_t *data; // any of srf*_t
+} msurface_t;
+
+
+#define CONTENTS_NODE -1
+typedef struct mnode_s {
+ // common with leaf and node
+ int contents; // -1 for nodes, to differentiate from leafs
+ int visCounts[MAX_VISCOUNTS]; // node needs to be traversed if current
+ vec3_t mins, maxs; // for bounding box culling
+ struct mnode_s *parent;
+
+ // node specific
+ cplane_t *plane;
+ struct mnode_s *children[2];
+
+ // leaf specific
+ int cluster;
+ int area;
+
+ int firstmarksurface;
+ int nummarksurfaces;
+} mnode_t;
+
+typedef struct {
+ vec3_t bounds[2]; // for culling
+ int firstSurface;
+ int numSurfaces;
+} bmodel_t;
+
+typedef struct {
+ char name[MAX_QPATH]; // ie: maps/tim_dm2.bsp
+ char baseName[MAX_QPATH]; // ie: tim_dm2
+
+ int dataSize;
+
+ int numShaders;
+ dshader_t *shaders;
+
+ int numBModels;
+ bmodel_t *bmodels;
+
+ int numplanes;
+ cplane_t *planes;
+
+ int numnodes; // includes leafs
+ int numDecisionNodes;
+ mnode_t *nodes;
+
+ VBO_t *vbo;
+ IBO_t *ibo;
+
+ int numWorldSurfaces;
+
+ int numsurfaces;
+ msurface_t *surfaces;
+ int *surfacesViewCount;
+ int *surfacesDlightBits;
+ int *surfacesPshadowBits;
+
+ int numMergedSurfaces;
+ msurface_t *mergedSurfaces;
+ int *mergedSurfacesViewCount;
+ int *mergedSurfacesDlightBits;
+ int *mergedSurfacesPshadowBits;
+
+ int nummarksurfaces;
+ int *marksurfaces;
+ int *viewSurfaces;
+
+ int numfogs;
+ fog_t *fogs;
+
+ vec3_t lightGridOrigin;
+ vec3_t lightGridSize;
+ vec3_t lightGridInverseSize;
+ int lightGridBounds[3];
+ byte *lightGridData;
+ float *hdrLightGrid;
+
+
+ int numClusters;
+ int clusterBytes;
+ const byte *vis; // may be passed in by CM_LoadMap to save space
+
+ byte *novis; // clusterBytes of 0xff
+
+ char *entityString;
+ char *entityParsePoint;
+} world_t;
+
+
+/*
+==============================================================================
+MDV MODELS - meta format for vertex animation models like .md2, .md3, .mdc
+==============================================================================
+*/
+typedef struct
+{
+ float bounds[2][3];
+ float localOrigin[3];
+ float radius;
+} mdvFrame_t;
+
+typedef struct
+{
+ float origin[3];
+ float axis[3][3];
+} mdvTag_t;
+
+typedef struct
+{
+ char name[MAX_QPATH]; // tag name
+} mdvTagName_t;
+
+typedef struct
+{
+ vec3_t xyz;
+ vec3_t normal;
+#ifdef USE_VERT_TANGENT_SPACE
+ vec3_t tangent;
+ vec3_t bitangent;
+#endif
+} mdvVertex_t;
+
+typedef struct
+{
+ float st[2];
+} mdvSt_t;
+
+typedef struct mdvSurface_s
+{
+ surfaceType_t surfaceType;
+
+ char name[MAX_QPATH]; // polyset name
+
+ int numShaderIndexes;
+ int *shaderIndexes;
+
+ int numVerts;
+ mdvVertex_t *verts;
+ mdvSt_t *st;
+
+ int numTriangles;
+ srfTriangle_t *triangles;
+
+ struct mdvModel_s *model;
+} mdvSurface_t;
+
+typedef struct mdvModel_s
+{
+ int numFrames;
+ mdvFrame_t *frames;
+
+ int numTags;
+ mdvTag_t *tags;
+ mdvTagName_t *tagNames;
+
+ int numSurfaces;
+ mdvSurface_t *surfaces;
+
+ int numVBOSurfaces;
+ srfVBOMDVMesh_t *vboSurfaces;
+
+ int numSkins;
+} mdvModel_t;
+
+
+//======================================================================
+
+typedef enum {
+ MOD_BAD,
+ MOD_BRUSH,
+ MOD_MESH,
+ MOD_MD4,
+#ifdef RAVENMD4
+ MOD_MDR,
+#endif
+ MOD_IQM
+} modtype_t;
+
+typedef struct model_s {
+ char name[MAX_QPATH];
+ modtype_t type;
+ int index; // model = tr.models[model->index]
+
+ int dataSize; // just for listing purposes
+ bmodel_t *bmodel; // only if type == MOD_BRUSH
+ mdvModel_t *mdv[MD3_MAX_LODS]; // only if type == MOD_MESH
+ void *modelData; // only if type == (MOD_MD4 | MOD_MDR | MOD_IQM)
+
+ int numLods;
+} model_t;
+
+
+#define MAX_MOD_KNOWN 1024
+
+void R_ModelInit (void);
+model_t *R_GetModelByHandle( qhandle_t hModel );
+int R_LerpTag( orientation_t *tag, qhandle_t handle, int startFrame, int endFrame,
+ float frac, const char *tagName );
+void R_ModelBounds( qhandle_t handle, vec3_t mins, vec3_t maxs );
+
+void R_Modellist_f (void);
+
+//====================================================
+extern refimport_t ri;
+
+#define MAX_DRAWIMAGES 2048
+#define MAX_SKINS 1024
+
+
+#define MAX_DRAWSURFS 0x10000
+#define DRAWSURF_MASK (MAX_DRAWSURFS-1)
+
+/*
+
+the drawsurf sort data is packed into a single 32 bit value so it can be
+compared quickly during the qsorting process
+
+the bits are allocated as follows:
+
+0 - 1 : dlightmap index
+//2 : used to be clipped flag REMOVED - 03.21.00 rad
+2 - 6 : fog index
+11 - 20 : entity index
+21 - 31 : sorted shader index
+
+ TTimo - 1.32
+0-1 : dlightmap index
+2-6 : fog index
+7-16 : entity index
+17-30 : sorted shader index
+
+ SmileTheory - for pshadows
+17-31 : sorted shader index
+7-16 : entity index
+2-6 : fog index
+1 : pshadow flag
+0 : dlight flag
+*/
+#define QSORT_FOGNUM_SHIFT 2
+#define QSORT_REFENTITYNUM_SHIFT 7
+#define QSORT_SHADERNUM_SHIFT (QSORT_REFENTITYNUM_SHIFT+REFENTITYNUM_BITS)
+#if (QSORT_SHADERNUM_SHIFT+SHADERNUM_BITS) > 32
+ #error "Need to update sorting, too many bits."
+#endif
+#define QSORT_PSHADOW_SHIFT 1
+
+extern int gl_filter_min, gl_filter_max;
+
+/*
+** performanceCounters_t
+*/
+typedef struct {
+ int c_sphere_cull_patch_in, c_sphere_cull_patch_clip, c_sphere_cull_patch_out;
+ int c_box_cull_patch_in, c_box_cull_patch_clip, c_box_cull_patch_out;
+ int c_sphere_cull_md3_in, c_sphere_cull_md3_clip, c_sphere_cull_md3_out;
+ int c_box_cull_md3_in, c_box_cull_md3_clip, c_box_cull_md3_out;
+
+ int c_leafs;
+ int c_dlightSurfaces;
+ int c_dlightSurfacesCulled;
+} frontEndCounters_t;
+
+#define FOG_TABLE_SIZE 256
+#define FUNCTABLE_SIZE 1024
+#define FUNCTABLE_SIZE2 10
+#define FUNCTABLE_MASK (FUNCTABLE_SIZE-1)
+
+
+// the renderer front end should never modify glstate_t
+typedef struct {
+ int currenttextures[NUM_TEXTURE_BUNDLES];
+ int currenttmu;
+ qboolean finishCalled;
+ int texEnv[2];
+ int faceCulling;
+ unsigned long glStateBits;
+ uint32_t vertexAttribsState;
+ uint32_t vertexAttribPointersSet;
+ uint32_t vertexAttribsNewFrame;
+ uint32_t vertexAttribsOldFrame;
+ float vertexAttribsInterpolation;
+ shaderProgram_t *currentProgram;
+ FBO_t *currentFBO;
+ VBO_t *currentVBO;
+ IBO_t *currentIBO;
+ matrix_t modelview;
+ matrix_t projection;
+ matrix_t modelviewProjection;
+} glstate_t;
+
+typedef enum {
+ MI_NONE,
+ MI_NVX,
+ MI_ATI
+} memInfo_t;
+
+typedef enum {
+ TCR_NONE = 0x0000,
+ TCR_LATC = 0x0001,
+ TCR_BPTC = 0x0002,
+} textureCompressionRef_t;
+
+// We can't change glConfig_t without breaking DLL/vms compatibility, so
+// store extensions we have here.
+typedef struct {
+ qboolean drawRangeElements;
+ qboolean multiDrawArrays;
+ qboolean occlusionQuery;
+
+ int glslMajorVersion;
+ int glslMinorVersion;
+
+ memInfo_t memInfo;
+
+ qboolean framebufferObject;
+ int maxRenderbufferSize;
+ int maxColorAttachments;
+
+ qboolean textureNonPowerOfTwo;
+ qboolean textureFloat;
+ qboolean halfFloatPixel;
+ qboolean packedDepthStencil;
+ textureCompressionRef_t textureCompression;
+
+ qboolean framebufferMultisample;
+ qboolean framebufferBlit;
+
+ qboolean texture_srgb;
+ qboolean framebuffer_srgb;
+
+ qboolean depthClamp;
+} glRefConfig_t;
+
+
+typedef struct {
+ int c_surfaces, c_shaders, c_vertexes, c_indexes, c_totalIndexes;
+ int c_surfBatches;
+ float c_overDraw;
+
+ int c_vboVertexBuffers;
+ int c_vboIndexBuffers;
+ int c_vboVertexes;
+ int c_vboIndexes;
+
+ int c_staticVboDraws;
+ int c_dynamicVboDraws;
+
+ int c_multidraws;
+ int c_multidrawsMerged;
+
+ int c_dlightVertexes;
+ int c_dlightIndexes;
+
+ int c_flareAdds;
+ int c_flareTests;
+ int c_flareRenders;
+
+ int c_glslShaderBinds;
+ int c_genericDraws;
+ int c_lightallDraws;
+ int c_fogDraws;
+ int c_dlightDraws;
+
+ int msec; // total msec for backend run
+} backEndCounters_t;
+
+// all state modified by the back end is seperated
+// from the front end state
+typedef struct {
+ int smpFrame;
+ trRefdef_t refdef;
+ viewParms_t viewParms;
+ orientationr_t or;
+ backEndCounters_t pc;
+ qboolean isHyperspace;
+ trRefEntity_t *currentEntity;
+ qboolean skyRenderedThisView; // flag for drawing sun
+
+#ifdef REACTION
+ vec3_t sunFlarePos;
+ qboolean viewHasSunFlare;
+ qboolean frameHasSunFlare;
+#endif
+
+ qboolean projection2D; // if qtrue, drawstretchpic doesn't need to change modes
+ byte color2D[4];
+ qboolean vertexes2D; // shader needs to be finished
+ trRefEntity_t entity2D; // currentEntity will point at this when doing 2D rendering
+
+ FBO_t *last2DFBO;
+ qboolean colorMask[4];
+ qboolean framePostProcessed;
+ qboolean depthFill;
+} backEndState_t;
+
+/*
+** trGlobals_t
+**
+** Most renderer globals are defined here.
+** backend functions should never modify any of these fields,
+** but may read fields that aren't dynamically modified
+** by the frontend.
+*/
+typedef struct {
+ qboolean registered; // cleared at shutdown, set at beginRegistration
+
+ int visIndex;
+ int visClusters[MAX_VISCOUNTS];
+ int visCounts[MAX_VISCOUNTS]; // incremented every time a new vis cluster is entered
+
+ int frameCount; // incremented every frame
+ int sceneCount; // incremented every scene
+ int viewCount; // incremented every view (twice a scene if portaled)
+ // and every R_MarkFragments call
+
+ int smpFrame; // toggles from 0 to 1 every endFrame
+
+ int frameSceneNum; // zeroed at RE_BeginFrame
+
+ qboolean worldMapLoaded;
+ qboolean worldDeluxeMapping;
+ vec2_t autoExposureMinMax;
+ vec3_t toneMinAvgMaxLevel;
+ world_t *world;
+
+ const byte *externalVisData; // from RE_SetWorldVisData, shared with CM_Load
+
+ image_t *defaultImage;
+ image_t *scratchImage[32];
+ image_t *fogImage;
+ image_t *dlightImage; // inverse-quare highlight for projective adding
+ image_t *flareImage;
+ image_t *whiteImage; // full of 0xff
+ image_t *identityLightImage; // full of tr.identityLightByte
+
+ image_t *shadowCubemaps[MAX_DLIGHTS];
+
+
+ image_t *renderImage;
+ image_t *godRaysImage;
+ image_t *renderDepthImage;
+ image_t *pshadowMaps[MAX_DRAWN_PSHADOWS];
+ image_t *textureScratchImage[2];
+ image_t *screenScratchImage;
+ image_t *quarterImage[2];
+ image_t *calcLevelsImage;
+ image_t *targetLevelsImage;
+ image_t *fixedLevelsImage;
+ image_t *sunShadowDepthImage[3];
+ image_t *screenShadowImage;
+ image_t *screenSsaoImage;
+ image_t *hdrDepthImage;
+
+ image_t *textureDepthImage;
+
+ FBO_t *renderFbo;
+ FBO_t *msaaResolveFbo;
+ FBO_t *godRaysFbo;
+ FBO_t *depthFbo;
+ FBO_t *pshadowFbos[MAX_DRAWN_PSHADOWS];
+ FBO_t *textureScratchFbo[2];
+ FBO_t *screenScratchFbo;
+ FBO_t *quarterFbo[2];
+ FBO_t *calcLevelsFbo;
+ FBO_t *targetLevelsFbo;
+ FBO_t *sunShadowFbo[3];
+ FBO_t *screenShadowFbo;
+ FBO_t *screenSsaoFbo;
+ FBO_t *hdrDepthFbo;
+
+ shader_t *defaultShader;
+ shader_t *shadowShader;
+ shader_t *projectionShadowShader;
+
+ shader_t *flareShader;
+ shader_t *sunShader;
+
+ int numLightmaps;
+ int lightmapSize;
+ image_t **lightmaps;
+ image_t **deluxemaps;
+
+ int fatLightmapSize;
+ int fatLightmapStep;
+
+ trRefEntity_t *currentEntity;
+ trRefEntity_t worldEntity; // point currentEntity at this when rendering world
+ int currentEntityNum;
+ int shiftedEntityNum; // currentEntityNum << QSORT_REFENTITYNUM_SHIFT
+ model_t *currentModel;
+
+ //
+ // GPU shader programs
+ //
+ shaderProgram_t genericShader[GENERICDEF_COUNT];
+ shaderProgram_t textureColorShader;
+ shaderProgram_t fogShader;
+ shaderProgram_t dlightallShader;
+ shaderProgram_t lightallShader[LIGHTDEF_COUNT];
+ shaderProgram_t shadowmapShader;
+ shaderProgram_t pshadowShader;
+ shaderProgram_t down4xShader;
+ shaderProgram_t bokehShader;
+ shaderProgram_t tonemapShader;
+ shaderProgram_t calclevels4xShader[2];
+ shaderProgram_t shadowmaskShader;
+ shaderProgram_t ssaoShader;
+ shaderProgram_t depthBlurShader[2];
+
+
+ // -----------------------------------------
+
+ viewParms_t viewParms;
+
+ float identityLight; // 1.0 / ( 1 << overbrightBits )
+ int identityLightByte; // identityLight * 255
+ int overbrightBits; // r_overbrightBits->integer, but set to 0 if no hw gamma
+
+ orientationr_t or; // for current entity
+
+ trRefdef_t refdef;
+
+ int viewCluster;
+
+ float mapLightScale;
+
+ qboolean sunShadows;
+ vec3_t sunLight; // from the sky shader for this level
+ vec3_t sunAmbient;
+ vec3_t sunDirection;
+
+ frontEndCounters_t pc;
+ int frontEndMsec; // not in pc due to clearing issue
+
+ //
+ // put large tables at the end, so most elements will be
+ // within the +/32K indexed range on risc processors
+ //
+ model_t *models[MAX_MOD_KNOWN];
+ int numModels;
+
+ int numImages;
+ image_t *images[MAX_DRAWIMAGES];
+
+ int numFBOs;
+ FBO_t *fbos[MAX_FBOS];
+
+ int numVBOs;
+ VBO_t *vbos[MAX_VBOS];
+
+ int numIBOs;
+ IBO_t *ibos[MAX_IBOS];
+
+ // shader indexes from other modules will be looked up in tr.shaders[]
+ // shader indexes from drawsurfs will be looked up in sortedShaders[]
+ // lower indexed sortedShaders must be rendered first (opaque surfaces before translucent)
+ int numShaders;
+ shader_t *shaders[MAX_SHADERS];
+ shader_t *sortedShaders[MAX_SHADERS];
+
+ int numSkins;
+ skin_t *skins[MAX_SKINS];
+
+#ifdef REACTION
+ GLuint sunFlareQuery[2];
+ int sunFlareQueryIndex;
+ qboolean sunFlareQueryActive[2];
+#endif
+
+ float sinTable[FUNCTABLE_SIZE];
+ float squareTable[FUNCTABLE_SIZE];
+ float triangleTable[FUNCTABLE_SIZE];
+ float sawToothTable[FUNCTABLE_SIZE];
+ float inverseSawToothTable[FUNCTABLE_SIZE];
+ float fogTable[FOG_TABLE_SIZE];
+} trGlobals_t;
+
+extern backEndState_t backEnd;
+extern trGlobals_t tr;
+extern glconfig_t glConfig; // outside of TR since it shouldn't be cleared during ref re-init
+extern glstate_t glState; // outside of TR since it shouldn't be cleared during ref re-init
+
+// These three variables should live inside glConfig but can't because of compatibility issues to the original ID vms.
+// If you release a stand-alone game and your mod uses tr_types.h from this build you can safely move them to
+// the glconfig_t struct.
+extern qboolean textureFilterAnisotropic;
+extern int maxAnisotropy;
+extern glRefConfig_t glRefConfig;
+extern float displayAspect;
+
+
+//
+// cvars
+//
+extern cvar_t *r_flareSize;
+extern cvar_t *r_flareFade;
+// coefficient for the flare intensity falloff function.
+#define FLARE_STDCOEFF "150"
+extern cvar_t *r_flareCoeff;
+
+extern cvar_t *r_railWidth;
+extern cvar_t *r_railCoreWidth;
+extern cvar_t *r_railSegmentLength;
+
+extern cvar_t *r_ignore; // used for debugging anything
+extern cvar_t *r_verbose; // used for verbose debug spew
+
+extern cvar_t *r_znear; // near Z clip plane
+extern cvar_t *r_zproj; // z distance of projection plane
+extern cvar_t *r_stereoSeparation; // separation of cameras for stereo rendering
+
+extern cvar_t *r_stencilbits; // number of desired stencil bits
+extern cvar_t *r_depthbits; // number of desired depth bits
+extern cvar_t *r_colorbits; // number of desired color bits, only relevant for fullscreen
+extern cvar_t *r_texturebits; // number of desired texture bits
+extern cvar_t *r_ext_multisample;
+ // 0 = use framebuffer depth
+ // 16 = use 16-bit textures
+ // 32 = use 32-bit textures
+ // all else = error
+
+extern cvar_t *r_measureOverdraw; // enables stencil buffer overdraw measurement
+
+extern cvar_t *r_lodbias; // push/pull LOD transitions
+extern cvar_t *r_lodscale;
+
+extern cvar_t *r_inGameVideo; // controls whether in game video should be draw
+extern cvar_t *r_fastsky; // controls whether sky should be cleared or drawn
+extern cvar_t *r_drawSun; // controls drawing of sun quad
+extern cvar_t *r_dynamiclight; // dynamic lights enabled/disabled
+extern cvar_t *r_dlightBacks; // dlight non-facing surfaces for continuity
+
+extern cvar_t *r_norefresh; // bypasses the ref rendering
+extern cvar_t *r_drawentities; // disable/enable entity rendering
+extern cvar_t *r_drawworld; // disable/enable world rendering
+extern cvar_t *r_speeds; // various levels of information display
+extern cvar_t *r_detailTextures; // enables/disables detail texturing stages
+extern cvar_t *r_novis; // disable/enable usage of PVS
+extern cvar_t *r_nocull;
+extern cvar_t *r_facePlaneCull; // enables culling of planar surfaces with back side test
+extern cvar_t *r_nocurves;
+extern cvar_t *r_showcluster;
+
+extern cvar_t *r_mode; // video mode
+extern cvar_t *r_fullscreen;
+extern cvar_t *r_noborder;
+extern cvar_t *r_gamma;
+extern cvar_t *r_ignorehwgamma; // overrides hardware gamma capabilities
+
+extern cvar_t *r_allowExtensions; // global enable/disable of OpenGL extensions
+extern cvar_t *r_ext_compressed_textures; // these control use of specific extensions
+extern cvar_t *r_ext_multitexture;
+extern cvar_t *r_ext_compiled_vertex_array;
+extern cvar_t *r_ext_texture_env_add;
+
+extern cvar_t *r_ext_texture_filter_anisotropic;
+extern cvar_t *r_ext_max_anisotropy;
+
+extern cvar_t *r_ext_draw_range_elements;
+extern cvar_t *r_ext_multi_draw_arrays;
+extern cvar_t *r_ext_framebuffer_object;
+extern cvar_t *r_ext_texture_float;
+extern cvar_t *r_arb_half_float_pixel;
+extern cvar_t *r_ext_framebuffer_multisample;
+
+extern cvar_t *r_nobind; // turns off binding to appropriate textures
+extern cvar_t *r_singleShader; // make most world faces use default shader
+extern cvar_t *r_roundImagesDown;
+extern cvar_t *r_colorMipLevels; // development aid to see texture mip usage
+extern cvar_t *r_picmip; // controls picmip values
+extern cvar_t *r_finish;
+extern cvar_t *r_drawBuffer;
+extern cvar_t *r_swapInterval;
+extern cvar_t *r_textureMode;
+extern cvar_t *r_offsetFactor;
+extern cvar_t *r_offsetUnits;
+
+extern cvar_t *r_fullbright; // avoid lightmap pass
+extern cvar_t *r_lightmap; // render lightmaps only
+extern cvar_t *r_vertexLight; // vertex lighting mode for better performance
+extern cvar_t *r_uiFullScreen; // ui is running fullscreen
+
+extern cvar_t *r_logFile; // number of frames to emit GL logs
+extern cvar_t *r_showtris; // enables wireframe rendering of the world
+extern cvar_t *r_showsky; // forces sky in front of all surfaces
+extern cvar_t *r_shownormals; // draws wireframe normals
+extern cvar_t *r_clear; // force screen clear every frame
+
+extern cvar_t *r_shadows; // controls shadows: 0 = none, 1 = blur, 2 = stencil, 3 = black planar projection
+extern cvar_t *r_flares; // light flares
+
+extern cvar_t *r_intensity;
+
+extern cvar_t *r_lockpvs;
+extern cvar_t *r_noportals;
+extern cvar_t *r_portalOnly;
+
+extern cvar_t *r_subdivisions;
+extern cvar_t *r_lodCurveError;
+extern cvar_t *r_smp;
+extern cvar_t *r_showSmp;
+extern cvar_t *r_skipBackEnd;
+
+extern cvar_t *r_stereoEnabled;
+extern cvar_t *r_anaglyphMode;
+
+extern cvar_t *r_mergeMultidraws;
+extern cvar_t *r_mergeLeafSurfaces;
+
+extern cvar_t *r_hdr;
+extern cvar_t *r_postProcess;
+
+extern cvar_t *r_toneMap;
+extern cvar_t *r_forceToneMap;
+extern cvar_t *r_forceToneMapMin;
+extern cvar_t *r_forceToneMapAvg;
+extern cvar_t *r_forceToneMapMax;
+
+extern cvar_t *r_autoExposure;
+extern cvar_t *r_forceAutoExposure;
+extern cvar_t *r_forceAutoExposureMin;
+extern cvar_t *r_forceAutoExposureMax;
+
+extern cvar_t *r_cameraExposure;
+
+extern cvar_t *r_srgb;
+
+extern cvar_t *r_depthPrepass;
+extern cvar_t *r_ssao;
+
+extern cvar_t *r_normalMapping;
+extern cvar_t *r_specularMapping;
+extern cvar_t *r_deluxeMapping;
+extern cvar_t *r_parallaxMapping;
+extern cvar_t *r_normalAmbient;
+extern cvar_t *r_dlightMode;
+extern cvar_t *r_pshadowDist;
+extern cvar_t *r_recalcMD3Normals;
+extern cvar_t *r_mergeLightmaps;
+extern cvar_t *r_imageUpsample;
+extern cvar_t *r_imageUpsampleMaxSize;
+extern cvar_t *r_imageUpsampleType;
+extern cvar_t *r_genNormalMaps;
+extern cvar_t *r_forceSun;
+extern cvar_t *r_forceSunMapLightScale;
+extern cvar_t *r_forceSunLightScale;
+extern cvar_t *r_forceSunAmbientScale;
+extern cvar_t *r_sunShadows;
+extern cvar_t *r_shadowFilter;
+extern cvar_t *r_shadowMapSize;
+extern cvar_t *r_shadowCascadeZNear;
+extern cvar_t *r_shadowCascadeZFar;
+extern cvar_t *r_shadowCascadeZBias;
+
+extern cvar_t *r_greyscale;
+
+extern cvar_t *r_ignoreGLErrors;
+
+extern cvar_t *r_overBrightBits;
+extern cvar_t *r_mapOverBrightBits;
+
+extern cvar_t *r_debugSurface;
+extern cvar_t *r_simpleMipMaps;
+
+extern cvar_t *r_showImages;
+extern cvar_t *r_debugSort;
+
+extern cvar_t *r_printShaders;
+extern cvar_t *r_saveFontData;
+
+extern cvar_t *r_marksOnTriangleMeshes;
+
+//====================================================================
+
+float R_NoiseGet4f( float x, float y, float z, float t );
+void R_NoiseInit( void );
+
+void R_SwapBuffers( int );
+
+void R_RenderView( viewParms_t *parms );
+void R_RenderDlightCubemaps(const refdef_t *fd);
+void R_RenderPshadowMaps(const refdef_t *fd);
+void R_RenderSunShadowMaps(const refdef_t *fd, int level);
+
+void R_AddMD3Surfaces( trRefEntity_t *e );
+void R_AddNullModelSurfaces( trRefEntity_t *e );
+void R_AddBeamSurfaces( trRefEntity_t *e );
+void R_AddRailSurfaces( trRefEntity_t *e, qboolean isUnderwater );
+void R_AddLightningBoltSurfaces( trRefEntity_t *e );
+
+void R_AddPolygonSurfaces( void );
+
+void R_DecomposeSort( unsigned sort, int *entityNum, shader_t **shader,
+ int *fogNum, int *dlightMap, int *pshadowMap );
+
+void R_AddDrawSurf( surfaceType_t *surface, shader_t *shader,
+ int fogIndex, int dlightMap, int pshadowMap );
+
+void R_CalcTangentSpace(vec3_t tangent, vec3_t bitangent, vec3_t normal,
+ const vec3_t v0, const vec3_t v1, const vec3_t v2, const vec2_t t0, const vec2_t t1, const vec2_t t2);
+qboolean R_CalcTangentVectors(srfVert_t * dv[3]);
+void R_CalcSurfaceTriangleNeighbors(int numTriangles, srfTriangle_t * triangles);
+void R_CalcSurfaceTrianglePlanes(int numTriangles, srfTriangle_t * triangles, srfVert_t * verts);
+
+#define CULL_IN 0 // completely unclipped
+#define CULL_CLIP 1 // clipped by one or more planes
+#define CULL_OUT 2 // completely outside the clipping planes
+void R_LocalNormalToWorld (const vec3_t local, vec3_t world);
+void R_LocalPointToWorld (const vec3_t local, vec3_t world);
+int R_CullBox (vec3_t bounds[2]);
+int R_CullLocalBox (vec3_t bounds[2]);
+int R_CullPointAndRadiusEx( const vec3_t origin, float radius, const cplane_t* frustum, int numPlanes );
+int R_CullPointAndRadius( const vec3_t origin, float radius );
+int R_CullLocalPointAndRadius( const vec3_t origin, float radius );
+
+void R_SetupProjection(viewParms_t *dest, float zProj, float zFar, qboolean computeFrustum);
+void R_RotateForEntity( const trRefEntity_t *ent, const viewParms_t *viewParms, orientationr_t *or );
+
+/*
+** GL wrapper/helper functions
+*/
+void GL_Bind( image_t *image );
+void GL_BindCubemap( image_t *image );
+void GL_BindToTMU( image_t *image, int tmu );
+void GL_SetDefaultState (void);
+void GL_SelectTexture( int unit );
+void GL_TextureMode( const char *string );
+void GL_CheckErrs( char *file, int line );
+#define GL_CheckErrors(...) GL_CheckErrs(__FILE__, __LINE__)
+void GL_State( unsigned long stateVector );
+void GL_SetProjectionMatrix(matrix_t matrix);
+void GL_SetModelviewMatrix(matrix_t matrix);
+void GL_TexEnv( int env );
+void GL_Cull( int cullType );
+
+#define GLS_SRCBLEND_ZERO 0x00000001
+#define GLS_SRCBLEND_ONE 0x00000002
+#define GLS_SRCBLEND_DST_COLOR 0x00000003
+#define GLS_SRCBLEND_ONE_MINUS_DST_COLOR 0x00000004
+#define GLS_SRCBLEND_SRC_ALPHA 0x00000005
+#define GLS_SRCBLEND_ONE_MINUS_SRC_ALPHA 0x00000006
+#define GLS_SRCBLEND_DST_ALPHA 0x00000007
+#define GLS_SRCBLEND_ONE_MINUS_DST_ALPHA 0x00000008
+#define GLS_SRCBLEND_ALPHA_SATURATE 0x00000009
+#define GLS_SRCBLEND_BITS 0x0000000f
+
+#define GLS_DSTBLEND_ZERO 0x00000010
+#define GLS_DSTBLEND_ONE 0x00000020
+#define GLS_DSTBLEND_SRC_COLOR 0x00000030
+#define GLS_DSTBLEND_ONE_MINUS_SRC_COLOR 0x00000040
+#define GLS_DSTBLEND_SRC_ALPHA 0x00000050
+#define GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA 0x00000060
+#define GLS_DSTBLEND_DST_ALPHA 0x00000070
+#define GLS_DSTBLEND_ONE_MINUS_DST_ALPHA 0x00000080
+#define GLS_DSTBLEND_BITS 0x000000f0
+
+#define GLS_DEPTHMASK_TRUE 0x00000100
+
+#define GLS_POLYMODE_LINE 0x00001000
+
+#define GLS_DEPTHTEST_DISABLE 0x00010000
+#define GLS_DEPTHFUNC_EQUAL 0x00020000
+#define GLS_DEPTHFUNC_GREATER 0x00040000
+#define GLS_DEPTHFUNC_BITS 0x00060000
+
+#define GLS_ATEST_GT_0 0x10000000
+#define GLS_ATEST_LT_80 0x20000000
+#define GLS_ATEST_GE_80 0x40000000
+#define GLS_ATEST_BITS 0x70000000
+
+#define GLS_DEFAULT GLS_DEPTHMASK_TRUE
+
+void RE_StretchRaw (int x, int y, int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty);
+void RE_UploadCinematic (int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty);
+
+void RE_BeginFrame( stereoFrame_t stereoFrame );
+void RE_BeginRegistration( glconfig_t *glconfig );
+void RE_LoadWorldMap( const char *mapname );
+void RE_SetWorldVisData( const byte *vis );
+qhandle_t RE_RegisterModel( const char *name );
+qhandle_t RE_RegisterSkin( const char *name );
+void RE_Shutdown( qboolean destroyWindow );
+
+qboolean R_GetEntityToken( char *buffer, int size );
+
+model_t *R_AllocModel( void );
+
+void R_Init( void );
+image_t *R_FindImageFile( const char *name, imgType_t type, imgFlags_t flags );
+image_t *R_CreateImage( const char *name, byte *pic, int width, int height, imgType_t type, imgFlags_t flags, int internalFormat );
+void R_UpdateSubImage( image_t *image, byte *pic, int x, int y, int width, int height );
+qboolean R_GetModeInfo( int *width, int *height, float *windowAspect, int mode );
+
+void R_SetColorMappings( void );
+void R_GammaCorrect( byte *buffer, int bufSize );
+
+void R_ImageList_f( void );
+void R_SkinList_f( void );
+// https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=516
+const void *RB_TakeScreenshotCmd( const void *data );
+void R_ScreenShot_f( void );
+
+void R_InitFogTable( void );
+float R_FogFactor( float s, float t );
+void R_InitImages( void );
+void R_DeleteTextures( void );
+int R_SumOfUsedImages( void );
+void R_InitSkins( void );
+skin_t *R_GetSkinByHandle( qhandle_t hSkin );
+
+int R_ComputeLOD( trRefEntity_t *ent );
+
+const void *RB_TakeVideoFrameCmd( const void *data );
+
+//
+// tr_shader.c
+//
+qhandle_t RE_RegisterShaderLightMap( const char *name, int lightmapIndex );
+qhandle_t RE_RegisterShader( const char *name );
+qhandle_t RE_RegisterShaderNoMip( const char *name );
+qhandle_t RE_RegisterShaderFromImage(const char *name, int lightmapIndex, image_t *image, qboolean mipRawImage);
+
+shader_t *R_FindShader( const char *name, int lightmapIndex, qboolean mipRawImage );
+shader_t *R_GetShaderByHandle( qhandle_t hShader );
+shader_t *R_GetShaderByState( int index, long *cycleTime );
+shader_t *R_FindShaderByName( const char *name );
+void R_InitShaders( void );
+void R_ShaderList_f( void );
+void R_RemapShader(const char *oldShader, const char *newShader, const char *timeOffset);
+
+/*
+====================================================================
+
+IMPLEMENTATION SPECIFIC FUNCTIONS
+
+====================================================================
+*/
+
+void GLimp_Init( void );
+void GLimp_Shutdown( void );
+void GLimp_EndFrame( void );
+
+qboolean GLimp_SpawnRenderThread( void (*function)( void ) );
+void *GLimp_RendererSleep( void );
+void GLimp_FrontEndSleep( void );
+void GLimp_WakeRenderer( void *data );
+
+void GLimp_LogComment( char *comment );
+void GLimp_Minimize(void);
+
+// NOTE TTimo linux works with float gamma value, not the gamma table
+// the params won't be used, getting the r_gamma cvar directly
+void GLimp_SetGamma( unsigned char red[256],
+ unsigned char green[256],
+ unsigned char blue[256] );
+
+
+void GLimp_InitExtraExtensions( void );
+/*
+====================================================================
+
+TESSELATOR/SHADER DECLARATIONS
+
+====================================================================
+*/
+
+typedef struct stageVars
+{
+ color4ub_t colors[SHADER_MAX_VERTEXES];
+ vec2_t texcoords[NUM_TEXTURE_BUNDLES][SHADER_MAX_VERTEXES];
+} stageVars_t;
+
+#define MAX_MULTIDRAW_PRIMITIVES 16384
+
+typedef struct shaderCommands_s
+{
+ glIndex_t indexes[SHADER_MAX_INDEXES] QALIGN(16);
+ vec4_t xyz[SHADER_MAX_VERTEXES] QALIGN(16);
+ vec4_t normal[SHADER_MAX_VERTEXES] QALIGN(16);
+#ifdef USE_VERT_TANGENT_SPACE
+ vec4_t tangent[SHADER_MAX_VERTEXES] QALIGN(16);
+ vec4_t bitangent[SHADER_MAX_VERTEXES] QALIGN(16);
+#endif
+ vec2_t texCoords[SHADER_MAX_VERTEXES][2] QALIGN(16);
+ vec4_t vertexColors[SHADER_MAX_VERTEXES] QALIGN(16);
+ vec4_t lightdir[SHADER_MAX_VERTEXES] QALIGN(16);
+ //int vertexDlightBits[SHADER_MAX_VERTEXES] QALIGN(16);
+
+ VBO_t *vbo;
+ IBO_t *ibo;
+ qboolean useInternalVBO;
+
+ stageVars_t svars QALIGN(16);
+
+ //color4ub_t constantColor255[SHADER_MAX_VERTEXES] QALIGN(16);
+
+ shader_t *shader;
+ float shaderTime;
+ int fogNum;
+
+ int dlightBits; // or together of all vertexDlightBits
+ int pshadowBits;
+
+ int firstIndex;
+ int numIndexes;
+ int numVertexes;
+
+ int multiDrawPrimitives;
+ GLsizei multiDrawNumIndexes[MAX_MULTIDRAW_PRIMITIVES];
+ GLvoid * multiDrawFirstIndex[MAX_MULTIDRAW_PRIMITIVES];
+ GLvoid * multiDrawLastIndex[MAX_MULTIDRAW_PRIMITIVES];
+
+ // info extracted from current shader
+ int numPasses;
+ void (*currentStageIteratorFunc)( void );
+ shaderStage_t **xstages;
+} shaderCommands_t;
+
+extern shaderCommands_t tess;
+
+void RB_BeginSurface(shader_t *shader, int fogNum );
+void RB_EndSurface(void);
+void RB_CheckOverflow( int verts, int indexes );
+#define RB_CHECKOVERFLOW(v,i) if (tess.numVertexes + (v) >= SHADER_MAX_VERTEXES || tess.numIndexes + (i) >= SHADER_MAX_INDEXES ) {RB_CheckOverflow(v,i);}
+
+void R_DrawElementsVBO( int numIndexes, int firstIndex );
+void RB_StageIteratorGeneric( void );
+void RB_StageIteratorSky( void );
+void RB_StageIteratorVertexLitTexture( void );
+void RB_StageIteratorLightmappedMultitexture( void );
+
+void RB_AddQuadStamp( vec3_t origin, vec3_t left, vec3_t up, float color[4] );
+void RB_AddQuadStampExt( vec3_t origin, vec3_t left, vec3_t up, float color[4], float s1, float t1, float s2, float t2 );
+void RB_InstantQuad( vec4_t quadVerts[4] );
+//void RB_InstantQuad2(vec4_t quadVerts[4], vec2_t texCoords[4], vec4_t color, shaderProgram_t *sp, vec2_t invTexRes);
+void RB_InstantQuad2(vec4_t quadVerts[4], vec2_t texCoords[4]);
+
+void RB_ShowImages( void );
+
+
+/*
+============================================================
+
+WORLD MAP
+
+============================================================
+*/
+
+void R_AddBrushModelSurfaces( trRefEntity_t *e );
+void R_AddWorldSurfaces( void );
+qboolean R_inPVS( const vec3_t p1, const vec3_t p2 );
+
+
+/*
+============================================================
+
+FLARES
+
+============================================================
+*/
+
+void R_ClearFlares( void );
+
+void RB_AddFlare( void *surface, int fogNum, vec3_t point, vec3_t color, vec3_t normal );
+void RB_AddDlightFlares( void );
+void RB_RenderFlares (void);
+
+/*
+============================================================
+
+LIGHTS
+
+============================================================
+*/
+
+void R_DlightBmodel( bmodel_t *bmodel );
+void R_SetupEntityLighting( const trRefdef_t *refdef, trRefEntity_t *ent );
+void R_TransformDlights( int count, dlight_t *dl, orientationr_t *or );
+int R_LightForPoint( vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir );
+int R_LightDirForPoint( vec3_t point, vec3_t lightDir, vec3_t normal, world_t *world );
+
+
+/*
+============================================================
+
+SHADOWS
+
+============================================================
+*/
+
+void RB_ShadowTessEnd( void );
+void RB_ShadowFinish( void );
+void RB_ProjectionShadowDeform( void );
+
+/*
+============================================================
+
+SKIES
+
+============================================================
+*/
+
+void R_BuildCloudData( shaderCommands_t *shader );
+void R_InitSkyTexCoords( float cloudLayerHeight );
+void R_DrawSkyBox( shaderCommands_t *shader );
+void RB_DrawSun( void );
+void RB_ClipSkyPolygons( shaderCommands_t *shader );
+
+/*
+============================================================
+
+CURVE TESSELATION
+
+============================================================
+*/
+
+#define PATCH_STITCHING
+
+srfGridMesh_t *R_SubdividePatchToGrid( int width, int height,
+ srfVert_t points[MAX_PATCH_SIZE*MAX_PATCH_SIZE] );
+srfGridMesh_t *R_GridInsertColumn( srfGridMesh_t *grid, int column, int row, vec3_t point, float loderror );
+srfGridMesh_t *R_GridInsertRow( srfGridMesh_t *grid, int row, int column, vec3_t point, float loderror );
+void R_FreeSurfaceGridMesh( srfGridMesh_t *grid );
+
+/*
+============================================================
+
+MARKERS, POLYGON PROJECTION ON WORLD POLYGONS
+
+============================================================
+*/
+
+int R_MarkFragments( int numPoints, const vec3_t *points, const vec3_t projection,
+ int maxPoints, vec3_t pointBuffer, int maxFragments, markFragment_t *fragmentBuffer );
+
+
+/*
+============================================================
+
+VERTEX BUFFER OBJECTS
+
+============================================================
+*/
+VBO_t *R_CreateVBO(const char *name, byte * vertexes, int vertexesSize, vboUsage_t usage);
+VBO_t *R_CreateVBO2(const char *name, int numVertexes, srfVert_t * vertexes, uint32_t stateBits, vboUsage_t usage);
+
+IBO_t *R_CreateIBO(const char *name, byte * indexes, int indexesSize, vboUsage_t usage);
+IBO_t *R_CreateIBO2(const char *name, int numTriangles, srfTriangle_t * triangles, vboUsage_t usage);
+
+void R_BindVBO(VBO_t * vbo);
+void R_BindNullVBO(void);
+
+void R_BindIBO(IBO_t * ibo);
+void R_BindNullIBO(void);
+
+void R_InitVBOs(void);
+void R_ShutdownVBOs(void);
+void R_VBOList_f(void);
+
+void RB_UpdateVBOs(unsigned int attribBits);
+
+
+/*
+============================================================
+
+GLSL
+
+============================================================
+*/
+
+void GLSL_InitGPUShaders(void);
+void GLSL_ShutdownGPUShaders(void);
+void GLSL_VertexAttribsState(uint32_t stateBits);
+void GLSL_VertexAttribPointers(uint32_t attribBits);
+void GLSL_BindProgram(shaderProgram_t * program);
+void GLSL_BindNullProgram(void);
+
+void GLSL_SetNumUniforms(shaderProgram_t *program, int numUniforms);
+void GLSL_SetUniformName(shaderProgram_t *program, int uniformNum, const char *name);
+void GLSL_SetUniformInt(shaderProgram_t *program, int uniformNum, GLint value);
+void GLSL_SetUniformFloat(shaderProgram_t *program, int uniformNum, GLfloat value);
+void GLSL_SetUniformFloat5(shaderProgram_t *program, int uniformNum, const vec5_t v);
+void GLSL_SetUniformVec2(shaderProgram_t *program, int uniformNum, const vec2_t v);
+void GLSL_SetUniformVec3(shaderProgram_t *program, int uniformNum, const vec3_t v);
+void GLSL_SetUniformVec4(shaderProgram_t *program, int uniformNum, const vec4_t v);
+void GLSL_SetUniformMatrix16(shaderProgram_t *program, int uniformNum, const matrix_t matrix);
+
+shaderProgram_t *GLSL_GetGenericShaderProgram(int stage);
+
+/*
+============================================================
+
+SCENE GENERATION
+
+============================================================
+*/
+
+void R_ToggleSmpFrame( void );
+
+void RE_ClearScene( void );
+void RE_AddRefEntityToScene( const refEntity_t *ent );
+void RE_AddPolyToScene( qhandle_t hShader , int numVerts, const polyVert_t *verts, int num );
+void RE_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b );
+void RE_AddAdditiveLightToScene( const vec3_t org, float intensity, float r, float g, float b );
+void RE_RenderScene( const refdef_t *fd );
+
+#ifdef RAVENMD4
+/*
+=============================================================
+
+UNCOMPRESSING BONES
+
+=============================================================
+*/
+
+#define MC_BITS_X (16)
+#define MC_BITS_Y (16)
+#define MC_BITS_Z (16)
+#define MC_BITS_VECT (16)
+
+#define MC_SCALE_X (1.0f/64)
+#define MC_SCALE_Y (1.0f/64)
+#define MC_SCALE_Z (1.0f/64)
+
+void MC_UnCompress(float mat[3][4],const unsigned char * comp);
+#endif
+
+/*
+=============================================================
+
+ANIMATED MODELS
+
+=============================================================
+*/
+
+// void R_MakeAnimModel( model_t *model ); haven't seen this one really, so not needed I guess.
+void R_AddAnimSurfaces( trRefEntity_t *ent );
+void RB_SurfaceAnim( md4Surface_t *surfType );
+#ifdef RAVENMD4
+void R_MDRAddAnimSurfaces( trRefEntity_t *ent );
+void RB_MDRSurfaceAnim( md4Surface_t *surface );
+#endif
+qboolean R_LoadIQM (model_t *mod, void *buffer, int filesize, const char *name );
+void R_AddIQMSurfaces( trRefEntity_t *ent );
+void RB_IQMSurfaceAnim( surfaceType_t *surface );
+int R_IQMLerpTag( orientation_t *tag, iqmData_t *data,
+ int startFrame, int endFrame,
+ float frac, const char *tagName );
+
+/*
+=============================================================
+
+IMAGE LOADERS
+
+=============================================================
+*/
+
+void R_LoadBMP( const char *name, byte **pic, int *width, int *height );
+void R_LoadJPG( const char *name, byte **pic, int *width, int *height );
+void R_LoadPCX( const char *name, byte **pic, int *width, int *height );
+void R_LoadPNG( const char *name, byte **pic, int *width, int *height );
+void R_LoadTGA( const char *name, byte **pic, int *width, int *height );
+
+/*
+=============================================================
+=============================================================
+*/
+void R_TransformModelToClip( const vec3_t src, const float *modelMatrix, const float *projectionMatrix,
+ vec4_t eye, vec4_t dst );
+void R_TransformClipToWindow( const vec4_t clip, const viewParms_t *view, vec4_t normalized, vec4_t window );
+
+void RB_DeformTessGeometry( void );
+
+void RB_CalcEnvironmentTexCoords( float *dstTexCoords );
+void RB_CalcFogTexCoords( float *dstTexCoords );
+void RB_CalcScrollTexCoords( const float scroll[2], float *dstTexCoords );
+void RB_CalcRotateTexCoords( float rotSpeed, float *dstTexCoords );
+void RB_CalcScaleTexCoords( const float scale[2], float *dstTexCoords );
+void RB_CalcTurbulentTexCoords( const waveForm_t *wf, float *dstTexCoords );
+void RB_CalcTransformTexCoords( const texModInfo_t *tmi, float *dstTexCoords );
+
+void RB_CalcScaleTexMatrix( const float scale[2], float *matrix );
+void RB_CalcScrollTexMatrix( const float scrollSpeed[2], float *matrix );
+void RB_CalcRotateTexMatrix( float degsPerSecond, float *matrix );
+void RB_CalcTurbulentTexMatrix( const waveForm_t *wf, matrix_t matrix );
+void RB_CalcTransformTexMatrix( const texModInfo_t *tmi, float *matrix );
+void RB_CalcStretchTexMatrix( const waveForm_t *wf, float *matrix );
+
+void RB_CalcModulateColorsByFog( unsigned char *dstColors );
+void RB_CalcModulateAlphasByFog( unsigned char *dstColors );
+void RB_CalcModulateRGBAsByFog( unsigned char *dstColors );
+void RB_CalcWaveAlpha( const waveForm_t *wf, unsigned char *dstColors );
+float RB_CalcWaveAlphaSingle( const waveForm_t *wf );
+void RB_CalcWaveColor( const waveForm_t *wf, unsigned char *dstColors );
+float RB_CalcWaveColorSingle( const waveForm_t *wf );
+void RB_CalcAlphaFromEntity( unsigned char *dstColors );
+void RB_CalcAlphaFromOneMinusEntity( unsigned char *dstColors );
+void RB_CalcStretchTexCoords( const waveForm_t *wf, float *texCoords );
+void RB_CalcColorFromEntity( unsigned char *dstColors );
+void RB_CalcColorFromOneMinusEntity( unsigned char *dstColors );
+void RB_CalcSpecularAlpha( unsigned char *alphas );
+void RB_CalcDiffuseColor( unsigned char *colors );
+
+/*
+=============================================================
+
+RENDERER BACK END FUNCTIONS
+
+=============================================================
+*/
+
+void RB_RenderThread( void );
+void RB_ExecuteRenderCommands( const void *data );
+
+/*
+=============================================================
+
+RENDERER BACK END COMMAND QUEUE
+
+=============================================================
+*/
+
+#define MAX_RENDER_COMMANDS 0x40000
+
+typedef struct {
+ byte cmds[MAX_RENDER_COMMANDS];
+ int used;
+} renderCommandList_t;
+
+typedef struct {
+ int commandId;
+ float color[4];
+} setColorCommand_t;
+
+typedef struct {
+ int commandId;
+ int buffer;
+} drawBufferCommand_t;
+
+typedef struct {
+ int commandId;
+ image_t *image;
+ int width;
+ int height;
+ void *data;
+} subImageCommand_t;
+
+typedef struct {
+ int commandId;
+} swapBuffersCommand_t;
+
+typedef struct {
+ int commandId;
+ int buffer;
+} endFrameCommand_t;
+
+typedef struct {
+ int commandId;
+ shader_t *shader;
+ float x, y;
+ float w, h;
+ float s1, t1;
+ float s2, t2;
+} stretchPicCommand_t;
+
+typedef struct {
+ int commandId;
+ trRefdef_t refdef;
+ viewParms_t viewParms;
+ drawSurf_t *drawSurfs;
+ int numDrawSurfs;
+} drawSurfsCommand_t;
+
+typedef struct {
+ int commandId;
+ int x;
+ int y;
+ int width;
+ int height;
+ char *fileName;
+ qboolean jpeg;
+} screenshotCommand_t;
+
+typedef struct {
+ int commandId;
+ int width;
+ int height;
+ byte *captureBuffer;
+ byte *encodeBuffer;
+ qboolean motionJpeg;
+} videoFrameCommand_t;
+
+typedef struct
+{
+ int commandId;
+
+ GLboolean rgba[4];
+} colorMaskCommand_t;
+
+typedef struct
+{
+ int commandId;
+} clearDepthCommand_t;
+
+typedef struct {
+ int commandId;
+ int map;
+ int cubeSide;
+} capShadowmapCommand_t;
+
+typedef struct {
+ int commandId;
+ trRefdef_t refdef;
+ viewParms_t viewParms;
+} postProcessCommand_t;
+
+typedef enum {
+ RC_END_OF_LIST,
+ RC_SET_COLOR,
+ RC_STRETCH_PIC,
+ RC_DRAW_SURFS,
+ RC_DRAW_BUFFER,
+ RC_SWAP_BUFFERS,
+ RC_SCREENSHOT,
+ RC_VIDEOFRAME,
+ RC_COLORMASK,
+ RC_CLEARDEPTH,
+ RC_CAPSHADOWMAP,
+ RC_POSTPROCESS
+} renderCommand_t;
+
+
+// these are sort of arbitrary limits.
+// the limits apply to the sum of all scenes in a frame --
+// the main view, all the 3D icons, etc
+#define MAX_POLYS 600
+#define MAX_POLYVERTS 3000
+
+// all of the information needed by the back end must be
+// contained in a backEndData_t. This entire structure is
+// duplicated so the front and back end can run in parallel
+// on an SMP machine
+typedef struct {
+ drawSurf_t drawSurfs[MAX_DRAWSURFS];
+ dlight_t dlights[MAX_DLIGHTS];
+ trRefEntity_t entities[MAX_REFENTITIES];
+ srfPoly_t *polys;//[MAX_POLYS];
+ polyVert_t *polyVerts;//[MAX_POLYVERTS];
+ pshadow_t pshadows[MAX_CALC_PSHADOWS];
+ renderCommandList_t commands;
+} backEndData_t;
+
+extern int max_polys;
+extern int max_polyverts;
+
+extern backEndData_t *backEndData[SMP_FRAMES]; // the second one may not be allocated
+
+extern volatile renderCommandList_t *renderCommandList;
+
+extern volatile qboolean renderThreadActive;
+
+
+void *R_GetCommandBuffer( int bytes );
+void RB_ExecuteRenderCommands( const void *data );
+
+void R_InitCommandBuffers( void );
+void R_ShutdownCommandBuffers( void );
+
+void R_SyncRenderThread( void );
+
+void R_AddDrawSurfCmd( drawSurf_t *drawSurfs, int numDrawSurfs );
+void R_AddCapShadowmapCmd( int dlight, int cubeSide );
+void R_AddPostProcessCmd (void);
+
+void RE_SetColor( const float *rgba );
+void RE_StretchPic ( float x, float y, float w, float h,
+ float s1, float t1, float s2, float t2, qhandle_t hShader );
+void RE_BeginFrame( stereoFrame_t stereoFrame );
+void RE_EndFrame( int *frontEndMsec, int *backEndMsec );
+void RE_SaveJPG(char * filename, int quality, int image_width, int image_height,
+ unsigned char *image_buffer, int padding);
+size_t RE_SaveJPGToBuffer(byte *buffer, size_t bufSize, int quality,
+ int image_width, int image_height, byte *image_buffer, int padding);
+void RE_TakeVideoFrame( int width, int height,
+ byte *captureBuffer, byte *encodeBuffer, qboolean motionJpeg );
+
+// font stuff
+void R_InitFreeType( void );
+void R_DoneFreeType( void );
+void RE_RegisterFont(const char *fontName, int pointSize, fontInfo_t *font);
+
+
+#endif //TR_LOCAL_H
Added: trunk/code/rend2/tr_main.c
===================================================================
--- trunk/code/rend2/tr_main.c (rev 0)
+++ trunk/code/rend2/tr_main.c 2012-10-26 01:23:06 UTC (rev 2329)
@@ -0,0 +1,2878 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Quake III Arena source code is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Quake III Arena source code; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+// tr_main.c -- main control flow for each frame
+
+#include "tr_local.h"
+
+#include <string.h> // memcpy
+
+trGlobals_t tr;
+
+static float s_flipMatrix[16] = {
+ // convert from our coordinate system (looking down X)
+ // to OpenGL's coordinate system (looking down -Z)
+ 0, 0, -1, 0,
+ -1, 0, 0, 0,
+ 0, 1, 0, 0,
+ 0, 0, 0, 1
+};
+
+
+refimport_t ri;
+
+// entities that will have procedurally generated surfaces will just
+// point at this for their sorting surface
+surfaceType_t entitySurface = SF_ENTITY;
+
+/*
+================
+R_CompareVert
+================
+*/
+qboolean R_CompareVert(srfVert_t * v1, srfVert_t * v2, qboolean checkST)
+{
+ int i;
+
+ for(i = 0; i < 3; i++)
+ {
+ if(floor(v1->xyz[i] + 0.1) != floor(v2->xyz[i] + 0.1))
+ {
+ return qfalse;
+ }
+
+ if(checkST && ((v1->st[0] != v2->st[0]) || (v1->st[1] != v2->st[1])))
+ {
+ return qfalse;
+ }
+ }
+
+ return qtrue;
+}
+
+/*
+=============
+R_CalcNormalForTriangle
+=============
+*/
+void R_CalcNormalForTriangle(vec3_t normal, const vec3_t v0, const vec3_t v1, const vec3_t v2)
+{
+ vec3_t udir, vdir;
+
+ // compute the face normal based on vertex points
+ VectorSubtract(v2, v0, udir);
+ VectorSubtract(v1, v0, vdir);
+ CrossProduct(udir, vdir, normal);
+
+ VectorNormalize(normal);
+}
+
+/*
+=============
+R_CalcTangentsForTriangle
+http://members.rogers.com/deseric/tangentspace.htm
+=============
+*/
+void R_CalcTangentsForTriangle(vec3_t tangent, vec3_t bitangent,
+ const vec3_t v0, const vec3_t v1, const vec3_t v2,
+ const vec2_t t0, const vec2_t t1, const vec2_t t2)
+{
+ int i;
+ vec3_t planes[3];
+ vec3_t u, v;
+
+ for(i = 0; i < 3; i++)
+ {
+ VectorSet(u, v1[i] - v0[i], t1[0] - t0[0], t1[1] - t0[1]);
+ VectorSet(v, v2[i] - v0[i], t2[0] - t0[0], t2[1] - t0[1]);
+
+ VectorNormalize(u);
+ VectorNormalize(v);
+
+ CrossProduct(u, v, planes[i]);
+ }
+
+ //So your tangent space will be defined by this :
+ //Normal = Normal of the triangle or Tangent X Bitangent (careful with the cross product,
+ // you have to make sure the normal points in the right direction)
+ //Tangent = ( dp(Fx(s,t)) / ds, dp(Fy(s,t)) / ds, dp(Fz(s,t)) / ds ) or ( -Bx/Ax, -By/Ay, - Bz/Az )
+ //Bitangent = ( dp(Fx(s,t)) / dt, dp(Fy(s,t)) / dt, dp(Fz(s,t)) / dt ) or ( -Cx/Ax, -Cy/Ay, -Cz/Az )
+
+ // tangent...
+ tangent[0] = -planes[0][1] / planes[0][0];
+ tangent[1] = -planes[1][1] / planes[1][0];
+ tangent[2] = -planes[2][1] / planes[2][0];
+ VectorNormalize(tangent);
+
+ // bitangent...
+ bitangent[0] = -planes[0][2] / planes[0][0];
+ bitangent[1] = -planes[1][2] / planes[1][0];
+ bitangent[2] = -planes[2][2] / planes[2][0];
+ VectorNormalize(bitangent);
+}
+
+
+
+
+/*
+=============
+R_CalcTangentSpace
+=============
+*/
+void R_CalcTangentSpace(vec3_t tangent, vec3_t bitangent, vec3_t normal,
+ const vec3_t v0, const vec3_t v1, const vec3_t v2, const vec2_t t0, const vec2_t t1, const vec2_t t2)
+{
+ vec3_t cp, u, v;
+ vec3_t faceNormal;
+
+ VectorSet(u, v1[0] - v0[0], t1[0] - t0[0], t1[1] - t0[1]);
+ VectorSet(v, v2[0] - v0[0], t2[0] - t0[0], t2[1] - t0[1]);
+
+ CrossProduct(u, v, cp);
+ if(fabs(cp[0]) > 10e-6)
+ {
+ tangent[0] = -cp[1] / cp[0];
+ bitangent[0] = -cp[2] / cp[0];
+ }
+
+ u[0] = v1[1] - v0[1];
+ v[0] = v2[1] - v0[1];
+
+ CrossProduct(u, v, cp);
+ if(fabs(cp[0]) > 10e-6)
+ {
+ tangent[1] = -cp[1] / cp[0];
+ bitangent[1] = -cp[2] / cp[0];
+ }
+
+ u[0] = v1[2] - v0[2];
+ v[0] = v2[2] - v0[2];
+
+ CrossProduct(u, v, cp);
+ if(fabs(cp[0]) > 10e-6)
+ {
+ tangent[2] = -cp[1] / cp[0];
+ bitangent[2] = -cp[2] / cp[0];
+ }
+
+ VectorNormalize(tangent);
+ VectorNormalize(bitangent);
+
+ // compute the face normal based on vertex points
+ if ( normal[0] == 0.0f && normal[1] == 0.0f && normal[2] == 0.0f )
+ {
+ VectorSubtract(v2, v0, u);
+ VectorSubtract(v1, v0, v);
+ CrossProduct(u, v, faceNormal);
+ }
+ else
+ {
+ VectorCopy(normal, faceNormal);
+ }
+
+ VectorNormalize(faceNormal);
+
+#if 1
+ // Gram-Schmidt orthogonalize
+ //tangent[a] = (t - n * Dot(n, t)).Normalize();
+ VectorMA(tangent, -DotProduct(faceNormal, tangent), faceNormal, tangent);
+ VectorNormalize(tangent);
+
+ // compute the cross product B=NxT
+ //CrossProduct(normal, tangent, bitangent);
+#else
+ // normal, compute the cross product N=TxB
+ CrossProduct(tangent, bitangent, normal);
+ VectorNormalize(normal);
+
+ if(DotProduct(normal, faceNormal) < 0)
+ {
+ //VectorInverse(normal);
+ //VectorInverse(tangent);
+ //VectorInverse(bitangent);
+
+ // compute the cross product T=BxN
+ CrossProduct(bitangent, faceNormal, tangent);
+
+ // compute the cross product B=NxT
+ //CrossProduct(normal, tangent, bitangent);
+ }
+#endif
+
+ VectorCopy(faceNormal, normal);
+}
+
+void R_CalcTangentSpaceFast(vec3_t tangent, vec3_t bitangent, vec3_t normal,
+ const vec3_t v0, const vec3_t v1, const vec3_t v2, const vec2_t t0, const vec2_t t1, const vec2_t t2)
+{
+ vec3_t cp, u, v;
+ vec3_t faceNormal;
+
+ VectorSet(u, v1[0] - v0[0], t1[0] - t0[0], t1[1] - t0[1]);
+ VectorSet(v, v2[0] - v0[0], t2[0] - t0[0], t2[1] - t0[1]);
+
+ CrossProduct(u, v, cp);
+ if(fabs(cp[0]) > 10e-6)
+ {
+ tangent[0] = -cp[1] / cp[0];
+ bitangent[0] = -cp[2] / cp[0];
+ }
+
+ u[0] = v1[1] - v0[1];
+ v[0] = v2[1] - v0[1];
+
+ CrossProduct(u, v, cp);
+ if(fabs(cp[0]) > 10e-6)
+ {
+ tangent[1] = -cp[1] / cp[0];
+ bitangent[1] = -cp[2] / cp[0];
+ }
+
+ u[0] = v1[2] - v0[2];
+ v[0] = v2[2] - v0[2];
+
+ CrossProduct(u, v, cp);
+ if(fabs(cp[0]) > 10e-6)
+ {
+ tangent[2] = -cp[1] / cp[0];
+ bitangent[2] = -cp[2] / cp[0];
+ }
+
+ VectorNormalizeFast(tangent);
+ VectorNormalizeFast(bitangent);
+
+ // compute the face normal based on vertex points
+ VectorSubtract(v2, v0, u);
+ VectorSubtract(v1, v0, v);
+ CrossProduct(u, v, faceNormal);
+
+ VectorNormalizeFast(faceNormal);
+
+#if 0
+ // normal, compute the cross product N=TxB
+ CrossProduct(tangent, bitangent, normal);
+ VectorNormalizeFast(normal);
+
+ if(DotProduct(normal, faceNormal) < 0)
+ {
+ VectorInverse(normal);
+ //VectorInverse(tangent);
+ //VectorInverse(bitangent);
+
+ CrossProduct(normal, tangent, bitangent);
+ }
+
+ VectorCopy(faceNormal, normal);
+#else
+ // Gram-Schmidt orthogonalize
+ //tangent[a] = (t - n * Dot(n, t)).Normalize();
+ VectorMA(tangent, -DotProduct(faceNormal, tangent), faceNormal, tangent);
+ VectorNormalizeFast(tangent);
+#endif
+
+ VectorCopy(faceNormal, normal);
+}
+
+/*
+http://www.terathon.com/code/tangent.html
+*/
+void R_CalcTBN(vec3_t tangent, vec3_t bitangent, vec3_t normal,
+ const vec3_t v1, const vec3_t v2, const vec3_t v3, const vec2_t w1, const vec2_t w2, const vec2_t w3)
+{
+ vec3_t u, v;
+ float x1, x2, y1, y2, z1, z2;
+ float s1, s2, t1, t2;
+ float r, dot;
+
+ x1 = v2[0] - v1[0];
+ x2 = v3[0] - v1[0];
+ y1 = v2[1] - v1[1];
+ y2 = v3[1] - v1[1];
+ z1 = v2[2] - v1[2];
+ z2 = v3[2] - v1[2];
+
+ s1 = w2[0] - w1[0];
+ s2 = w3[0] - w1[0];
+ t1 = w2[1] - w1[1];
+ t2 = w3[1] - w1[1];
+
+ r = 1.0f / (s1 * t2 - s2 * t1);
+
+ VectorSet(tangent, (t2 * x1 - t1 * x2) * r, (t2 * y1 - t1 * y2) * r, (t2 * z1 - t1 * z2) * r);
+ VectorSet(bitangent, (s1 * x2 - s2 * x1) * r, (s1 * y2 - s2 * y1) * r, (s1 * z2 - s2 * z1) * r);
+
+ // compute the face normal based on vertex points
+ VectorSubtract(v3, v1, u);
+ VectorSubtract(v2, v1, v);
+ CrossProduct(u, v, normal);
+
+ VectorNormalize(normal);
+
+ // Gram-Schmidt orthogonalize
+ //tangent[a] = (t - n * Dot(n, t)).Normalize();
+ dot = DotProduct(normal, tangent);
+ VectorMA(tangent, -dot, normal, tangent);
+ VectorNormalize(tangent);
+
+ // B=NxT
+ //CrossProduct(normal, tangent, bitangent);
+}
+
+void R_CalcTBN2(vec3_t tangent, vec3_t bitangent, vec3_t normal,
+ const vec3_t v1, const vec3_t v2, const vec3_t v3, const vec2_t t1, const vec2_t t2, const vec2_t t3)
+{
+ vec3_t v2v1;
+ vec3_t v3v1;
+
+ float c2c1_T;
+ float c2c1_B;
+
+ float c3c1_T;
+ float c3c1_B;
+
+ float denominator;
+ float scale1, scale2;
+
+ vec3_t T, B, N, C;
+
+
+ // Calculate the tangent basis for each vertex of the triangle
+ // UPDATE: In the 3rd edition of the accompanying article, the for-loop located here has
+ // been removed as it was redundant (the entire TBN matrix was calculated three times
+ // instead of just one).
+ //
+ // Please note, that this function relies on the fact that the input geometry are triangles
+ // and the tangent basis for each vertex thus is identical!
+ //
+
+ // Calculate the vectors from the current vertex to the two other vertices in the triangle
+ VectorSubtract(v2, v1, v2v1);
+ VectorSubtract(v3, v1, v3v1);
+
+ // The equation presented in the article states that:
+ // c2c1_T = V2.texcoord.x V1.texcoord.x
+ // c2c1_B = V2.texcoord.y V1.texcoord.y
+ // c3c1_T = V3.texcoord.x V1.texcoord.x
+ // c3c1_B = V3.texcoord.y V1.texcoord.y
+
+ // Calculate c2c1_T and c2c1_B
+ c2c1_T = t2[0] - t1[0];
+ c2c1_B = t2[1] - t2[1];
+
+ // Calculate c3c1_T and c3c1_B
+ c3c1_T = t3[0] - t1[0];
+ c3c1_B = t3[1] - t1[1];
+
+ denominator = c2c1_T * c3c1_B - c3c1_T * c2c1_B;
+ //if(ROUNDOFF(fDenominator) == 0.0f)
+ if(denominator == 0.0f)
+ {
+ // We won't risk a divide by zero, so set the tangent matrix to the identity matrix
+ VectorSet(tangent, 1, 0, 0);
+ VectorSet(bitangent, 0, 1, 0);
+ VectorSet(normal, 0, 0, 1);
+ }
+ else
+ {
+ // Calculate the reciprocal value once and for all (to achieve speed)
+ scale1 = 1.0f / denominator;
+
+ // T and B are calculated just as the equation in the article states
+ VectorSet(T, (c3c1_B * v2v1[0] - c2c1_B * v3v1[0]) * scale1,
+ (c3c1_B * v2v1[1] - c2c1_B * v3v1[1]) * scale1,
+ (c3c1_B * v2v1[2] - c2c1_B * v3v1[2]) * scale1);
+
+ VectorSet(B, (-c3c1_T * v2v1[0] + c2c1_T * v3v1[0]) * scale1,
+ (-c3c1_T * v2v1[1] + c2c1_T * v3v1[1]) * scale1,
+ (-c3c1_T * v2v1[2] + c2c1_T * v3v1[2]) * scale1);
+
+ // The normal N is calculated as the cross product between T and B
+ CrossProduct(T, B, N);
+
+#if 0
+ VectorCopy(T, tangent);
+ VectorCopy(B, bitangent);
+ VectorCopy(N, normal);
+#else
+ // Calculate the reciprocal value once and for all (to achieve speed)
+ scale2 = 1.0f / ((T[0] * B[1] * N[2] - T[2] * B[1] * N[0]) +
+ (B[0] * N[1] * T[2] - B[2] * N[1] * T[0]) +
+ (N[0] * T[1] * B[2] - N[2] * T[1] * B[0]));
+
+ // Calculate the inverse if the TBN matrix using the formula described in the article.
+ // We store the basis vectors directly in the provided TBN matrix: pvTBNMatrix
+ CrossProduct(B, N, C); tangent[0] = C[0] * scale2;
+ CrossProduct(N, T, C); tangent[1] = -C[0] * scale2;
+ CrossProduct(T, B, C); tangent[2] = C[0] * scale2;
+ VectorNormalize(tangent);
+
+ CrossProduct(B, N, C); bitangent[0] = -C[1] * scale2;
+ CrossProduct(N, T, C); bitangent[1] = C[1] * scale2;
+ CrossProduct(T, B, C); bitangent[2] = -C[1] * scale2;
+ VectorNormalize(bitangent);
+
+ CrossProduct(B, N, C); normal[0] = C[2] * scale2;
+ CrossProduct(N, T, C); normal[1] = -C[2] * scale2;
+ CrossProduct(T, B, C); normal[2] = C[2] * scale2;
+ VectorNormalize(normal);
+#endif
+ }
+}
+
+
+#ifdef USE_VERT_TANGENT_SPACE
+qboolean R_CalcTangentVectors(srfVert_t * dv[3])
+{
+ int i;
+ float bb, s, t;
+ vec3_t bary;
+
+
+ /* calculate barycentric basis for the triangle */
+ bb = (dv[1]->st[0] - dv[0]->st[0]) * (dv[2]->st[1] - dv[0]->st[1]) - (dv[2]->st[0] - dv[0]->st[0]) * (dv[1]->st[1] - dv[0]->st[1]);
+ if(fabs(bb) < 0.00000001f)
+ return qfalse;
+
+ /* do each vertex */
+ for(i = 0; i < 3; i++)
+ {
+ // calculate s tangent vector
+ s = dv[i]->st[0] + 10.0f;
+ t = dv[i]->st[1];
+ bary[0] = ((dv[1]->st[0] - s) * (dv[2]->st[1] - t) - (dv[2]->st[0] - s) * (dv[1]->st[1] - t)) / bb;
+ bary[1] = ((dv[2]->st[0] - s) * (dv[0]->st[1] - t) - (dv[0]->st[0] - s) * (dv[2]->st[1] - t)) / bb;
+ bary[2] = ((dv[0]->st[0] - s) * (dv[1]->st[1] - t) - (dv[1]->st[0] - s) * (dv[0]->st[1] - t)) / bb;
+
+ dv[i]->tangent[0] = bary[0] * dv[0]->xyz[0] + bary[1] * dv[1]->xyz[0] + bary[2] * dv[2]->xyz[0];
+ dv[i]->tangent[1] = bary[0] * dv[0]->xyz[1] + bary[1] * dv[1]->xyz[1] + bary[2] * dv[2]->xyz[1];
+ dv[i]->tangent[2] = bary[0] * dv[0]->xyz[2] + bary[1] * dv[1]->xyz[2] + bary[2] * dv[2]->xyz[2];
+
+ VectorSubtract(dv[i]->tangent, dv[i]->xyz, dv[i]->tangent);
+ VectorNormalize(dv[i]->tangent);
+
+ // calculate t tangent vector
+ s = dv[i]->st[0];
+ t = dv[i]->st[1] + 10.0f;
+ bary[0] = ((dv[1]->st[0] - s) * (dv[2]->st[1] - t) - (dv[2]->st[0] - s) * (dv[1]->st[1] - t)) / bb;
+ bary[1] = ((dv[2]->st[0] - s) * (dv[0]->st[1] - t) - (dv[0]->st[0] - s) * (dv[2]->st[1] - t)) / bb;
+ bary[2] = ((dv[0]->st[0] - s) * (dv[1]->st[1] - t) - (dv[1]->st[0] - s) * (dv[0]->st[1] - t)) / bb;
+
+ dv[i]->bitangent[0] = bary[0] * dv[0]->xyz[0] + bary[1] * dv[1]->xyz[0] + bary[2] * dv[2]->xyz[0];
+ dv[i]->bitangent[1] = bary[0] * dv[0]->xyz[1] + bary[1] * dv[1]->xyz[1] + bary[2] * dv[2]->xyz[1];
+ dv[i]->bitangent[2] = bary[0] * dv[0]->xyz[2] + bary[1] * dv[1]->xyz[2] + bary[2] * dv[2]->xyz[2];
+
+ VectorSubtract(dv[i]->bitangent, dv[i]->xyz, dv[i]->bitangent);
+ VectorNormalize(dv[i]->bitangent);
+
+ // debug code
+ //% Sys_FPrintf( SYS_VRB, "%d S: (%f %f %f) T: (%f %f %f)\n", i,
+ //% stv[ i ][ 0 ], stv[ i ][ 1 ], stv[ i ][ 2 ], ttv[ i ][ 0 ], ttv[ i ][ 1 ], ttv[ i ][ 2 ] );
+ }
+
+ return qtrue;
+}
+#endif
+
+
+/*
+=================
+R_FindSurfaceTriangleWithEdge
+Tr3B - recoded from Q2E
+=================
+*/
+static int R_FindSurfaceTriangleWithEdge(int numTriangles, srfTriangle_t * triangles, int start, int end, int ignore)
+{
+ srfTriangle_t *tri;
+ int count, match;
+ int i;
+
+ count = 0;
+ match = -1;
+
+ for(i = 0, tri = triangles; i < numTriangles; i++, tri++)
+ {
+ if((tri->indexes[0] == start && tri->indexes[1] == end) ||
+ (tri->indexes[1] == start && tri->indexes[2] == end) || (tri->indexes[2] == start && tri->indexes[0] == end))
+ {
+ if(i != ignore)
+ {
+ match = i;
+ }
+
+ count++;
+ }
+ else if((tri->indexes[1] == start && tri->indexes[0] == end) ||
+ (tri->indexes[2] == start && tri->indexes[1] == end) || (tri->indexes[0] == start && tri->indexes[2] == end))
+ {
+ count++;
+ }
+ }
+
+ // detect edges shared by three triangles and make them seams
+ if(count > 2)
+ {
+ match = -1;
+ }
+
+ return match;
+}
+
+
+/*
+=================
+R_CalcSurfaceTriangleNeighbors
+Tr3B - recoded from Q2E
+=================
+*/
+void R_CalcSurfaceTriangleNeighbors(int numTriangles, srfTriangle_t * triangles)
+{
+ int i;
+ srfTriangle_t *tri;
+
+ for(i = 0, tri = triangles; i < numTriangles; i++, tri++)
+ {
+ tri->neighbors[0] = R_FindSurfaceTriangleWithEdge(numTriangles, triangles, tri->indexes[1], tri->indexes[0], i);
+ tri->neighbors[1] = R_FindSurfaceTriangleWithEdge(numTriangles, triangles, tri->indexes[2], tri->indexes[1], i);
+ tri->neighbors[2] = R_FindSurfaceTriangleWithEdge(numTriangles, triangles, tri->indexes[0], tri->indexes[2], i);
+ }
+}
+
+/*
+=================
+R_CalcSurfaceTrianglePlanes
+=================
+*/
+void R_CalcSurfaceTrianglePlanes(int numTriangles, srfTriangle_t * triangles, srfVert_t * verts)
+{
+ int i;
+ srfTriangle_t *tri;
+
+ for(i = 0, tri = triangles; i < numTriangles; i++, tri++)
+ {
+ float *v1, *v2, *v3;
+ vec3_t d1, d2;
+
+ v1 = verts[tri->indexes[0]].xyz;
+ v2 = verts[tri->indexes[1]].xyz;
+ v3 = verts[tri->indexes[2]].xyz;
+
+ VectorSubtract(v2, v1, d1);
+ VectorSubtract(v3, v1, d2);
+
+ CrossProduct(d2, d1, tri->plane);
+ tri->plane[3] = DotProduct(tri->plane, v1);
+ }
+}
+
+
+/*
+=================
+R_CullLocalBox
+
+Returns CULL_IN, CULL_CLIP, or CULL_OUT
+=================
+*/
+int R_CullLocalBox(vec3_t localBounds[2]) {
+#if 0
+ int i, j;
+ vec3_t transformed[8];
+ float dists[8];
+ vec3_t v;
+ cplane_t *frust;
+ int anyBack;
+ int front, back;
+
+ if ( r_nocull->integer ) {
+ return CULL_CLIP;
+ }
+
+ // transform into world space
+ for (i = 0 ; i < 8 ; i++) {
+ v[0] = bounds[i&1][0];
+ v[1] = bounds[(i>>1)&1][1];
+ v[2] = bounds[(i>>2)&1][2];
+
+ VectorCopy( tr.or.origin, transformed[i] );
+ VectorMA( transformed[i], v[0], tr.or.axis[0], transformed[i] );
+ VectorMA( transformed[i], v[1], tr.or.axis[1], transformed[i] );
+ VectorMA( transformed[i], v[2], tr.or.axis[2], transformed[i] );
+ }
+
+ // check against frustum planes
+ anyBack = 0;
+ for (i = 0 ; i < 4 ; i++) {
+ frust = &tr.viewParms.frustum[i];
+
+ front = back = 0;
+ for (j = 0 ; j < 8 ; j++) {
+ dists[j] = DotProduct(transformed[j], frust->normal);
+ if ( dists[j] > frust->dist ) {
+ front = 1;
+ if ( back ) {
+ break; // a point is in front
+ }
+ } else {
+ back = 1;
+ }
+ }
+ if ( !front ) {
+ // all points were behind one of the planes
+ return CULL_OUT;
+ }
+ anyBack |= back;
+ }
+
+ if ( !anyBack ) {
+ return CULL_IN; // completely inside frustum
+ }
+
+ return CULL_CLIP; // partially clipped
+#else
+ int j;
+ vec3_t transformed;
+ vec3_t v;
+ vec3_t worldBounds[2];
+
+ if(r_nocull->integer)
+ {
+ return CULL_CLIP;
+ }
+
+ // transform into world space
+ ClearBounds(worldBounds[0], worldBounds[1]);
+
+ for(j = 0; j < 8; j++)
+ {
+ v[0] = localBounds[j & 1][0];
+ v[1] = localBounds[(j >> 1) & 1][1];
+ v[2] = localBounds[(j >> 2) & 1][2];
+
+ R_LocalPointToWorld(v, transformed);
+
+ AddPointToBounds(transformed, worldBounds[0], worldBounds[1]);
+ }
+
+ return R_CullBox(worldBounds);
+#endif
+}
+
+/*
+=================
+R_CullBox
+
+Returns CULL_IN, CULL_CLIP, or CULL_OUT
+=================
+*/
+int R_CullBox(vec3_t worldBounds[2]) {
+ int i;
+ cplane_t *frust;
+ qboolean anyClip;
+ int r;
+
+ // check against frustum planes
+ anyClip = qfalse;
+ for(i = 0; i < 4 /*FRUSTUM_PLANES*/; i++)
+ {
+ frust = &tr.viewParms.frustum[i];
+
+ r = BoxOnPlaneSide(worldBounds[0], worldBounds[1], frust);
+
+ if(r == 2)
+ {
+ // completely outside frustum
+ return CULL_OUT;
+ }
+ if(r == 3)
+ {
+ anyClip = qtrue;
+ }
+ }
+
+ if(!anyClip)
+ {
+ // completely inside frustum
+ return CULL_IN;
+ }
+
+ // partially clipped
+ return CULL_CLIP;
+}
+
+/*
+** R_CullLocalPointAndRadius
+*/
+int R_CullLocalPointAndRadius( const vec3_t pt, float radius )
+{
+ vec3_t transformed;
+
+ R_LocalPointToWorld( pt, transformed );
+
+ return R_CullPointAndRadius( transformed, radius );
+}
+
+/*
+** R_CullPointAndRadius
+*/
+int R_CullPointAndRadiusEx( const vec3_t pt, float radius, const cplane_t* frustum, int numPlanes )
+{
+ int i;
+ float dist;
+ const cplane_t *frust;
+ qboolean mightBeClipped = qfalse;
+
+ if ( r_nocull->integer ) {
+ return CULL_CLIP;
+ }
+
+ // check against frustum planes
+ for (i = 0 ; i < numPlanes ; i++)
+ {
+ frust = &frustum[i];
+
+ dist = DotProduct( pt, frust->normal) - frust->dist;
+ if ( dist < -radius )
+ {
+ return CULL_OUT;
+ }
+ else if ( dist <= radius )
+ {
+ mightBeClipped = qtrue;
+ }
+ }
+
+ if ( mightBeClipped )
+ {
+ return CULL_CLIP;
+ }
+
+ return CULL_IN; // completely inside frustum
+}
+
+/*
+** R_CullPointAndRadius
+*/
+int R_CullPointAndRadius( const vec3_t pt, float radius )
+{
+ return R_CullPointAndRadiusEx(pt, radius, tr.viewParms.frustum, ARRAY_LEN(tr.viewParms.frustum));
+}
+
+/*
+=================
+R_LocalNormalToWorld
+
+=================
+*/
+void R_LocalNormalToWorld (const vec3_t local, vec3_t world) {
+ world[0] = local[0] * tr.or.axis[0][0] + local[1] * tr.or.axis[1][0] + local[2] * tr.or.axis[2][0];
+ world[1] = local[0] * tr.or.axis[0][1] + local[1] * tr.or.axis[1][1] + local[2] * tr.or.axis[2][1];
+ world[2] = local[0] * tr.or.axis[0][2] + local[1] * tr.or.axis[1][2] + local[2] * tr.or.axis[2][2];
+}
+
+/*
+=================
+R_LocalPointToWorld
+
+=================
+*/
+void R_LocalPointToWorld (const vec3_t local, vec3_t world) {
+ world[0] = local[0] * tr.or.axis[0][0] + local[1] * tr.or.axis[1][0] + local[2] * tr.or.axis[2][0] + tr.or.origin[0];
+ world[1] = local[0] * tr.or.axis[0][1] + local[1] * tr.or.axis[1][1] + local[2] * tr.or.axis[2][1] + tr.or.origin[1];
+ world[2] = local[0] * tr.or.axis[0][2] + local[1] * tr.or.axis[1][2] + local[2] * tr.or.axis[2][2] + tr.or.origin[2];
+}
+
+/*
+=================
+R_WorldToLocal
+
+=================
+*/
+void R_WorldToLocal (const vec3_t world, vec3_t local) {
+ local[0] = DotProduct(world, tr.or.axis[0]);
+ local[1] = DotProduct(world, tr.or.axis[1]);
+ local[2] = DotProduct(world, tr.or.axis[2]);
+}
+
+/*
+==========================
+R_TransformModelToClip
+
+==========================
+*/
+void R_TransformModelToClip( const vec3_t src, const float *modelMatrix, const float *projectionMatrix,
+ vec4_t eye, vec4_t dst ) {
+ int i;
+
+ for ( i = 0 ; i < 4 ; i++ ) {
+ eye[i] =
+ src[0] * modelMatrix[ i + 0 * 4 ] +
+ src[1] * modelMatrix[ i + 1 * 4 ] +
+ src[2] * modelMatrix[ i + 2 * 4 ] +
+ 1 * modelMatrix[ i + 3 * 4 ];
+ }
+
+ for ( i = 0 ; i < 4 ; i++ ) {
+ dst[i] =
+ eye[0] * projectionMatrix[ i + 0 * 4 ] +
+ eye[1] * projectionMatrix[ i + 1 * 4 ] +
+ eye[2] * projectionMatrix[ i + 2 * 4 ] +
+ eye[3] * projectionMatrix[ i + 3 * 4 ];
+ }
+}
+
+/*
+==========================
+R_TransformClipToWindow
+
+==========================
+*/
+void R_TransformClipToWindow( const vec4_t clip, const viewParms_t *view, vec4_t normalized, vec4_t window ) {
+ normalized[0] = clip[0] / clip[3];
+ normalized[1] = clip[1] / clip[3];
+ normalized[2] = ( clip[2] + clip[3] ) / ( 2 * clip[3] );
+
+ window[0] = 0.5f * ( 1.0f + normalized[0] ) * view->viewportWidth;
+ window[1] = 0.5f * ( 1.0f + normalized[1] ) * view->viewportHeight;
+ window[2] = normalized[2];
+
+ window[0] = (int) ( window[0] + 0.5 );
+ window[1] = (int) ( window[1] + 0.5 );
+}
+
+
+/*
+==========================
+myGlMultMatrix
+
+==========================
+*/
+void myGlMultMatrix( const float *a, const float *b, float *out ) {
+ int i, j;
+
+ for ( i = 0 ; i < 4 ; i++ ) {
+ for ( j = 0 ; j < 4 ; j++ ) {
+ out[ i * 4 + j ] =
+ a [ i * 4 + 0 ] * b [ 0 * 4 + j ]
+ + a [ i * 4 + 1 ] * b [ 1 * 4 + j ]
+ + a [ i * 4 + 2 ] * b [ 2 * 4 + j ]
+ + a [ i * 4 + 3 ] * b [ 3 * 4 + j ];
+ }
+ }
+}
+
+/*
+=================
+R_RotateForEntity
+
+Generates an orientation for an entity and viewParms
+Does NOT produce any GL calls
+Called by both the front end and the back end
+=================
+*/
+void R_RotateForEntity( const trRefEntity_t *ent, const viewParms_t *viewParms,
+ orientationr_t *or ) {
+ float glMatrix[16];
+ vec3_t delta;
+ float axisLength;
+
+ if ( ent->e.reType != RT_MODEL ) {
+ *or = viewParms->world;
+ return;
+ }
+
+ VectorCopy( ent->e.origin, or->origin );
+
+ VectorCopy( ent->e.axis[0], or->axis[0] );
+ VectorCopy( ent->e.axis[1], or->axis[1] );
+ VectorCopy( ent->e.axis[2], or->axis[2] );
+
+ glMatrix[0] = or->axis[0][0];
+ glMatrix[4] = or->axis[1][0];
+ glMatrix[8] = or->axis[2][0];
+ glMatrix[12] = or->origin[0];
+
+ glMatrix[1] = or->axis[0][1];
+ glMatrix[5] = or->axis[1][1];
+ glMatrix[9] = or->axis[2][1];
+ glMatrix[13] = or->origin[1];
+
+ glMatrix[2] = or->axis[0][2];
+ glMatrix[6] = or->axis[1][2];
+ glMatrix[10] = or->axis[2][2];
+ glMatrix[14] = or->origin[2];
+
+ glMatrix[3] = 0;
+ glMatrix[7] = 0;
+ glMatrix[11] = 0;
+ glMatrix[15] = 1;
+
+ Matrix16Copy(glMatrix, or->transformMatrix);
+ myGlMultMatrix( glMatrix, viewParms->world.modelMatrix, or->modelMatrix );
+
+ // calculate the viewer origin in the model's space
+ // needed for fog, specular, and environment mapping
+ VectorSubtract( viewParms->or.origin, or->origin, delta );
+
+ // compensate for scale in the axes if necessary
+ if ( ent->e.nonNormalizedAxes ) {
+ axisLength = VectorLength( ent->e.axis[0] );
+ if ( !axisLength ) {
+ axisLength = 0;
+ } else {
+ axisLength = 1.0f / axisLength;
+ }
+ } else {
+ axisLength = 1.0f;
+ }
+
+ or->viewOrigin[0] = DotProduct( delta, or->axis[0] ) * axisLength;
+ or->viewOrigin[1] = DotProduct( delta, or->axis[1] ) * axisLength;
+ or->viewOrigin[2] = DotProduct( delta, or->axis[2] ) * axisLength;
+}
+
+/*
+=================
+R_RotateForViewer
+
+Sets up the modelview matrix for a given viewParm
+=================
+*/
+void R_RotateForViewer (void)
+{
+ float viewerMatrix[16];
+ vec3_t origin;
+
+ Com_Memset (&tr.or, 0, sizeof(tr.or));
+ tr.or.axis[0][0] = 1;
+ tr.or.axis[1][1] = 1;
+ tr.or.axis[2][2] = 1;
+ VectorCopy (tr.viewParms.or.origin, tr.or.viewOrigin);
+
+ // transform by the camera placement
+ VectorCopy( tr.viewParms.or.origin, origin );
+
+ viewerMatrix[0] = tr.viewParms.or.axis[0][0];
+ viewerMatrix[4] = tr.viewParms.or.axis[0][1];
+ viewerMatrix[8] = tr.viewParms.or.axis[0][2];
+ viewerMatrix[12] = -origin[0] * viewerMatrix[0] + -origin[1] * viewerMatrix[4] + -origin[2] * viewerMatrix[8];
+
+ viewerMatrix[1] = tr.viewParms.or.axis[1][0];
+ viewerMatrix[5] = tr.viewParms.or.axis[1][1];
+ viewerMatrix[9] = tr.viewParms.or.axis[1][2];
+ viewerMatrix[13] = -origin[0] * viewerMatrix[1] + -origin[1] * viewerMatrix[5] + -origin[2] * viewerMatrix[9];
+
+ viewerMatrix[2] = tr.viewParms.or.axis[2][0];
+ viewerMatrix[6] = tr.viewParms.or.axis[2][1];
+ viewerMatrix[10] = tr.viewParms.or.axis[2][2];
+ viewerMatrix[14] = -origin[0] * viewerMatrix[2] + -origin[1] * viewerMatrix[6] + -origin[2] * viewerMatrix[10];
+
+ viewerMatrix[3] = 0;
+ viewerMatrix[7] = 0;
+ viewerMatrix[11] = 0;
+ viewerMatrix[15] = 1;
+
+ // convert from our coordinate system (looking down X)
+ // to OpenGL's coordinate system (looking down -Z)
+ myGlMultMatrix( viewerMatrix, s_flipMatrix, tr.or.modelMatrix );
+
+ tr.viewParms.world = tr.or;
+
+}
+
+/*
+** SetFarClip
+*/
+static void R_SetFarClip( void )
+{
+ float farthestCornerDistance = 0;
+ int i;
+
+ // if not rendering the world (icons, menus, etc)
+ // set a 2k far clip plane
+ if ( tr.refdef.rdflags & RDF_NOWORLDMODEL ) {
+ tr.viewParms.zFar = 2048;
+ return;
+ }
+
+ //
+ // set far clipping planes dynamically
+ //
+ farthestCornerDistance = 0;
+ for ( i = 0; i < 8; i++ )
+ {
+ vec3_t v;
+ vec3_t vecTo;
+ float distance;
+
+ if ( i & 1 )
+ {
+ v[0] = tr.viewParms.visBounds[0][0];
+ }
+ else
+ {
+ v[0] = tr.viewParms.visBounds[1][0];
+ }
+
+ if ( i & 2 )
+ {
+ v[1] = tr.viewParms.visBounds[0][1];
+ }
+ else
+ {
+ v[1] = tr.viewParms.visBounds[1][1];
+ }
+
+ if ( i & 4 )
+ {
+ v[2] = tr.viewParms.visBounds[0][2];
+ }
+ else
+ {
+ v[2] = tr.viewParms.visBounds[1][2];
+ }
+
+ VectorSubtract( v, tr.viewParms.or.origin, vecTo );
+
+ distance = vecTo[0] * vecTo[0] + vecTo[1] * vecTo[1] + vecTo[2] * vecTo[2];
+
+ if ( distance > farthestCornerDistance )
+ {
+ farthestCornerDistance = distance;
+ }
+ }
+ tr.viewParms.zFar = sqrt( farthestCornerDistance );
+}
+
+/*
+=================
+R_SetupFrustum
+
+Set up the culling frustum planes for the current view using the results we got from computing the first two rows of
+the projection matrix.
+=================
+*/
+void R_SetupFrustum (viewParms_t *dest, float xmin, float xmax, float ymax, float zProj, float zFar, float stereoSep)
+{
+ vec3_t ofsorigin;
+ float oppleg, adjleg, length;
+ int i;
+
+ if(stereoSep == 0 && xmin == -xmax)
+ {
+ // symmetric case can be simplified
+ VectorCopy(dest->or.origin, ofsorigin);
+
+ length = sqrt(xmax * xmax + zProj * zProj);
+ oppleg = xmax / length;
+ adjleg = zProj / length;
+
+ VectorScale(dest->or.axis[0], oppleg, dest->frustum[0].normal);
+ VectorMA(dest->frustum[0].normal, adjleg, dest->or.axis[1], dest->frustum[0].normal);
+
+ VectorScale(dest->or.axis[0], oppleg, dest->frustum[1].normal);
+ VectorMA(dest->frustum[1].normal, -adjleg, dest->or.axis[1], dest->frustum[1].normal);
+ }
+ else
+ {
+ // In stereo rendering, due to the modification of the projection matrix, dest->or.origin is not the
+ // actual origin that we're rendering so offset the tip of the view pyramid.
+ VectorMA(dest->or.origin, stereoSep, dest->or.axis[1], ofsorigin);
+
+ oppleg = xmax + stereoSep;
+ length = sqrt(oppleg * oppleg + zProj * zProj);
+ VectorScale(dest->or.axis[0], oppleg / length, dest->frustum[0].normal);
+ VectorMA(dest->frustum[0].normal, zProj / length, dest->or.axis[1], dest->frustum[0].normal);
+
+ oppleg = xmin + stereoSep;
+ length = sqrt(oppleg * oppleg + zProj * zProj);
+ VectorScale(dest->or.axis[0], -oppleg / length, dest->frustum[1].normal);
+ VectorMA(dest->frustum[1].normal, -zProj / length, dest->or.axis[1], dest->frustum[1].normal);
+ }
+
+ length = sqrt(ymax * ymax + zProj * zProj);
+ oppleg = ymax / length;
+ adjleg = zProj / length;
+
+ VectorScale(dest->or.axis[0], oppleg, dest->frustum[2].normal);
+ VectorMA(dest->frustum[2].normal, adjleg, dest->or.axis[2], dest->frustum[2].normal);
+
+ VectorScale(dest->or.axis[0], oppleg, dest->frustum[3].normal);
+ VectorMA(dest->frustum[3].normal, -adjleg, dest->or.axis[2], dest->frustum[3].normal);
+
+ for (i=0 ; i<4 ; i++) {
+ dest->frustum[i].type = PLANE_NON_AXIAL;
+ dest->frustum[i].dist = DotProduct (ofsorigin, dest->frustum[i].normal);
+ SetPlaneSignbits( &dest->frustum[i] );
+ }
+
+ if (zFar != 0.0f)
+ {
+ vec3_t farpoint;
+
+ VectorMA(ofsorigin, zFar, dest->or.axis[0], farpoint);
+ VectorScale(dest->or.axis[0], -1.0f, dest->frustum[4].normal);
+
+ dest->frustum[4].type = PLANE_NON_AXIAL;
+ dest->frustum[4].dist = DotProduct (farpoint, dest->frustum[4].normal);
+ SetPlaneSignbits( &dest->frustum[4] );
+ }
+}
+
+/*
+===============
+R_SetupProjection
+===============
+*/
+void R_SetupProjection(viewParms_t *dest, float zProj, float zFar, qboolean computeFrustum)
+{
+ float xmin, xmax, ymin, ymax;
+ float width, height, stereoSep = r_stereoSeparation->value;
+
+ /*
+ * offset the view origin of the viewer for stereo rendering
+ * by setting the projection matrix appropriately.
+ */
+
+ if(stereoSep != 0)
+ {
+ if(dest->stereoFrame == STEREO_LEFT)
+ stereoSep = zProj / stereoSep;
+ else if(dest->stereoFrame == STEREO_RIGHT)
+ stereoSep = zProj / -stereoSep;
+ else
+ stereoSep = 0;
+ }
+
+ ymax = zProj * tan(dest->fovY * M_PI / 360.0f);
+ ymin = -ymax;
+
+ xmax = zProj * tan(dest->fovX * M_PI / 360.0f);
+ xmin = -xmax;
+
+ width = xmax - xmin;
+ height = ymax - ymin;
+
+ dest->projectionMatrix[0] = 2 * zProj / width;
+ dest->projectionMatrix[4] = 0;
+ dest->projectionMatrix[8] = (xmax + xmin + 2 * stereoSep) / width;
+ dest->projectionMatrix[12] = 2 * zProj * stereoSep / width;
+
+ dest->projectionMatrix[1] = 0;
+ dest->projectionMatrix[5] = 2 * zProj / height;
+ dest->projectionMatrix[9] = ( ymax + ymin ) / height; // normally 0
+ dest->projectionMatrix[13] = 0;
+
+ dest->projectionMatrix[3] = 0;
+ dest->projectionMatrix[7] = 0;
+ dest->projectionMatrix[11] = -1;
+ dest->projectionMatrix[15] = 0;
+
+ // Now that we have all the data for the projection matrix we can also setup the view frustum.
+ if(computeFrustum)
+ R_SetupFrustum(dest, xmin, xmax, ymax, zProj, zFar, stereoSep);
+}
+
+/*
+===============
+R_SetupProjectionZ
+
+Sets the z-component transformation part in the projection matrix
+===============
+*/
+void R_SetupProjectionZ(viewParms_t *dest)
+{
+ float zNear, zFar, depth;
+
+ zNear = r_znear->value;
+ zFar = dest->zFar;
+
+ depth = zFar - zNear;
+
+ dest->projectionMatrix[2] = 0;
+ dest->projectionMatrix[6] = 0;
+ dest->projectionMatrix[10] = -( zFar + zNear ) / depth;
+ dest->projectionMatrix[14] = -2 * zFar * zNear / depth;
+
+ if (dest->isPortal)
+ {
+ float plane[4];
+ float plane2[4];
+ vec4_t q, c;
+
+ // transform portal plane into camera space
+ plane[0] = dest->portalPlane.normal[0];
+ plane[1] = dest->portalPlane.normal[1];
+ plane[2] = dest->portalPlane.normal[2];
+ plane[3] = dest->portalPlane.dist;
+
+ plane2[0] = -DotProduct (dest->or.axis[1], plane);
+ plane2[1] = DotProduct (dest->or.axis[2], plane);
+ plane2[2] = -DotProduct (dest->or.axis[0], plane);
+ plane2[3] = DotProduct (plane, dest->or.origin) - plane[3];
+
+ // Lengyel, Eric. Modifying the Projection Matrix to Perform Oblique Near-plane Clipping.
+ // Terathon Software 3D Graphics Library, 2004. http://www.terathon.com/code/oblique.html
+ q[0] = (SGN(plane2[0]) + dest->projectionMatrix[8]) / dest->projectionMatrix[0];
+ q[1] = (SGN(plane2[1]) + dest->projectionMatrix[9]) / dest->projectionMatrix[5];
+ q[2] = -1.0f;
+ q[3] = (1.0f + dest->projectionMatrix[10]) / dest->projectionMatrix[14];
+
+ VectorScale4(plane2, 2.0f / DotProduct4(plane2, q), c);
+
+ dest->projectionMatrix[2] = c[0];
+ dest->projectionMatrix[6] = c[1];
+ dest->projectionMatrix[10] = c[2] + 1.0f;
+ dest->projectionMatrix[14] = c[3];
+
+ }
+
+}
+
+/*
+===============
+R_SetupProjectionOrtho
+===============
+*/
+void R_SetupProjectionOrtho(viewParms_t *dest, vec3_t viewBounds[2])
+{
+ float xmin, xmax, ymin, ymax, znear, zfar;
+ //viewParms_t *dest = &tr.viewParms;
+ int i;
+ vec3_t pop;
+
+ // Quake3: Projection:
+ //
+ // Z X Y Z
+ // | / | /
+ // |/ |/
+ // Y--+ +--X
+
+ xmin = viewBounds[0][1];
+ xmax = viewBounds[1][1];
+ ymin = -viewBounds[1][2];
+ ymax = -viewBounds[0][2];
+ znear = viewBounds[0][0];
+ zfar = viewBounds[1][0];
+
+ dest->projectionMatrix[0] = 2 / (xmax - xmin);
+ dest->projectionMatrix[4] = 0;
+ dest->projectionMatrix[8] = 0;
+ dest->projectionMatrix[12] = (xmax + xmin) / (xmax - xmin);
+
+ dest->projectionMatrix[1] = 0;
+ dest->projectionMatrix[5] = 2 / (ymax - ymin);
+ dest->projectionMatrix[9] = 0;
+ dest->projectionMatrix[13] = (ymax + ymin) / (ymax - ymin);
+
+ dest->projectionMatrix[2] = 0;
+ dest->projectionMatrix[6] = 0;
+ dest->projectionMatrix[10] = -2 / (zfar - znear);
+ dest->projectionMatrix[14] = -(zfar + znear) / (zfar - znear);
+
+ dest->projectionMatrix[3] = 0;
+ dest->projectionMatrix[7] = 0;
+ dest->projectionMatrix[11] = 0;
+ dest->projectionMatrix[15] = 1;
+
+ VectorScale(dest->or.axis[1], 1.0f, dest->frustum[0].normal);
+ VectorMA(dest->or.origin, viewBounds[0][1], dest->frustum[0].normal, pop);
+ dest->frustum[0].dist = DotProduct(pop, dest->frustum[0].normal);
+
+ VectorScale(dest->or.axis[1], -1.0f, dest->frustum[1].normal);
+ VectorMA(dest->or.origin, -viewBounds[1][1], dest->frustum[1].normal, pop);
+ dest->frustum[1].dist = DotProduct(pop, dest->frustum[1].normal);
+
+ VectorScale(dest->or.axis[2], 1.0f, dest->frustum[2].normal);
+ VectorMA(dest->or.origin, viewBounds[0][2], dest->frustum[2].normal, pop);
+ dest->frustum[2].dist = DotProduct(pop, dest->frustum[2].normal);
+
+ VectorScale(dest->or.axis[2], -1.0f, dest->frustum[3].normal);
+ VectorMA(dest->or.origin, -viewBounds[1][2], dest->frustum[3].normal, pop);
+ dest->frustum[3].dist = DotProduct(pop, dest->frustum[3].normal);
+
+ VectorScale(dest->or.axis[0], -1.0f, dest->frustum[4].normal);
+ VectorMA(dest->or.origin, -viewBounds[1][0], dest->frustum[4].normal, pop);
+ dest->frustum[4].dist = DotProduct(pop, dest->frustum[4].normal);
+
+ for (i = 0; i < 5; i++)
+ {
+ dest->frustum[i].type = PLANE_NON_AXIAL;
+ SetPlaneSignbits (&dest->frustum[i]);
+ }
+}
+
+/*
+=================
+R_MirrorPoint
+=================
+*/
+void R_MirrorPoint (vec3_t in, orientation_t *surface, orientation_t *camera, vec3_t out) {
+ int i;
+ vec3_t local;
+ vec3_t transformed;
+ float d;
+
+ VectorSubtract( in, surface->origin, local );
+
+ VectorClear( transformed );
+ for ( i = 0 ; i < 3 ; i++ ) {
+ d = DotProduct(local, surface->axis[i]);
+ VectorMA( transformed, d, camera->axis[i], transformed );
+ }
+
+ VectorAdd( transformed, camera->origin, out );
+}
+
+void R_MirrorVector (vec3_t in, orientation_t *surface, orientation_t *camera, vec3_t out) {
+ int i;
+ float d;
+
+ VectorClear( out );
+ for ( i = 0 ; i < 3 ; i++ ) {
+ d = DotProduct(in, surface->axis[i]);
+ VectorMA( out, d, camera->axis[i], out );
+ }
+}
+
+
+/*
+=============
+R_PlaneForSurface
+=============
+*/
+void R_PlaneForSurface (surfaceType_t *surfType, cplane_t *plane) {
+ srfTriangles_t *tri;
+ srfPoly_t *poly;
+ srfVert_t *v1, *v2, *v3;
+ vec4_t plane4;
+
+ if (!surfType) {
+ Com_Memset (plane, 0, sizeof(*plane));
+ plane->normal[0] = 1;
+ return;
+ }
+ switch (*surfType) {
+ case SF_FACE:
+ *plane = ((srfSurfaceFace_t *)surfType)->plane;
+ return;
+ case SF_TRIANGLES:
+ tri = (srfTriangles_t *)surfType;
+ v1 = tri->verts + tri->triangles[0].indexes[0];
+ v2 = tri->verts + tri->triangles[0].indexes[1];
+ v3 = tri->verts + tri->triangles[0].indexes[2];
+ PlaneFromPoints( plane4, v1->xyz, v2->xyz, v3->xyz );
+ VectorCopy( plane4, plane->normal );
+ plane->dist = plane4[3];
+ return;
+ case SF_POLY:
+ poly = (srfPoly_t *)surfType;
+ PlaneFromPoints( plane4, poly->verts[0].xyz, poly->verts[1].xyz, poly->verts[2].xyz );
+ VectorCopy( plane4, plane->normal );
+ plane->dist = plane4[3];
+ return;
+ default:
+ Com_Memset (plane, 0, sizeof(*plane));
+ plane->normal[0] = 1;
+ return;
+ }
+}
+
+/*
+=================
+R_GetPortalOrientation
+
+entityNum is the entity that the portal surface is a part of, which may
+be moving and rotating.
+
+Returns qtrue if it should be mirrored
+=================
+*/
+qboolean R_GetPortalOrientations( drawSurf_t *drawSurf, int entityNum,
+ orientation_t *surface, orientation_t *camera,
+ vec3_t pvsOrigin, qboolean *mirror ) {
+ int i;
+ cplane_t originalPlane, plane;
+ trRefEntity_t *e;
+ float d;
+ vec3_t transformed;
+
+ // create plane axis for the portal we are seeing
+ R_PlaneForSurface( drawSurf->surface, &originalPlane );
+
+ // rotate the plane if necessary
+ if ( entityNum != REFENTITYNUM_WORLD ) {
+ tr.currentEntityNum = entityNum;
+ tr.currentEntity = &tr.refdef.entities[entityNum];
+
+ // get the orientation of the entity
+ R_RotateForEntity( tr.currentEntity, &tr.viewParms, &tr.or );
+
+ // rotate the plane, but keep the non-rotated version for matching
+ // against the portalSurface entities
+ R_LocalNormalToWorld( originalPlane.normal, plane.normal );
+ plane.dist = originalPlane.dist + DotProduct( plane.normal, tr.or.origin );
+
+ // translate the original plane
+ originalPlane.dist = originalPlane.dist + DotProduct( originalPlane.normal, tr.or.origin );
+ } else {
+ plane = originalPlane;
+ }
+
+ VectorCopy( plane.normal, surface->axis[0] );
+ PerpendicularVector( surface->axis[1], surface->axis[0] );
+ CrossProduct( surface->axis[0], surface->axis[1], surface->axis[2] );
+
+ // locate the portal entity closest to this plane.
+ // origin will be the origin of the portal, origin2 will be
+ // the origin of the camera
+ for ( i = 0 ; i < tr.refdef.num_entities ; i++ ) {
+ e = &tr.refdef.entities[i];
+ if ( e->e.reType != RT_PORTALSURFACE ) {
+ continue;
+ }
+
+ d = DotProduct( e->e.origin, originalPlane.normal ) - originalPlane.dist;
+ if ( d > 64 || d < -64) {
+ continue;
+ }
+
+ // get the pvsOrigin from the entity
+ VectorCopy( e->e.oldorigin, pvsOrigin );
+
+ // if the entity is just a mirror, don't use as a camera point
+ if ( e->e.oldorigin[0] == e->e.origin[0] &&
+ e->e.oldorigin[1] == e->e.origin[1] &&
+ e->e.oldorigin[2] == e->e.origin[2] ) {
+ VectorScale( plane.normal, plane.dist, surface->origin );
+ VectorCopy( surface->origin, camera->origin );
+ VectorSubtract( vec3_origin, surface->axis[0], camera->axis[0] );
+ VectorCopy( surface->axis[1], camera->axis[1] );
+ VectorCopy( surface->axis[2], camera->axis[2] );
+
+ *mirror = qtrue;
+ return qtrue;
+ }
+
+ // project the origin onto the surface plane to get
+ // an origin point we can rotate around
+ d = DotProduct( e->e.origin, plane.normal ) - plane.dist;
+ VectorMA( e->e.origin, -d, surface->axis[0], surface->origin );
+
+ // now get the camera origin and orientation
+ VectorCopy( e->e.oldorigin, camera->origin );
+ AxisCopy( e->e.axis, camera->axis );
+ VectorSubtract( vec3_origin, camera->axis[0], camera->axis[0] );
+ VectorSubtract( vec3_origin, camera->axis[1], camera->axis[1] );
+
+ // optionally rotate
+ if ( e->e.oldframe ) {
+ // if a speed is specified
+ if ( e->e.frame ) {
+ // continuous rotate
+ d = (tr.refdef.time/1000.0f) * e->e.frame;
+ VectorCopy( camera->axis[1], transformed );
+ RotatePointAroundVector( camera->axis[1], camera->axis[0], transformed, d );
+ CrossProduct( camera->axis[0], camera->axis[1], camera->axis[2] );
+ } else {
+ // bobbing rotate, with skinNum being the rotation offset
+ d = sin( tr.refdef.time * 0.003f );
+ d = e->e.skinNum + d * 4;
+ VectorCopy( camera->axis[1], transformed );
+ RotatePointAroundVector( camera->axis[1], camera->axis[0], transformed, d );
+ CrossProduct( camera->axis[0], camera->axis[1], camera->axis[2] );
+ }
+ }
+ else if ( e->e.skinNum ) {
+ d = e->e.skinNum;
+ VectorCopy( camera->axis[1], transformed );
+ RotatePointAroundVector( camera->axis[1], camera->axis[0], transformed, d );
+ CrossProduct( camera->axis[0], camera->axis[1], camera->axis[2] );
+ }
+ *mirror = qfalse;
+ return qtrue;
+ }
+
+ // if we didn't locate a portal entity, don't render anything.
+ // We don't want to just treat it as a mirror, because without a
+ // portal entity the server won't have communicated a proper entity set
+ // in the snapshot
+
+ // unfortunately, with local movement prediction it is easily possible
+ // to see a surface before the server has communicated the matching
+ // portal surface entity, so we don't want to print anything here...
+
+ //ri.Printf( PRINT_ALL, "Portal surface without a portal entity\n" );
+
+ return qfalse;
+}
+
+static qboolean IsMirror( const drawSurf_t *drawSurf, int entityNum )
+{
+ int i;
+ cplane_t originalPlane, plane;
+ trRefEntity_t *e;
+ float d;
+
+ // create plane axis for the portal we are seeing
+ R_PlaneForSurface( drawSurf->surface, &originalPlane );
+
+ // rotate the plane if necessary
+ if ( entityNum != REFENTITYNUM_WORLD )
+ {
+ tr.currentEntityNum = entityNum;
+ tr.currentEntity = &tr.refdef.entities[entityNum];
+
+ // get the orientation of the entity
+ R_RotateForEntity( tr.currentEntity, &tr.viewParms, &tr.or );
+
+ // rotate the plane, but keep the non-rotated version for matching
+ // against the portalSurface entities
+ R_LocalNormalToWorld( originalPlane.normal, plane.normal );
+ plane.dist = originalPlane.dist + DotProduct( plane.normal, tr.or.origin );
+
+ // translate the original plane
+ originalPlane.dist = originalPlane.dist + DotProduct( originalPlane.normal, tr.or.origin );
+ }
+ else
+ {
+ plane = originalPlane;
+ }
+
+ // locate the portal entity closest to this plane.
+ // origin will be the origin of the portal, origin2 will be
+ // the origin of the camera
+ for ( i = 0 ; i < tr.refdef.num_entities ; i++ )
+ {
+ e = &tr.refdef.entities[i];
+ if ( e->e.reType != RT_PORTALSURFACE ) {
+ continue;
+ }
+
+ d = DotProduct( e->e.origin, originalPlane.normal ) - originalPlane.dist;
+ if ( d > 64 || d < -64) {
+ continue;
+ }
+
+ // if the entity is just a mirror, don't use as a camera point
+ if ( e->e.oldorigin[0] == e->e.origin[0] &&
+ e->e.oldorigin[1] == e->e.origin[1] &&
+ e->e.oldorigin[2] == e->e.origin[2] )
+ {
+ return qtrue;
+ }
+
+ return qfalse;
+ }
+ return qfalse;
+}
+
+/*
+** SurfIsOffscreen
+**
+** Determines if a surface is completely offscreen.
+*/
+static qboolean SurfIsOffscreen( const drawSurf_t *drawSurf, vec4_t clipDest[128] ) {
+ float shortest = 100000000;
+ int entityNum;
+ int numTriangles;
+ shader_t *shader;
+ int fogNum;
+ int dlighted;
+ int pshadowed;
+ vec4_t clip, eye;
+ int i;
+ unsigned int pointOr = 0;
+ unsigned int pointAnd = (unsigned int)~0;
+
+ if ( glConfig.smpActive ) { // FIXME! we can't do RB_BeginSurface/RB_EndSurface stuff with smp!
+ return qfalse;
+ }
+
+ R_RotateForViewer();
+
+ R_DecomposeSort( drawSurf->sort, &entityNum, &shader, &fogNum, &dlighted, &pshadowed );
+ RB_BeginSurface( shader, fogNum );
+ rb_surfaceTable[ *drawSurf->surface ]( drawSurf->surface );
+
+ assert( tess.numVertexes < 128 );
+
+ for ( i = 0; i < tess.numVertexes; i++ )
+ {
+ int j;
+ unsigned int pointFlags = 0;
+
+ R_TransformModelToClip( tess.xyz[i], tr.or.modelMatrix, tr.viewParms.projectionMatrix, eye, clip );
+
+ for ( j = 0; j < 3; j++ )
+ {
+ if ( clip[j] >= clip[3] )
+ {
+ pointFlags |= (1 << (j*2));
+ }
+ else if ( clip[j] <= -clip[3] )
+ {
+ pointFlags |= ( 1 << (j*2+1));
+ }
+ }
+ pointAnd &= pointFlags;
+ pointOr |= pointFlags;
+ }
+
+ // trivially reject
+ if ( pointAnd )
+ {
+ return qtrue;
+ }
+
+ // determine if this surface is backfaced and also determine the distance
+ // to the nearest vertex so we can cull based on portal range. Culling
+ // based on vertex distance isn't 100% correct (we should be checking for
+ // range to the surface), but it's good enough for the types of portals
+ // we have in the game right now.
+ numTriangles = tess.numIndexes / 3;
+
+ for ( i = 0; i < tess.numIndexes; i += 3 )
+ {
+ vec3_t normal;
+ float len;
+
+ VectorSubtract( tess.xyz[tess.indexes[i]], tr.viewParms.or.origin, normal );
+
+ len = VectorLengthSquared( normal ); // lose the sqrt
+ if ( len < shortest )
+ {
+ shortest = len;
+ }
+
+ if ( DotProduct( normal, tess.normal[tess.indexes[i]] ) >= 0 )
+ {
+ numTriangles--;
+ }
+ }
+ if ( !numTriangles )
+ {
+ return qtrue;
+ }
+
+ // mirrors can early out at this point, since we don't do a fade over distance
+ // with them (although we could)
+ if ( IsMirror( drawSurf, entityNum ) )
+ {
+ return qfalse;
+ }
+
+ if ( shortest > (tess.shader->portalRange*tess.shader->portalRange) )
+ {
+ return qtrue;
+ }
+
+ return qfalse;
+}
+
+/*
+========================
+R_MirrorViewBySurface
+
+Returns qtrue if another view has been rendered
+========================
+*/
+qboolean R_MirrorViewBySurface (drawSurf_t *drawSurf, int entityNum) {
+ vec4_t clipDest[128];
+ viewParms_t newParms;
+ viewParms_t oldParms;
+ orientation_t surface, camera;
+
+ // don't recursively mirror
+ if (tr.viewParms.isPortal) {
+ ri.Printf( PRINT_DEVELOPER, "WARNING: recursive mirror/portal found\n" );
+ return qfalse;
+ }
+
+ if ( r_noportals->integer || (r_fastsky->integer == 1) ) {
+ return qfalse;
+ }
+
+ // trivially reject portal/mirror
+ if ( SurfIsOffscreen( drawSurf, clipDest ) ) {
+ return qfalse;
+ }
+
+ // save old viewParms so we can return to it after the mirror view
+ oldParms = tr.viewParms;
+
+ newParms = tr.viewParms;
+ newParms.isPortal = qtrue;
+ if ( !R_GetPortalOrientations( drawSurf, entityNum, &surface, &camera,
+ newParms.pvsOrigin, &newParms.isMirror ) ) {
+ return qfalse; // bad portal, no portalentity
+ }
+
+ R_MirrorPoint (oldParms.or.origin, &surface, &camera, newParms.or.origin );
+
+ VectorSubtract( vec3_origin, camera.axis[0], newParms.portalPlane.normal );
+ newParms.portalPlane.dist = DotProduct( camera.origin, newParms.portalPlane.normal );
+
+ R_MirrorVector (oldParms.or.axis[0], &surface, &camera, newParms.or.axis[0]);
+ R_MirrorVector (oldParms.or.axis[1], &surface, &camera, newParms.or.axis[1]);
+ R_MirrorVector (oldParms.or.axis[2], &surface, &camera, newParms.or.axis[2]);
+
+ // OPTIMIZE: restrict the viewport on the mirrored view
+
+ // render the mirror view
+ R_RenderView (&newParms);
+
+ tr.viewParms = oldParms;
+
+ return qtrue;
+}
+
+/*
+=================
+R_SpriteFogNum
+
+See if a sprite is inside a fog volume
+=================
+*/
+int R_SpriteFogNum( trRefEntity_t *ent ) {
+ int i, j;
+ fog_t *fog;
+
+ if ( tr.refdef.rdflags & RDF_NOWORLDMODEL ) {
+ return 0;
+ }
+
+ for ( i = 1 ; i < tr.world->numfogs ; i++ ) {
+ fog = &tr.world->fogs[i];
+ for ( j = 0 ; j < 3 ; j++ ) {
+ if ( ent->e.origin[j] - ent->e.radius >= fog->bounds[1][j] ) {
+ break;
+ }
+ if ( ent->e.origin[j] + ent->e.radius <= fog->bounds[0][j] ) {
+ break;
+ }
+ }
+ if ( j == 3 ) {
+ return i;
+ }
+ }
+
+ return 0;
+}
+
+/*
+==========================================================================================
+
+DRAWSURF SORTING
+
+==========================================================================================
+*/
+
+/*
+===============
+R_Radix
+===============
+*/
+static ID_INLINE void R_Radix( int byte, int size, drawSurf_t *source, drawSurf_t *dest )
+{
+ int count[ 256 ] = { 0 };
+ int index[ 256 ];
+ int i;
+ unsigned char *sortKey = NULL;
+ unsigned char *end = NULL;
+
+ sortKey = ( (unsigned char *)&source[ 0 ].sort ) + byte;
+ end = sortKey + ( size * sizeof( drawSurf_t ) );
+ for( ; sortKey < end; sortKey += sizeof( drawSurf_t ) )
+ ++count[ *sortKey ];
+
+ index[ 0 ] = 0;
+
+ for( i = 1; i < 256; ++i )
+ index[ i ] = index[ i - 1 ] + count[ i - 1 ];
+
+ sortKey = ( (unsigned char *)&source[ 0 ].sort ) + byte;
+ for( i = 0; i < size; ++i, sortKey += sizeof( drawSurf_t ) )
+ dest[ index[ *sortKey ]++ ] = source[ i ];
+}
+
+/*
+===============
+R_RadixSort
+
+Radix sort with 4 byte size buckets
+===============
+*/
+static void R_RadixSort( drawSurf_t *source, int size )
+{
+ static drawSurf_t scratch[ MAX_DRAWSURFS ];
+#ifdef Q3_LITTLE_ENDIAN
+ R_Radix( 0, size, source, scratch );
+ R_Radix( 1, size, scratch, source );
+ R_Radix( 2, size, source, scratch );
+ R_Radix( 3, size, scratch, source );
+#else
+ R_Radix( 3, size, source, scratch );
+ R_Radix( 2, size, scratch, source );
+ R_Radix( 1, size, source, scratch );
+ R_Radix( 0, size, scratch, source );
+#endif //Q3_LITTLE_ENDIAN
+}
+
+//==========================================================================================
+
+/*
+=================
+R_AddDrawSurf
+=================
+*/
+void R_AddDrawSurf( surfaceType_t *surface, shader_t *shader,
+ int fogIndex, int dlightMap, int pshadowMap ) {
+ int index;
+
+ // instead of checking for overflow, we just mask the index
+ // so it wraps around
+ index = tr.refdef.numDrawSurfs & DRAWSURF_MASK;
+ // the sort data is packed into a single 32 bit value so it can be
+ // compared quickly during the qsorting process
+ tr.refdef.drawSurfs[index].sort = (shader->sortedIndex << QSORT_SHADERNUM_SHIFT)
+ | tr.shiftedEntityNum | ( fogIndex << QSORT_FOGNUM_SHIFT )
+ | ((int)pshadowMap << QSORT_PSHADOW_SHIFT) | (int)dlightMap;
+ tr.refdef.drawSurfs[index].surface = surface;
+ tr.refdef.numDrawSurfs++;
+}
+
+/*
+=================
+R_DecomposeSort
+=================
+*/
+void R_DecomposeSort( unsigned sort, int *entityNum, shader_t **shader,
+ int *fogNum, int *dlightMap, int *pshadowMap ) {
+ *fogNum = ( sort >> QSORT_FOGNUM_SHIFT ) & 31;
+ *shader = tr.sortedShaders[ ( sort >> QSORT_SHADERNUM_SHIFT ) & (MAX_SHADERS-1) ];
+ *entityNum = ( sort >> QSORT_REFENTITYNUM_SHIFT ) & REFENTITYNUM_MASK;
+ *pshadowMap = (sort & 2) >> 1;
+ *dlightMap = sort & 1;
+}
+
+/*
+=================
+R_SortDrawSurfs
+=================
+*/
+void R_SortDrawSurfs( drawSurf_t *drawSurfs, int numDrawSurfs ) {
+ shader_t *shader;
+ int fogNum;
+ int entityNum;
+ int dlighted;
+ int pshadowed;
+ int i;
+
+ //ri.Printf(PRINT_ALL, "firstDrawSurf %d numDrawSurfs %d\n", (int)(drawSurfs - tr.refdef.drawSurfs), numDrawSurfs);
+
+ // it is possible for some views to not have any surfaces
+ if ( numDrawSurfs < 1 ) {
+ // we still need to add it for hyperspace cases
+ R_AddDrawSurfCmd( drawSurfs, numDrawSurfs );
+ return;
+ }
+
+ // if we overflowed MAX_DRAWSURFS, the drawsurfs
+ // wrapped around in the buffer and we will be missing
+ // the first surfaces, not the last ones
+ if ( numDrawSurfs > MAX_DRAWSURFS ) {
+ numDrawSurfs = MAX_DRAWSURFS;
+ }
+
+ // sort the drawsurfs by sort type, then orientation, then shader
+ R_RadixSort( drawSurfs, numDrawSurfs );
+
+ // skip pass through drawing if rendering a shadow map
+ if (tr.viewParms.flags & (VPF_SHADOWMAP | VPF_DEPTHSHADOW))
+ {
+ R_AddDrawSurfCmd( drawSurfs, numDrawSurfs );
+ return;
+ }
+
+ // check for any pass through drawing, which
+ // may cause another view to be rendered first
+ for ( i = 0 ; i < numDrawSurfs ; i++ ) {
+ R_DecomposeSort( (drawSurfs+i)->sort, &entityNum, &shader, &fogNum, &dlighted, &pshadowed );
+
+ if ( shader->sort > SS_PORTAL ) {
+ break;
+ }
+
+ // no shader should ever have this sort type
+ if ( shader->sort == SS_BAD ) {
+ ri.Error (ERR_DROP, "Shader '%s'with sort == SS_BAD", shader->name );
+ }
+
+ // if the mirror was completely clipped away, we may need to check another surface
+ if ( R_MirrorViewBySurface( (drawSurfs+i), entityNum) ) {
+ // this is a debug option to see exactly what is being mirrored
+ if ( r_portalOnly->integer ) {
+ return;
+ }
+ break; // only one mirror view at a time
+ }
+ }
+
+ R_AddDrawSurfCmd( drawSurfs, numDrawSurfs );
+}
+
+static void R_AddEntitySurface (int entityNum)
+{
+ trRefEntity_t *ent;
+ shader_t *shader;
+
+ tr.currentEntityNum = entityNum;
+
+ ent = tr.currentEntity = &tr.refdef.entities[tr.currentEntityNum];
+
+ ent->needDlights = qfalse;
+
+ // preshift the value we are going to OR into the drawsurf sort
+ tr.shiftedEntityNum = tr.currentEntityNum << QSORT_REFENTITYNUM_SHIFT;
+
+ //
+ // the weapon model must be handled special --
+ // we don't want the hacked weapon position showing in
+ // mirrors, because the true body position will already be drawn
+ //
+ if ( (ent->e.renderfx & RF_FIRST_PERSON) && (tr.viewParms.isPortal
+ || (tr.viewParms.flags & (VPF_SHADOWMAP | VPF_DEPTHSHADOW))) ) {
+ return;
+ }
+
+ // simple generated models, like sprites and beams, are not culled
+ switch ( ent->e.reType ) {
+ case RT_PORTALSURFACE:
+ break; // don't draw anything
+ case RT_SPRITE:
+ case RT_BEAM:
+ case RT_LIGHTNING:
+ case RT_RAIL_CORE:
+ case RT_RAIL_RINGS:
+ // self blood sprites, talk balloons, etc should not be drawn in the primary
+ // view. We can't just do this check for all entities, because md3
+ // entities may still want to cast shadows from them
+ if ( (ent->e.renderfx & RF_THIRD_PERSON) && !tr.viewParms.isPortal) {
+ return;
+ }
+ shader = R_GetShaderByHandle( ent->e.customShader );
+ R_AddDrawSurf( &entitySurface, shader, R_SpriteFogNum( ent ), 0, 0 );
+ break;
+
+ case RT_MODEL:
+ // we must set up parts of tr.or for model culling
+ R_RotateForEntity( ent, &tr.viewParms, &tr.or );
+
+ tr.currentModel = R_GetModelByHandle( ent->e.hModel );
+ if (!tr.currentModel) {
+ R_AddDrawSurf( &entitySurface, tr.defaultShader, 0, 0, 0 );
+ } else {
+ switch ( tr.currentModel->type ) {
+ case MOD_MESH:
+ R_AddMD3Surfaces( ent );
+ break;
+ case MOD_MD4:
+ R_AddAnimSurfaces( ent );
+ break;
+#ifdef RAVENMD4
+ case MOD_MDR:
+ R_MDRAddAnimSurfaces( ent );
+ break;
+#endif
+ case MOD_IQM:
+ R_AddIQMSurfaces( ent );
+ break;
+ case MOD_BRUSH:
+ R_AddBrushModelSurfaces( ent );
+ break;
+ case MOD_BAD: // null model axis
+ if ( (ent->e.renderfx & RF_THIRD_PERSON) && !tr.viewParms.isPortal) {
+ break;
+ }
+ R_AddDrawSurf( &entitySurface, tr.defaultShader, 0, 0, 0 );
+ break;
+ default:
+ ri.Error( ERR_DROP, "R_AddEntitySurfaces: Bad modeltype" );
+ break;
+ }
+ }
+ break;
+ default:
+ ri.Error( ERR_DROP, "R_AddEntitySurfaces: Bad reType" );
+ }
+}
+
+/*
+=============
+R_AddEntitySurfaces
+=============
+*/
+void R_AddEntitySurfaces (void) {
+ int i;
+
+ if ( !r_drawentities->integer ) {
+ return;
+ }
+
+ for ( i = 0; i < tr.refdef.num_entities; i++)
+ R_AddEntitySurface(i);
+}
+
+
+/*
+====================
+R_GenerateDrawSurfs
+====================
+*/
+void R_GenerateDrawSurfs( void ) {
+ R_AddWorldSurfaces ();
+
+ R_AddPolygonSurfaces();
+
+ // set the projection matrix with the minimum zfar
+ // now that we have the world bounded
+ // this needs to be done before entities are
+ // added, because they use the projection
+ // matrix for lod calculation
+
+ // dynamically compute far clip plane distance
+ if (!(tr.viewParms.flags & VPF_SHADOWMAP))
+ {
+ R_SetFarClip();
+ }
+
+ // we know the size of the clipping volume. Now set the rest of the projection matrix.
+ R_SetupProjectionZ (&tr.viewParms);
+
+ R_AddEntitySurfaces ();
+}
+
+/*
+================
+R_DebugPolygon
+================
+*/
+void R_DebugPolygon( int color, int numPoints, float *points ) {
+ // FIXME: implement this
+#if 0
+ int i;
+
+ GL_State( GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE );
+
+ // draw solid shade
+
+ qglColor3f( color&1, (color>>1)&1, (color>>2)&1 );
+ qglBegin( GL_POLYGON );
+ for ( i = 0 ; i < numPoints ; i++ ) {
+ qglVertex3fv( points + i * 3 );
+ }
+ qglEnd();
+
+ // draw wireframe outline
+ GL_State( GLS_POLYMODE_LINE | GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE );
+ qglDepthRange( 0, 0 );
+ qglColor3f( 1, 1, 1 );
+ qglBegin( GL_POLYGON );
+ for ( i = 0 ; i < numPoints ; i++ ) {
+ qglVertex3fv( points + i * 3 );
+ }
+ qglEnd();
+ qglDepthRange( 0, 1 );
+#endif
+}
+
+/*
+====================
+R_DebugGraphics
+
+Visualization aid for movement clipping debugging
+====================
+*/
+void R_DebugGraphics( void ) {
+ if ( !r_debugSurface->integer ) {
+ return;
+ }
+
+ // the render thread can't make callbacks to the main thread
+ R_SyncRenderThread();
+
+ GL_Bind( tr.whiteImage);
+ GL_Cull( CT_FRONT_SIDED );
+ ri.CM_DrawDebugSurface( R_DebugPolygon );
+}
+
+
+/*
+================
+R_RenderView
+
+A view may be either the actual camera view,
+or a mirror / remote location
+================
+*/
+void R_RenderView (viewParms_t *parms) {
+ int firstDrawSurf;
+
+ if ( parms->viewportWidth <= 0 || parms->viewportHeight <= 0 ) {
+ return;
+ }
+
+ tr.viewCount++;
+
+ tr.viewParms = *parms;
+ tr.viewParms.frameSceneNum = tr.frameSceneNum;
+ tr.viewParms.frameCount = tr.frameCount;
+
+ firstDrawSurf = tr.refdef.numDrawSurfs;
+
+ tr.viewCount++;
+
+ // set viewParms.world
+ R_RotateForViewer ();
+
+ R_SetupProjection(&tr.viewParms, r_zproj->value, tr.viewParms.zFar, qtrue);
+
+ R_GenerateDrawSurfs();
+
+ R_SortDrawSurfs( tr.refdef.drawSurfs + firstDrawSurf, tr.refdef.numDrawSurfs - firstDrawSurf );
+
+ // draw main system development information (surface outlines, etc)
+ R_DebugGraphics();
+}
+
+
+void R_RenderDlightCubemaps(const refdef_t *fd)
+{
+ int i;
+
+ for (i = 0; i < tr.refdef.num_dlights; i++)
+ {
+ viewParms_t shadowParms;
+ int j;
+
+ // use previous frame to determine visible dlights
+ if ((1 << i) & tr.refdef.dlightMask)
+ continue;
+
+ Com_Memset( &shadowParms, 0, sizeof( shadowParms ) );
+
+ shadowParms.viewportX = tr.refdef.x;
+ shadowParms.viewportY = glConfig.vidHeight - ( tr.refdef.y + PSHADOW_MAP_SIZE );
+ shadowParms.viewportWidth = PSHADOW_MAP_SIZE;
+ shadowParms.viewportHeight = PSHADOW_MAP_SIZE;
+ shadowParms.isPortal = qfalse;
+ shadowParms.isMirror = qtrue; // because it is
+
+ shadowParms.fovX = 90;
+ shadowParms.fovY = 90;
+
+ shadowParms.flags = VPF_SHADOWMAP | VPF_DEPTHSHADOW;
+ shadowParms.zFar = tr.refdef.dlights[i].radius;
+
+ VectorCopy( tr.refdef.dlights[i].origin, shadowParms.or.origin );
+
+ for (j = 0; j < 6; j++)
+ {
+ switch(j)
+ {
+ case 0:
+ // -X
+ VectorSet( shadowParms.or.axis[0], -1, 0, 0);
+ VectorSet( shadowParms.or.axis[1], 0, 0, -1);
+ VectorSet( shadowParms.or.axis[2], 0, 1, 0);
+ break;
+ case 1:
+ // +X
+ VectorSet( shadowParms.or.axis[0], 1, 0, 0);
+ VectorSet( shadowParms.or.axis[1], 0, 0, 1);
+ VectorSet( shadowParms.or.axis[2], 0, 1, 0);
+ break;
+ case 2:
+ // -Y
+ VectorSet( shadowParms.or.axis[0], 0, -1, 0);
+ VectorSet( shadowParms.or.axis[1], 1, 0, 0);
+ VectorSet( shadowParms.or.axis[2], 0, 0, -1);
+ break;
+ case 3:
+ // +Y
+ VectorSet( shadowParms.or.axis[0], 0, 1, 0);
+ VectorSet( shadowParms.or.axis[1], 1, 0, 0);
+ VectorSet( shadowParms.or.axis[2], 0, 0, 1);
+ break;
+ case 4:
+ // -Z
+ VectorSet( shadowParms.or.axis[0], 0, 0, -1);
+ VectorSet( shadowParms.or.axis[1], 1, 0, 0);
+ VectorSet( shadowParms.or.axis[2], 0, 1, 0);
+ break;
+ case 5:
+ // +Z
+ VectorSet( shadowParms.or.axis[0], 0, 0, 1);
+ VectorSet( shadowParms.or.axis[1], -1, 0, 0);
+ VectorSet( shadowParms.or.axis[2], 0, 1, 0);
+ break;
+ }
+
+ R_RenderView(&shadowParms);
+ R_AddCapShadowmapCmd( i, j );
+ }
+ }
+}
+
+
+void R_RenderPshadowMaps(const refdef_t *fd)
+{
+ viewParms_t shadowParms;
+ int i;
+
+ // first, make a list of shadows
+ for ( i = 0; i < tr.refdef.num_entities; i++)
+ {
+ trRefEntity_t *ent = &tr.refdef.entities[i];
+
+ if((ent->e.renderfx & (RF_FIRST_PERSON | RF_NOSHADOW)))
+ continue;
+
+ //if((ent->e.renderfx & RF_THIRD_PERSON))
+ //continue;
+
+ if (ent->e.reType == RT_MODEL)
+ {
+ model_t *model = R_GetModelByHandle( ent->e.hModel );
+ pshadow_t shadow;
+ float radius = 0.0f;
+ float scale = 1.0f;
+ vec3_t diff;
+ int j;
+
+ if (!model)
+ continue;
+
+ if (ent->e.nonNormalizedAxes)
+ {
+ scale = VectorLength( ent->e.axis[0] );
+ }
+
+ switch (model->type)
+ {
+ case MOD_MESH:
+ {
+ mdvFrame_t *frame = &model->mdv[0]->frames[ent->e.frame];
+
+ radius = frame->radius * scale;
+ }
+ break;
+
+ case MOD_MD4:
+ {
+ // FIXME: actually calculate the radius and bounds, this is a horrible hack
+ radius = r_pshadowDist->value / 2.0f;
+ }
+ break;
+#ifdef RAVENMD4
+ case MOD_MDR:
+ {
+ // FIXME: never actually tested this
+ mdrHeader_t *header = model->modelData;
+ int frameSize = (size_t)( &((mdrFrame_t *)0)->bones[ header->numBones ] );
+ mdrFrame_t *frame = ( mdrFrame_t * ) ( ( byte * ) header + header->ofsFrames + frameSize * ent->e.frame);
+
+ radius = frame->radius;
+ }
+ break;
+#endif
+ case MOD_IQM:
+ {
+ // FIXME: never actually tested this
+ iqmData_t *data = model->modelData;
+ vec3_t diag;
+ float *framebounds;
+
+ framebounds = data->bounds + 6*ent->e.frame;
+ VectorSubtract( framebounds+3, framebounds, diag );
+ radius = 0.5f * VectorLength( diag );
+ }
+ break;
+
+ default:
+ break;
+ }
+
+ if (!radius)
+ continue;
+
+ // Cull entities that are behind the viewer by more than lightRadius
+ VectorSubtract(ent->e.origin, fd->vieworg, diff);
+ if (DotProduct(diff, fd->viewaxis[0]) < -r_pshadowDist->value)
+ continue;
+
+ memset(&shadow, 0, sizeof(shadow));
+
+ shadow.numEntities = 1;
+ shadow.entityNums[0] = i;
+ shadow.viewRadius = radius;
+ shadow.lightRadius = r_pshadowDist->value;
+ VectorCopy(ent->e.origin, shadow.viewOrigin);
+ shadow.sort = DotProduct(diff, diff) / (radius * radius);
+ VectorCopy(ent->e.origin, shadow.entityOrigins[0]);
+ shadow.entityRadiuses[0] = radius;
+
+ for (j = 0; j < MAX_CALC_PSHADOWS; j++)
+ {
+ pshadow_t swap;
+
+ if (j + 1 > tr.refdef.num_pshadows)
+ {
+ tr.refdef.num_pshadows = j + 1;
+ tr.refdef.pshadows[j] = shadow;
+ break;
+ }
+
+ // sort shadows by distance from camera divided by radius
+ // FIXME: sort better
+ if (tr.refdef.pshadows[j].sort <= shadow.sort)
+ continue;
+
+ swap = tr.refdef.pshadows[j];
+ tr.refdef.pshadows[j] = shadow;
+ shadow = swap;
+ }
+ }
+ }
+
+ // next, merge touching pshadows
+ for ( i = 0; i < tr.refdef.num_pshadows; i++)
+ {
+ pshadow_t *ps1 = &tr.refdef.pshadows[i];
+ int j;
+
+ for (j = i + 1; j < tr.refdef.num_pshadows; j++)
+ {
+ pshadow_t *ps2 = &tr.refdef.pshadows[j];
+ int k;
+ qboolean touch;
+
+ if (ps1->numEntities == 8)
+ break;
+
+ touch = qfalse;
+ if (SpheresIntersect(ps1->viewOrigin, ps1->viewRadius, ps2->viewOrigin, ps2->viewRadius))
+ {
+ for (k = 0; k < ps1->numEntities; k++)
+ {
+ if (SpheresIntersect(ps1->entityOrigins[k], ps1->entityRadiuses[k], ps2->viewOrigin, ps2->viewRadius))
+ {
+ touch = qtrue;
+ break;
+ }
+ }
+ }
+
+ if (touch)
+ {
+ vec3_t newOrigin;
+ float newRadius;
+
+ BoundingSphereOfSpheres(ps1->viewOrigin, ps1->viewRadius, ps2->viewOrigin, ps2->viewRadius, newOrigin, &newRadius);
+ VectorCopy(newOrigin, ps1->viewOrigin);
+ ps1->viewRadius = newRadius;
+
+ ps1->entityNums[ps1->numEntities] = ps2->entityNums[0];
+ VectorCopy(ps2->viewOrigin, ps1->entityOrigins[ps1->numEntities]);
+ ps1->entityRadiuses[ps1->numEntities] = ps2->viewRadius;
+
+ ps1->numEntities++;
+
+ for (k = j; k < tr.refdef.num_pshadows - 1; k++)
+ {
+ tr.refdef.pshadows[k] = tr.refdef.pshadows[k + 1];
+ }
+
+ j--;
+ tr.refdef.num_pshadows--;
+ }
+ }
+ }
+
+ // cap number of drawn pshadows
+ if (tr.refdef.num_pshadows > MAX_DRAWN_PSHADOWS)
+ {
+ tr.refdef.num_pshadows = MAX_DRAWN_PSHADOWS;
+ }
+
+ // next, fill up the rest of the shadow info
+ for ( i = 0; i < tr.refdef.num_pshadows; i++)
+ {
+ pshadow_t *shadow = &tr.refdef.pshadows[i];
+ vec3_t up;
+ vec3_t ambientLight, directedLight, lightDir;
+
+ VectorSet(lightDir, 0.57735f, 0.57735f, 0.57735f);
+#if 1
+ R_LightForPoint(shadow->viewOrigin, ambientLight, directedLight, lightDir);
+
+ // sometimes there's no light
+ if (DotProduct(lightDir, lightDir) < 0.9f)
+ VectorSet(lightDir, 0.0f, 0.0f, 1.0f);
+#endif
+
+ if (shadow->viewRadius * 3.0f > shadow->lightRadius)
+ {
+ shadow->lightRadius = shadow->viewRadius * 3.0f;
+ }
+
+ VectorMA(shadow->viewOrigin, shadow->viewRadius, lightDir, shadow->lightOrigin);
+
+ // make up a projection, up doesn't matter
+ VectorScale(lightDir, -1.0f, shadow->lightViewAxis[0]);
+ VectorSet(up, 0, 0, -1);
+
+ if ( abs(DotProduct(up, shadow->lightViewAxis[0])) > 0.9f )
+ {
+ VectorSet(up, -1, 0, 0);
+ }
+
+ CrossProduct(shadow->lightViewAxis[0], up, shadow->lightViewAxis[1]);
+ VectorNormalize(shadow->lightViewAxis[1]);
+ CrossProduct(shadow->lightViewAxis[0], shadow->lightViewAxis[1], shadow->lightViewAxis[2]);
+
+ VectorCopy(shadow->lightViewAxis[0], shadow->cullPlane.normal);
+ shadow->cullPlane.dist = DotProduct(shadow->cullPlane.normal, shadow->lightOrigin);
+ shadow->cullPlane.type = PLANE_NON_AXIAL;
+ SetPlaneSignbits(&shadow->cullPlane);
+ }
+
+ // next, render shadowmaps
+ for ( i = 0; i < tr.refdef.num_pshadows; i++)
+ {
+ int firstDrawSurf;
+ pshadow_t *shadow = &tr.refdef.pshadows[i];
+ int j;
+
+ Com_Memset( &shadowParms, 0, sizeof( shadowParms ) );
+
+ if (glRefConfig.framebufferObject)
+ {
+ shadowParms.viewportX = 0;
+ shadowParms.viewportY = 0;
+ }
+ else
+ {
+ shadowParms.viewportX = tr.refdef.x;
+ shadowParms.viewportY = glConfig.vidHeight - ( tr.refdef.y + PSHADOW_MAP_SIZE );
+ }
+ shadowParms.viewportWidth = PSHADOW_MAP_SIZE;
+ shadowParms.viewportHeight = PSHADOW_MAP_SIZE;
+ shadowParms.isPortal = qfalse;
+ shadowParms.isMirror = qfalse;
+
+ shadowParms.fovX = 90;
+ shadowParms.fovY = 90;
+
+ if (glRefConfig.framebufferObject)
+ shadowParms.targetFbo = tr.pshadowFbos[i];
+
+ shadowParms.flags = VPF_SHADOWMAP | VPF_DEPTHSHADOW;
+ shadowParms.zFar = shadow->lightRadius;
+
+ VectorCopy(shadow->lightOrigin, shadowParms.or.origin);
+
+ VectorCopy(shadow->lightViewAxis[0], shadowParms.or.axis[0]);
+ VectorCopy(shadow->lightViewAxis[1], shadowParms.or.axis[1]);
+ VectorCopy(shadow->lightViewAxis[2], shadowParms.or.axis[2]);
+
+ {
+ tr.viewCount++;
+
+ tr.viewParms = shadowParms;
+ tr.viewParms.frameSceneNum = tr.frameSceneNum;
+ tr.viewParms.frameCount = tr.frameCount;
+
+ firstDrawSurf = tr.refdef.numDrawSurfs;
+
+ tr.viewCount++;
+
+ // set viewParms.world
+ R_RotateForViewer ();
+
+ {
+ float xmin, xmax, ymin, ymax, znear, zfar;
+ viewParms_t *dest = &tr.viewParms;
+ vec3_t pop;
+
+ xmin = ymin = -shadow->viewRadius;
+ xmax = ymax = shadow->viewRadius;
+ znear = 0;
+ zfar = shadow->lightRadius;
+
+ dest->projectionMatrix[0] = 2 / (xmax - xmin);
+ dest->projectionMatrix[4] = 0;
+ dest->projectionMatrix[8] = (xmax + xmin) / (xmax - xmin);
+ dest->projectionMatrix[12] =0;
+
+ dest->projectionMatrix[1] = 0;
+ dest->projectionMatrix[5] = 2 / (ymax - ymin);
+ dest->projectionMatrix[9] = ( ymax + ymin ) / (ymax - ymin); // normally 0
+ dest->projectionMatrix[13] = 0;
+
+ dest->projectionMatrix[2] = 0;
+ dest->projectionMatrix[6] = 0;
+ dest->projectionMatrix[10] = 2 / (zfar - znear);
+ dest->projectionMatrix[14] = 0;
+
+ dest->projectionMatrix[3] = 0;
+ dest->projectionMatrix[7] = 0;
+ dest->projectionMatrix[11] = 0;
+ dest->projectionMatrix[15] = 1;
+
+ VectorScale(dest->or.axis[1], 1.0f, dest->frustum[0].normal);
+ VectorMA(dest->or.origin, -shadow->viewRadius, dest->frustum[0].normal, pop);
+ dest->frustum[0].dist = DotProduct(pop, dest->frustum[0].normal);
+
+ VectorScale(dest->or.axis[1], -1.0f, dest->frustum[1].normal);
+ VectorMA(dest->or.origin, -shadow->viewRadius, dest->frustum[1].normal, pop);
+ dest->frustum[1].dist = DotProduct(pop, dest->frustum[1].normal);
+
+ VectorScale(dest->or.axis[2], 1.0f, dest->frustum[2].normal);
+ VectorMA(dest->or.origin, -shadow->viewRadius, dest->frustum[2].normal, pop);
+ dest->frustum[2].dist = DotProduct(pop, dest->frustum[2].normal);
+
+ VectorScale(dest->or.axis[2], -1.0f, dest->frustum[3].normal);
+ VectorMA(dest->or.origin, -shadow->viewRadius, dest->frustum[3].normal, pop);
+ dest->frustum[3].dist = DotProduct(pop, dest->frustum[3].normal);
+
+ VectorScale(dest->or.axis[0], -1.0f, dest->frustum[4].normal);
+ VectorMA(dest->or.origin, -shadow->lightRadius, dest->frustum[4].normal, pop);
+ dest->frustum[4].dist = DotProduct(pop, dest->frustum[4].normal);
+
+ for (j = 0; j < 5; j++)
+ {
+ dest->frustum[j].type = PLANE_NON_AXIAL;
+ SetPlaneSignbits (&dest->frustum[j]);
+ }
+ }
+
+ for (j = 0; j < shadow->numEntities; j++)
+ {
+ R_AddEntitySurface(shadow->entityNums[j]);
+ }
+
+ R_SortDrawSurfs( tr.refdef.drawSurfs + firstDrawSurf, tr.refdef.numDrawSurfs - firstDrawSurf );
+
+ if (!glRefConfig.framebufferObject)
+ R_AddCapShadowmapCmd( i, -1 );
+ }
+ }
+}
+
+static float CalcSplit(float n, float f, float i, float m)
+{
+ return (n * pow(f / n, i / m) + (f - n) * i / m) / 2.0f;
+}
+
+
+void R_RenderSunShadowMaps(const refdef_t *fd, int level)
+{
+ viewParms_t shadowParms;
+ vec4_t lightDir, lightCol;
+ vec3_t lightViewAxis[3];
+ vec3_t lightOrigin;
+ float splitZNear, splitZFar, splitBias;
+ float viewZNear, viewZFar;
+ vec3_t lightviewBounds[2];
+ qboolean lightViewIndependentOfCameraView = qfalse;
+
+ if (r_forceSun->integer == 2)
+ {
+ int scale = 32768;
+ float angle = (fd->time % scale) / (float)scale * M_PI;
+ lightDir[0] = cos(angle);
+ lightDir[1] = sin(35.0f * M_PI / 180.0f);
+ lightDir[2] = sin(angle) * cos(35.0f * M_PI / 180.0f);
+ lightDir[3] = 0.0f;
+
+ if (1) //((fd->time % (scale * 2)) < scale)
+ {
+ lightCol[0] =
+ lightCol[1] =
+ lightCol[2] = CLAMP(sin(angle) * 2.0f, 0.0f, 1.0f) * 2.0f;
+ lightCol[3] = 1.0f;
+ }
+ else
+ {
+ lightCol[0] =
+ lightCol[1] =
+ lightCol[2] = CLAMP(sin(angle) * 2.0f * 0.1f, 0.0f, 0.1f);
+ lightCol[3] = 1.0f;
+ }
+
+ VectorCopy4(lightDir, tr.refdef.sunDir);
+ VectorCopy4(lightCol, tr.refdef.sunCol);
+ VectorScale4(lightCol, 0.2f, tr.refdef.sunAmbCol);
+ }
+ else
+ {
+ VectorCopy4(tr.refdef.sunDir, lightDir);
+ }
+
+ viewZNear = r_shadowCascadeZNear->value;
+ viewZFar = r_shadowCascadeZFar->value;
+ splitBias = r_shadowCascadeZBias->value;
+
+ switch(level)
+ {
+ case 0:
+ default:
+ //splitZNear = r_znear->value;
+ //splitZFar = 256;
+ splitZNear = viewZNear;
+ splitZFar = CalcSplit(viewZNear, viewZFar, 1, 3) + splitBias;
+ break;
+ case 1:
+ splitZNear = CalcSplit(viewZNear, viewZFar, 1, 3) + splitBias;
+ splitZFar = CalcSplit(viewZNear, viewZFar, 2, 3) + splitBias;
+ //splitZNear = 256;
+ //splitZFar = 896;
+ break;
+ case 2:
+ splitZNear = CalcSplit(viewZNear, viewZFar, 2, 3) + splitBias;
+ splitZFar = viewZFar;
+ //splitZNear = 896;
+ //splitZFar = 3072;
+ break;
+ }
+
+ VectorCopy(fd->vieworg, lightOrigin);
+
+
+ // Make up a projection
+ VectorScale(lightDir, -1.0f, lightViewAxis[0]);
+
+ if (lightViewIndependentOfCameraView)
+ {
+ // Use world up as light view up
+ VectorSet(lightViewAxis[2], 0, 0, 1);
+ }
+ else if (level == 0)
+ {
+ // Level 0 tries to use a diamond texture orientation relative to camera view
+ // Use halfway between camera view forward and left for light view up
+ VectorAdd(fd->viewaxis[0], fd->viewaxis[1], lightViewAxis[2]);
+ }
+ else
+ {
+ // Use camera view up as light view up
+ VectorCopy(fd->viewaxis[2], lightViewAxis[2]);
+ }
+
+ // Check if too close to parallel to light direction
+ if (abs(DotProduct(lightViewAxis[2], lightViewAxis[0])) > 0.9f)
+ {
+ if (lightViewIndependentOfCameraView)
+ {
+ // Use world left as light view up
+ VectorSet(lightViewAxis[2], 0, 1, 0);
+ }
+ else if (level == 0)
+ {
+ // Level 0 tries to use a diamond texture orientation relative to camera view
+ // Use halfway between camera view forward and up for light view up
+ VectorAdd(fd->viewaxis[0], fd->viewaxis[2], lightViewAxis[2]);
+ }
+ else
+ {
+ // Use camera view left as light view up
+ VectorCopy(fd->viewaxis[1], lightViewAxis[2]);
+ }
+ }
+
+ // clean axes
+ CrossProduct(lightViewAxis[2], lightViewAxis[0], lightViewAxis[1]);
+ VectorNormalize(lightViewAxis[1]);
+ CrossProduct(lightViewAxis[0], lightViewAxis[1], lightViewAxis[2]);
+
+ // Create bounds for light projection using slice of view projection
+ {
+ matrix_t lightViewMatrix;
+ vec4_t point, base, lightViewPoint;
+ float lx, ly;
+
+ base[3] = 1;
+ point[3] = 1;
+ lightViewPoint[3] = 1;
+
+ Matrix16View(lightViewAxis, lightOrigin, lightViewMatrix);
+
+ ClearBounds(lightviewBounds[0], lightviewBounds[1]);
+
+ // add view near plane
+ lx = splitZNear * tan(fd->fov_x * M_PI / 360.0f);
+ ly = splitZNear * tan(fd->fov_y * M_PI / 360.0f);
+ VectorMA(fd->vieworg, splitZNear, fd->viewaxis[0], base);
+
+ VectorMA(base, lx, fd->viewaxis[1], point);
+ VectorMA(point, ly, fd->viewaxis[2], point);
+ Matrix16Transform(lightViewMatrix, point, lightViewPoint);
+ AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
+
+ VectorMA(base, -lx, fd->viewaxis[1], point);
+ VectorMA(point, ly, fd->viewaxis[2], point);
+ Matrix16Transform(lightViewMatrix, point, lightViewPoint);
+ AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
+
+ VectorMA(base, lx, fd->viewaxis[1], point);
+ VectorMA(point, -ly, fd->viewaxis[2], point);
+ Matrix16Transform(lightViewMatrix, point, lightViewPoint);
+ AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
+
+ VectorMA(base, -lx, fd->viewaxis[1], point);
+ VectorMA(point, -ly, fd->viewaxis[2], point);
+ Matrix16Transform(lightViewMatrix, point, lightViewPoint);
+ AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
+
+
+ // add view far plane
+ lx = splitZFar * tan(fd->fov_x * M_PI / 360.0f);
+ ly = splitZFar * tan(fd->fov_y * M_PI / 360.0f);
+ VectorMA(fd->vieworg, splitZFar, fd->viewaxis[0], base);
+
+ VectorMA(base, lx, fd->viewaxis[1], point);
+ VectorMA(point, ly, fd->viewaxis[2], point);
+ Matrix16Transform(lightViewMatrix, point, lightViewPoint);
+ AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
+
+ VectorMA(base, -lx, fd->viewaxis[1], point);
+ VectorMA(point, ly, fd->viewaxis[2], point);
+ Matrix16Transform(lightViewMatrix, point, lightViewPoint);
+ AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
+
+ VectorMA(base, lx, fd->viewaxis[1], point);
+ VectorMA(point, -ly, fd->viewaxis[2], point);
+ Matrix16Transform(lightViewMatrix, point, lightViewPoint);
+ AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
+
+ VectorMA(base, -lx, fd->viewaxis[1], point);
+ VectorMA(point, -ly, fd->viewaxis[2], point);
+ Matrix16Transform(lightViewMatrix, point, lightViewPoint);
+ AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
+
+ if (!glRefConfig.depthClamp)
+ lightviewBounds[0][0] = lightviewBounds[1][0] - 8192;
+
+ // Moving the Light in Texel-Sized Increments
+ // from http://msdn.microsoft.com/en-us/library/windows/desktop/ee416324%28v=vs.85%29.aspx
+ //
+ if (lightViewIndependentOfCameraView)
+ {
+ float cascadeBound, worldUnitsPerTexel, invWorldUnitsPerTexel;
+
+ cascadeBound = MAX(lightviewBounds[1][0] - lightviewBounds[0][0], lightviewBounds[1][1] - lightviewBounds[0][1]);
+ cascadeBound = MAX(cascadeBound, lightviewBounds[1][2] - lightviewBounds[0][2]);
+ worldUnitsPerTexel = cascadeBound / tr.sunShadowFbo[level]->width;
+ invWorldUnitsPerTexel = 1.0f / worldUnitsPerTexel;
+
+ VectorScale(lightviewBounds[0], invWorldUnitsPerTexel, lightviewBounds[0]);
+ lightviewBounds[0][0] = floor(lightviewBounds[0][0]);
+ lightviewBounds[0][1] = floor(lightviewBounds[0][1]);
+ lightviewBounds[0][2] = floor(lightviewBounds[0][2]);
+ VectorScale(lightviewBounds[0], worldUnitsPerTexel, lightviewBounds[0]);
+
+ VectorScale(lightviewBounds[1], invWorldUnitsPerTexel, lightviewBounds[1]);
+ lightviewBounds[1][0] = floor(lightviewBounds[1][0]);
+ lightviewBounds[1][1] = floor(lightviewBounds[1][1]);
+ lightviewBounds[1][2] = floor(lightviewBounds[1][2]);
+ VectorScale(lightviewBounds[1], worldUnitsPerTexel, lightviewBounds[1]);
+ }
+
+ //ri.Printf(PRINT_ALL, "znear %f zfar %f\n", lightviewBounds[0][0], lightviewBounds[1][0]);
+ //ri.Printf(PRINT_ALL, "fovx %f fovy %f xmin %f xmax %f ymin %f ymax %f\n", fd->fov_x, fd->fov_y, xmin, xmax, ymin, ymax);
+ }
+
+
+ {
+ int firstDrawSurf;
+
+ Com_Memset( &shadowParms, 0, sizeof( shadowParms ) );
+
+ if (glRefConfig.framebufferObject)
+ {
+ shadowParms.viewportX = 0;
+ shadowParms.viewportY = 0;
+ }
+ else
+ {
+ shadowParms.viewportX = tr.refdef.x;
+ shadowParms.viewportY = glConfig.vidHeight - ( tr.refdef.y + tr.sunShadowFbo[level]->height );
+ }
+ shadowParms.viewportWidth = tr.sunShadowFbo[level]->width;
+ shadowParms.viewportHeight = tr.sunShadowFbo[level]->height;
+ shadowParms.isPortal = qfalse;
+ shadowParms.isMirror = qfalse;
+
+ shadowParms.fovX = 90;
+ shadowParms.fovY = 90;
+
+ if (glRefConfig.framebufferObject)
+ shadowParms.targetFbo = tr.sunShadowFbo[level];
+
+ shadowParms.flags = VPF_DEPTHSHADOW | VPF_DEPTHCLAMP | VPF_ORTHOGRAPHIC;
+ shadowParms.zFar = lightviewBounds[1][0];
+
+ VectorCopy(lightOrigin, shadowParms.or.origin);
+
+ VectorCopy(lightViewAxis[0], shadowParms.or.axis[0]);
+ VectorCopy(lightViewAxis[1], shadowParms.or.axis[1]);
+ VectorCopy(lightViewAxis[2], shadowParms.or.axis[2]);
+
+ VectorCopy(lightOrigin, shadowParms.pvsOrigin );
+
+ {
+ tr.viewCount++;
+
+ tr.viewParms = shadowParms;
+ tr.viewParms.frameSceneNum = tr.frameSceneNum;
+ tr.viewParms.frameCount = tr.frameCount;
+
+ firstDrawSurf = tr.refdef.numDrawSurfs;
+
+ tr.viewCount++;
+
+ // set viewParms.world
+ R_RotateForViewer ();
+
+ R_SetupProjectionOrtho(&tr.viewParms, lightviewBounds);
+
+ R_AddWorldSurfaces ();
+
+ R_AddPolygonSurfaces();
+
+ R_AddEntitySurfaces ();
+
+ R_SortDrawSurfs( tr.refdef.drawSurfs + firstDrawSurf, tr.refdef.numDrawSurfs - firstDrawSurf );
+ }
+
+ Matrix16Multiply(tr.viewParms.projectionMatrix, tr.viewParms.world.modelMatrix, tr.refdef.sunShadowMvp[level]);
+ }
+}
Added: trunk/code/rend2/tr_marks.c
===================================================================
--- trunk/code/rend2/tr_marks.c (rev 0)
+++ trunk/code/rend2/tr_marks.c 2012-10-26 01:23:06 UTC (rev 2329)
@@ -0,0 +1,466 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Quake III Arena source code is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Quake III Arena source code; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+// tr_marks.c -- polygon projection on the world polygons
+
+#include "tr_local.h"
+//#include "assert.h"
+
+#define MAX_VERTS_ON_POLY 64
+
+#define MARKER_OFFSET 0 // 1
+
+/*
+=============
+R_ChopPolyBehindPlane
+
+Out must have space for two more vertexes than in
+=============
+*/
+#define SIDE_FRONT 0
+#define SIDE_BACK 1
+#define SIDE_ON 2
+static void R_ChopPolyBehindPlane( int numInPoints, vec3_t inPoints[MAX_VERTS_ON_POLY],
+ int *numOutPoints, vec3_t outPoints[MAX_VERTS_ON_POLY],
+ vec3_t normal, vec_t dist, vec_t epsilon) {
+ float dists[MAX_VERTS_ON_POLY+4];
+ int sides[MAX_VERTS_ON_POLY+4];
+ int counts[3];
+ float dot;
+ int i, j;
+ float *p1, *p2, *clip;
+ float d;
+
+ // don't clip if it might overflow
+ if ( numInPoints >= MAX_VERTS_ON_POLY - 2 ) {
+ *numOutPoints = 0;
+ return;
+ }
+
+ counts[0] = counts[1] = counts[2] = 0;
+
+ // determine sides for each point
+ for ( i = 0 ; i < numInPoints ; i++ ) {
+ dot = DotProduct( inPoints[i], normal );
+ dot -= dist;
+ dists[i] = dot;
+ if ( dot > epsilon ) {
+ sides[i] = SIDE_FRONT;
+ } else if ( dot < -epsilon ) {
+ sides[i] = SIDE_BACK;
+ } else {
+ sides[i] = SIDE_ON;
+ }
+ counts[sides[i]]++;
+ }
+ sides[i] = sides[0];
+ dists[i] = dists[0];
+
+ *numOutPoints = 0;
+
+ if ( !counts[0] ) {
+ return;
+ }
+ if ( !counts[1] ) {
+ *numOutPoints = numInPoints;
+ Com_Memcpy( outPoints, inPoints, numInPoints * sizeof(vec3_t) );
+ return;
+ }
+
+ for ( i = 0 ; i < numInPoints ; i++ ) {
+ p1 = inPoints[i];
+ clip = outPoints[ *numOutPoints ];
+
+ if ( sides[i] == SIDE_ON ) {
+ VectorCopy( p1, clip );
+ (*numOutPoints)++;
+ continue;
+ }
+
+ if ( sides[i] == SIDE_FRONT ) {
+ VectorCopy( p1, clip );
+ (*numOutPoints)++;
+ clip = outPoints[ *numOutPoints ];
+ }
+
+ if ( sides[i+1] == SIDE_ON || sides[i+1] == sides[i] ) {
+ continue;
+ }
+
+ // generate a split point
+ p2 = inPoints[ (i+1) % numInPoints ];
+
+ d = dists[i] - dists[i+1];
+ if ( d == 0 ) {
+ dot = 0;
+ } else {
+ dot = dists[i] / d;
+ }
+
+ // clip xyz
+
+ for (j=0 ; j<3 ; j++) {
+ clip[j] = p1[j] + dot * ( p2[j] - p1[j] );
+ }
+
+ (*numOutPoints)++;
+ }
+}
+
+/*
+=================
+R_BoxSurfaces_r
+
+=================
+*/
+void R_BoxSurfaces_r(mnode_t *node, vec3_t mins, vec3_t maxs, surfaceType_t **list, int listsize, int *listlength, vec3_t dir) {
+
+ int s, c;
+ msurface_t *surf;
+ int *mark;
+
+ // do the tail recursion in a loop
+ while ( node->contents == -1 ) {
+ s = BoxOnPlaneSide( mins, maxs, node->plane );
+ if (s == 1) {
+ node = node->children[0];
+ } else if (s == 2) {
+ node = node->children[1];
+ } else {
+ R_BoxSurfaces_r(node->children[0], mins, maxs, list, listsize, listlength, dir);
+ node = node->children[1];
+ }
+ }
+
+ // add the individual surfaces
+ mark = tr.world->marksurfaces + node->firstmarksurface;
+ c = node->nummarksurfaces;
+ while (c--) {
+ int *surfViewCount;
+ //
+ if (*listlength >= listsize) break;
+ //
+ surfViewCount = &tr.world->surfacesViewCount[*mark];
+ surf = tr.world->surfaces + *mark;
+ // check if the surface has NOIMPACT or NOMARKS set
+ if ( ( surf->shader->surfaceFlags & ( SURF_NOIMPACT | SURF_NOMARKS ) )
+ || ( surf->shader->contentFlags & CONTENTS_FOG ) ) {
+ *surfViewCount = tr.viewCount;
+ }
+ // extra check for surfaces to avoid list overflows
+ else if (*(surf->data) == SF_FACE) {
+ // the face plane should go through the box
+ s = BoxOnPlaneSide( mins, maxs, &surf->cullinfo.plane );
+ if (s == 1 || s == 2) {
+ *surfViewCount = tr.viewCount;
+ } else if (DotProduct(surf->cullinfo.plane.normal, dir) > -0.5) {
+ // don't add faces that make sharp angles with the projection direction
+ *surfViewCount = tr.viewCount;
+ }
+ }
+ else if (*(surf->data) != SF_GRID &&
+ *(surf->data) != SF_TRIANGLES)
+ *surfViewCount = tr.viewCount;
+ // check the viewCount because the surface may have
+ // already been added if it spans multiple leafs
+ if (*surfViewCount != tr.viewCount) {
+ *surfViewCount = tr.viewCount;
+ list[*listlength] = surf->data;
+ (*listlength)++;
+ }
+ mark++;
+ }
+}
+
+/*
+=================
+R_AddMarkFragments
+
+=================
+*/
+void R_AddMarkFragments(int numClipPoints, vec3_t clipPoints[2][MAX_VERTS_ON_POLY],
+ int numPlanes, vec3_t *normals, float *dists,
+ int maxPoints, vec3_t pointBuffer,
+ int maxFragments, markFragment_t *fragmentBuffer,
+ int *returnedPoints, int *returnedFragments,
+ vec3_t mins, vec3_t maxs) {
+ int pingPong, i;
+ markFragment_t *mf;
+
+ // chop the surface by all the bounding planes of the to be projected polygon
+ pingPong = 0;
+
+ for ( i = 0 ; i < numPlanes ; i++ ) {
+
+ R_ChopPolyBehindPlane( numClipPoints, clipPoints[pingPong],
+ &numClipPoints, clipPoints[!pingPong],
+ normals[i], dists[i], 0.5 );
+ pingPong ^= 1;
+ if ( numClipPoints == 0 ) {
+ break;
+ }
+ }
+ // completely clipped away?
+ if ( numClipPoints == 0 ) {
+ return;
+ }
+
+ // add this fragment to the returned list
+ if ( numClipPoints + (*returnedPoints) > maxPoints ) {
+ return; // not enough space for this polygon
+ }
+ /*
+ // all the clip points should be within the bounding box
+ for ( i = 0 ; i < numClipPoints ; i++ ) {
+ int j;
+ for ( j = 0 ; j < 3 ; j++ ) {
+ if (clipPoints[pingPong][i][j] < mins[j] - 0.5) break;
+ if (clipPoints[pingPong][i][j] > maxs[j] + 0.5) break;
+ }
+ if (j < 3) break;
+ }
+ if (i < numClipPoints) return;
+ */
+
+ mf = fragmentBuffer + (*returnedFragments);
+ mf->firstPoint = (*returnedPoints);
+ mf->numPoints = numClipPoints;
+ Com_Memcpy( pointBuffer + (*returnedPoints) * 3, clipPoints[pingPong], numClipPoints * sizeof(vec3_t) );
+
+ (*returnedPoints) += numClipPoints;
+ (*returnedFragments)++;
+}
+
+/*
+=================
+R_MarkFragments
+
+=================
+*/
+int R_MarkFragments( int numPoints, const vec3_t *points, const vec3_t projection,
+ int maxPoints, vec3_t pointBuffer, int maxFragments, markFragment_t *fragmentBuffer ) {
+ int numsurfaces, numPlanes;
+ int i, j, k, m, n;
+ surfaceType_t *surfaces[64];
+ vec3_t mins, maxs;
+ int returnedFragments;
+ int returnedPoints;
+ vec3_t normals[MAX_VERTS_ON_POLY+2];
+ float dists[MAX_VERTS_ON_POLY+2];
+ vec3_t clipPoints[2][MAX_VERTS_ON_POLY];
+ int numClipPoints;
+ float *v;
+ srfGridMesh_t *cv;
+ srfTriangle_t *tri;
+ srfVert_t *dv;
+ vec3_t normal;
+ vec3_t projectionDir;
+ vec3_t v1, v2;
+
+ if (numPoints <= 0) {
+ return 0;
+ }
+
+ //increment view count for double check prevention
+ tr.viewCount++;
+
+ //
+ VectorNormalize2( projection, projectionDir );
+ // find all the brushes that are to be considered
+ ClearBounds( mins, maxs );
+ for ( i = 0 ; i < numPoints ; i++ ) {
+ vec3_t temp;
+
+ AddPointToBounds( points[i], mins, maxs );
+ VectorAdd( points[i], projection, temp );
+ AddPointToBounds( temp, mins, maxs );
+ // make sure we get all the leafs (also the one(s) in front of the hit surface)
+ VectorMA( points[i], -20, projectionDir, temp );
+ AddPointToBounds( temp, mins, maxs );
+ }
+
+ if (numPoints > MAX_VERTS_ON_POLY) numPoints = MAX_VERTS_ON_POLY;
+ // create the bounding planes for the to be projected polygon
+ for ( i = 0 ; i < numPoints ; i++ ) {
+ VectorSubtract(points[(i+1)%numPoints], points[i], v1);
+ VectorAdd(points[i], projection, v2);
+ VectorSubtract(points[i], v2, v2);
+ CrossProduct(v1, v2, normals[i]);
+ VectorNormalizeFast(normals[i]);
+ dists[i] = DotProduct(normals[i], points[i]);
+ }
+ // add near and far clipping planes for projection
+ VectorCopy(projectionDir, normals[numPoints]);
+ dists[numPoints] = DotProduct(normals[numPoints], points[0]) - 32;
+ VectorCopy(projectionDir, normals[numPoints+1]);
+ VectorInverse(normals[numPoints+1]);
+ dists[numPoints+1] = DotProduct(normals[numPoints+1], points[0]) - 20;
+ numPlanes = numPoints + 2;
+
+ numsurfaces = 0;
+ R_BoxSurfaces_r(tr.world->nodes, mins, maxs, surfaces, 64, &numsurfaces, projectionDir);
+ //assert(numsurfaces <= 64);
+ //assert(numsurfaces != 64);
+
+ returnedPoints = 0;
+ returnedFragments = 0;
+
+ for ( i = 0 ; i < numsurfaces ; i++ ) {
+
+ if (*surfaces[i] == SF_GRID) {
+
+ cv = (srfGridMesh_t *) surfaces[i];
+ for ( m = 0 ; m < cv->height - 1 ; m++ ) {
+ for ( n = 0 ; n < cv->width - 1 ; n++ ) {
+ // We triangulate the grid and chop all triangles within
+ // the bounding planes of the to be projected polygon.
+ // LOD is not taken into account, not such a big deal though.
+ //
+ // It's probably much nicer to chop the grid itself and deal
+ // with this grid as a normal SF_GRID surface so LOD will
+ // be applied. However the LOD of that chopped grid must
+ // be synced with the LOD of the original curve.
+ // One way to do this; the chopped grid shares vertices with
+ // the original curve. When LOD is applied to the original
+ // curve the unused vertices are flagged. Now the chopped curve
+ // should skip the flagged vertices. This still leaves the
+ // problems with the vertices at the chopped grid edges.
+ //
+ // To avoid issues when LOD applied to "hollow curves" (like
+ // the ones around many jump pads) we now just add a 2 unit
+ // offset to the triangle vertices.
+ // The offset is added in the vertex normal vector direction
+ // so all triangles will still fit together.
+ // The 2 unit offset should avoid pretty much all LOD problems.
+
+ numClipPoints = 3;
+
+ dv = cv->verts + m * cv->width + n;
+
+ VectorCopy(dv[0].xyz, clipPoints[0][0]);
+ VectorMA(clipPoints[0][0], MARKER_OFFSET, dv[0].normal, clipPoints[0][0]);
+ VectorCopy(dv[cv->width].xyz, clipPoints[0][1]);
+ VectorMA(clipPoints[0][1], MARKER_OFFSET, dv[cv->width].normal, clipPoints[0][1]);
+ VectorCopy(dv[1].xyz, clipPoints[0][2]);
+ VectorMA(clipPoints[0][2], MARKER_OFFSET, dv[1].normal, clipPoints[0][2]);
+ // check the normal of this triangle
+ VectorSubtract(clipPoints[0][0], clipPoints[0][1], v1);
+ VectorSubtract(clipPoints[0][2], clipPoints[0][1], v2);
+ CrossProduct(v1, v2, normal);
+ VectorNormalizeFast(normal);
+ if (DotProduct(normal, projectionDir) < -0.1) {
+ // add the fragments of this triangle
+ R_AddMarkFragments(numClipPoints, clipPoints,
+ numPlanes, normals, dists,
+ maxPoints, pointBuffer,
+ maxFragments, fragmentBuffer,
+ &returnedPoints, &returnedFragments, mins, maxs);
+
+ if ( returnedFragments == maxFragments ) {
+ return returnedFragments; // not enough space for more fragments
+ }
+ }
+
+ VectorCopy(dv[1].xyz, clipPoints[0][0]);
+ VectorMA(clipPoints[0][0], MARKER_OFFSET, dv[1].normal, clipPoints[0][0]);
+ VectorCopy(dv[cv->width].xyz, clipPoints[0][1]);
+ VectorMA(clipPoints[0][1], MARKER_OFFSET, dv[cv->width].normal, clipPoints[0][1]);
+ VectorCopy(dv[cv->width+1].xyz, clipPoints[0][2]);
+ VectorMA(clipPoints[0][2], MARKER_OFFSET, dv[cv->width+1].normal, clipPoints[0][2]);
+ // check the normal of this triangle
+ VectorSubtract(clipPoints[0][0], clipPoints[0][1], v1);
+ VectorSubtract(clipPoints[0][2], clipPoints[0][1], v2);
+ CrossProduct(v1, v2, normal);
+ VectorNormalizeFast(normal);
+ if (DotProduct(normal, projectionDir) < -0.05) {
+ // add the fragments of this triangle
+ R_AddMarkFragments(numClipPoints, clipPoints,
+ numPlanes, normals, dists,
+ maxPoints, pointBuffer,
+ maxFragments, fragmentBuffer,
+ &returnedPoints, &returnedFragments, mins, maxs);
+
+ if ( returnedFragments == maxFragments ) {
+ return returnedFragments; // not enough space for more fragments
+ }
+ }
+ }
+ }
+ }
+ else if (*surfaces[i] == SF_FACE) {
+
+ srfSurfaceFace_t *surf = ( srfSurfaceFace_t * ) surfaces[i];
+
+ // check the normal of this face
+ if (DotProduct(surf->plane.normal, projectionDir) > -0.5) {
+ continue;
+ }
+
+ for(k = 0, tri = surf->triangles; k < surf->numTriangles; k++, tri++)
+ {
+ for(j = 0; j < 3; j++)
+ {
+ v = surf->verts[tri->indexes[j]].xyz;
+ VectorMA(v, MARKER_OFFSET, surf->plane.normal, clipPoints[0][j]);
+ }
+
+ // add the fragments of this face
+ R_AddMarkFragments( 3 , clipPoints,
+ numPlanes, normals, dists,
+ maxPoints, pointBuffer,
+ maxFragments, fragmentBuffer,
+ &returnedPoints, &returnedFragments, mins, maxs);
+ if ( returnedFragments == maxFragments ) {
+ return returnedFragments; // not enough space for more fragments
+ }
+ }
+ }
+ else if(*surfaces[i] == SF_TRIANGLES && r_marksOnTriangleMeshes->integer) {
+
+ srfTriangles_t *surf = (srfTriangles_t *) surfaces[i];
+
+ for(k = 0, tri = surf->triangles; k < surf->numTriangles; k++, tri++)
+ {
+ for(j = 0; j < 3; j++)
+ {
+ v = surf->verts[tri->indexes[j]].xyz;
+ VectorMA(v, MARKER_OFFSET, surf->verts[tri->indexes[j]].normal, clipPoints[0][j]);
+ }
+
+ // add the fragments of this face
+ R_AddMarkFragments(3, clipPoints,
+ numPlanes, normals, dists,
+ maxPoints, pointBuffer,
+ maxFragments, fragmentBuffer, &returnedPoints, &returnedFragments, mins, maxs);
+ if(returnedFragments == maxFragments)
+ {
+ return returnedFragments; // not enough space for more fragments
+ }
+ }
+ }
+ }
+ return returnedFragments;
+}
+
+
+
+
+
Added: trunk/code/rend2/tr_mesh.c
===================================================================
--- trunk/code/rend2/tr_mesh.c (rev 0)
+++ trunk/code/rend2/tr_mesh.c 2012-10-26 01:23:06 UTC (rev 2329)
@@ -0,0 +1,405 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Quake III Arena source code is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Quake III Arena source code; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+// tr_mesh.c: triangle model functions
+
+#include "tr_local.h"
+
+static float ProjectRadius( float r, vec3_t location )
+{
+ float pr;
+ float dist;
+ float c;
+ vec3_t p;
+ float projected[4];
+
+ c = DotProduct( tr.viewParms.or.axis[0], tr.viewParms.or.origin );
+ dist = DotProduct( tr.viewParms.or.axis[0], location ) - c;
+
+ if ( dist <= 0 )
+ return 0;
+
+ p[0] = 0;
+ p[1] = fabs( r );
+ p[2] = -dist;
+
+ projected[0] = p[0] * tr.viewParms.projectionMatrix[0] +
+ p[1] * tr.viewParms.projectionMatrix[4] +
+ p[2] * tr.viewParms.projectionMatrix[8] +
+ tr.viewParms.projectionMatrix[12];
+
+ projected[1] = p[0] * tr.viewParms.projectionMatrix[1] +
+ p[1] * tr.viewParms.projectionMatrix[5] +
+ p[2] * tr.viewParms.projectionMatrix[9] +
+ tr.viewParms.projectionMatrix[13];
+
+ projected[2] = p[0] * tr.viewParms.projectionMatrix[2] +
+ p[1] * tr.viewParms.projectionMatrix[6] +
+ p[2] * tr.viewParms.projectionMatrix[10] +
+ tr.viewParms.projectionMatrix[14];
+
+ projected[3] = p[0] * tr.viewParms.projectionMatrix[3] +
+ p[1] * tr.viewParms.projectionMatrix[7] +
+ p[2] * tr.viewParms.projectionMatrix[11] +
+ tr.viewParms.projectionMatrix[15];
+
+
+ pr = projected[1] / projected[3];
+
+ if ( pr > 1.0f )
+ pr = 1.0f;
+
+ return pr;
+}
+
+/*
+=============
+R_CullModel
+=============
+*/
+static int R_CullModel( mdvModel_t *model, trRefEntity_t *ent ) {
+ vec3_t bounds[2];
+ mdvFrame_t *oldFrame, *newFrame;
+ int i;
+
+ // compute frame pointers
+ newFrame = model->frames + ent->e.frame;
+ oldFrame = model->frames + ent->e.oldframe;
+
+ // cull bounding sphere ONLY if this is not an upscaled entity
+ if ( !ent->e.nonNormalizedAxes )
+ {
+ if ( ent->e.frame == ent->e.oldframe )
+ {
+ switch ( R_CullLocalPointAndRadius( newFrame->localOrigin, newFrame->radius ) )
+ {
+ case CULL_OUT:
+ tr.pc.c_sphere_cull_md3_out++;
+ return CULL_OUT;
+
+ case CULL_IN:
+ tr.pc.c_sphere_cull_md3_in++;
+ return CULL_IN;
+
+ case CULL_CLIP:
+ tr.pc.c_sphere_cull_md3_clip++;
+ break;
+ }
+ }
+ else
+ {
+ int sphereCull, sphereCullB;
+
+ sphereCull = R_CullLocalPointAndRadius( newFrame->localOrigin, newFrame->radius );
+ if ( newFrame == oldFrame ) {
+ sphereCullB = sphereCull;
+ } else {
+ sphereCullB = R_CullLocalPointAndRadius( oldFrame->localOrigin, oldFrame->radius );
+ }
+
+ if ( sphereCull == sphereCullB )
+ {
+ if ( sphereCull == CULL_OUT )
+ {
+ tr.pc.c_sphere_cull_md3_out++;
+ return CULL_OUT;
+ }
+ else if ( sphereCull == CULL_IN )
+ {
+ tr.pc.c_sphere_cull_md3_in++;
+ return CULL_IN;
+ }
+ else
+ {
+ tr.pc.c_sphere_cull_md3_clip++;
+ }
+ }
+ }
+ }
+
+ // calculate a bounding box in the current coordinate system
+ for (i = 0 ; i < 3 ; i++) {
+ bounds[0][i] = oldFrame->bounds[0][i] < newFrame->bounds[0][i] ? oldFrame->bounds[0][i] : newFrame->bounds[0][i];
+ bounds[1][i] = oldFrame->bounds[1][i] > newFrame->bounds[1][i] ? oldFrame->bounds[1][i] : newFrame->bounds[1][i];
+ }
+
+ switch ( R_CullLocalBox( bounds ) )
+ {
+ case CULL_IN:
+ tr.pc.c_box_cull_md3_in++;
+ return CULL_IN;
+ case CULL_CLIP:
+ tr.pc.c_box_cull_md3_clip++;
+ return CULL_CLIP;
+ case CULL_OUT:
+ default:
+ tr.pc.c_box_cull_md3_out++;
+ return CULL_OUT;
+ }
+}
+
+
+/*
+=================
+R_ComputeLOD
+
+=================
+*/
+int R_ComputeLOD( trRefEntity_t *ent ) {
+ float radius;
+ float flod, lodscale;
+ float projectedRadius;
+ mdvFrame_t *frame;
+#ifdef RAVENMD4
+ mdrHeader_t *mdr;
+ mdrFrame_t *mdrframe;
+#endif
+ int lod;
+
+ if ( tr.currentModel->numLods < 2 )
+ {
+ // model has only 1 LOD level, skip computations and bias
+ lod = 0;
+ }
+ else
+ {
+ // multiple LODs exist, so compute projected bounding sphere
+ // and use that as a criteria for selecting LOD
+
+#ifdef RAVENMD4
+ if(tr.currentModel->type == MOD_MDR)
+ {
+ int frameSize;
+ mdr = (mdrHeader_t *) tr.currentModel->modelData;
+ frameSize = (size_t) (&((mdrFrame_t *)0)->bones[mdr->numBones]);
+
+ mdrframe = (mdrFrame_t *) ((byte *) mdr + mdr->ofsFrames + frameSize * ent->e.frame);
+
+ radius = RadiusFromBounds(mdrframe->bounds[0], mdrframe->bounds[1]);
+ }
+ else
+#endif
+ {
+ //frame = ( md3Frame_t * ) ( ( ( unsigned char * ) tr.currentModel->md3[0] ) + tr.currentModel->md3[0]->ofsFrames );
+ frame = tr.currentModel->mdv[0]->frames;
+
+ frame += ent->e.frame;
+
+ radius = RadiusFromBounds( frame->bounds[0], frame->bounds[1] );
+ }
+
+ if ( ( projectedRadius = ProjectRadius( radius, ent->e.origin ) ) != 0 )
+ {
+ lodscale = r_lodscale->value;
+ if (lodscale > 20) lodscale = 20;
+ flod = 1.0f - projectedRadius * lodscale;
+ }
+ else
+ {
+ // object intersects near view plane, e.g. view weapon
+ flod = 0;
+ }
+
+ flod *= tr.currentModel->numLods;
+ lod = ri.ftol(flod);
+
+ if ( lod < 0 )
+ {
+ lod = 0;
+ }
+ else if ( lod >= tr.currentModel->numLods )
+ {
+ lod = tr.currentModel->numLods - 1;
+ }
+ }
+
+ lod += r_lodbias->integer;
+
+ if ( lod >= tr.currentModel->numLods )
+ lod = tr.currentModel->numLods - 1;
+ if ( lod < 0 )
+ lod = 0;
+
+ return lod;
+}
+
+/*
+=================
+R_ComputeFogNum
+
+=================
+*/
+int R_ComputeFogNum( mdvModel_t *model, trRefEntity_t *ent ) {
+ int i, j;
+ fog_t *fog;
+ mdvFrame_t *mdvFrame;
+ vec3_t localOrigin;
+
+ if ( tr.refdef.rdflags & RDF_NOWORLDMODEL ) {
+ return 0;
+ }
+
+ // FIXME: non-normalized axis issues
+ mdvFrame = model->frames + ent->e.frame;
+ VectorAdd( ent->e.origin, mdvFrame->localOrigin, localOrigin );
+ for ( i = 1 ; i < tr.world->numfogs ; i++ ) {
+ fog = &tr.world->fogs[i];
+ for ( j = 0 ; j < 3 ; j++ ) {
+ if ( localOrigin[j] - mdvFrame->radius >= fog->bounds[1][j] ) {
+ break;
+ }
+ if ( localOrigin[j] + mdvFrame->radius <= fog->bounds[0][j] ) {
+ break;
+ }
+ }
+ if ( j == 3 ) {
+ return i;
+ }
+ }
+
+ return 0;
+}
+
+/*
+=================
+R_AddMD3Surfaces
+
+=================
+*/
+void R_AddMD3Surfaces( trRefEntity_t *ent ) {
+ int i;
+ mdvModel_t *model = NULL;
+ mdvSurface_t *surface = NULL;
+ shader_t *shader = NULL;
+ int cull;
+ int lod;
+ int fogNum;
+ qboolean personalModel;
+
+ // don't add third_person objects if not in a portal
+ personalModel = (ent->e.renderfx & RF_THIRD_PERSON) && !(tr.viewParms.isPortal
+ || (tr.viewParms.flags & (VPF_SHADOWMAP | VPF_DEPTHSHADOW)));
+
+ if ( ent->e.renderfx & RF_WRAP_FRAMES ) {
+ ent->e.frame %= tr.currentModel->mdv[0]->numFrames;
+ ent->e.oldframe %= tr.currentModel->mdv[0]->numFrames;
+ }
+
+ //
+ // Validate the frames so there is no chance of a crash.
+ // This will write directly into the entity structure, so
+ // when the surfaces are rendered, they don't need to be
+ // range checked again.
+ //
+ if ( (ent->e.frame >= tr.currentModel->mdv[0]->numFrames)
+ || (ent->e.frame < 0)
+ || (ent->e.oldframe >= tr.currentModel->mdv[0]->numFrames)
+ || (ent->e.oldframe < 0) ) {
+ ri.Printf( PRINT_DEVELOPER, "R_AddMD3Surfaces: no such frame %d to %d for '%s'\n",
+ ent->e.oldframe, ent->e.frame,
+ tr.currentModel->name );
+ ent->e.frame = 0;
+ ent->e.oldframe = 0;
+ }
+
+ //
+ // compute LOD
+ //
+ lod = R_ComputeLOD( ent );
+
+ model = tr.currentModel->mdv[lod];
+
+ //
+ // cull the entire model if merged bounding box of both frames
+ // is outside the view frustum.
+ //
+ cull = R_CullModel ( model, ent );
+ if ( cull == CULL_OUT ) {
+ return;
+ }
+
+ //
+ // set up lighting now that we know we aren't culled
+ //
+ if ( !personalModel || r_shadows->integer > 1 ) {
+ R_SetupEntityLighting( &tr.refdef, ent );
+ }
+
+ //
+ // see if we are in a fog volume
+ //
+ fogNum = R_ComputeFogNum( model, ent );
+
+ //
+ // draw all surfaces
+ //
+ surface = model->surfaces;
+ for ( i = 0 ; i < model->numSurfaces ; i++ ) {
+
+ if ( ent->e.customShader ) {
+ shader = R_GetShaderByHandle( ent->e.customShader );
+ } else if ( ent->e.customSkin > 0 && ent->e.customSkin < tr.numSkins ) {
+ skin_t *skin;
+ int j;
+
+ skin = R_GetSkinByHandle( ent->e.customSkin );
+
+ // match the surface name to something in the skin file
+ shader = tr.defaultShader;
+ for ( j = 0 ; j < skin->numSurfaces ; j++ ) {
+ // the names have both been lowercased
+ if ( !strcmp( skin->surfaces[j]->name, surface->name ) ) {
+ shader = skin->surfaces[j]->shader;
+ break;
+ }
+ }
+ if (shader == tr.defaultShader) {
+ ri.Printf( PRINT_DEVELOPER, "WARNING: no shader for surface %s in skin %s\n", surface->name, skin->name);
+ }
+ else if (shader->defaultShader) {
+ ri.Printf( PRINT_DEVELOPER, "WARNING: shader %s in skin %s not found\n", shader->name, skin->name);
+ }
+ //} else if ( surface->numShaders <= 0 ) {
+ //shader = tr.defaultShader;
+ } else {
+ //md3Shader = (md3Shader_t *) ( (byte *)surface + surface->ofsShaders );
+ //md3Shader += ent->e.skinNum % surface->numShaders;
+ //shader = tr.shaders[ md3Shader->shaderIndex ];
+ shader = tr.shaders[ surface->shaderIndexes[ ent->e.skinNum % surface->numShaderIndexes ] ];
+ }
+
+ // don't add third_person objects if not viewing through a portal
+ if(!personalModel)
+ {
+ srfVBOMDVMesh_t *vboSurface = &model->vboSurfaces[i];
+
+ R_AddDrawSurf((void *)vboSurface, shader, fogNum, qfalse, qfalse );
+ }
+
+ surface++;
+ }
+
+}
+
+
+
+
+
Added: trunk/code/rend2/tr_model.c
===================================================================
--- trunk/code/rend2/tr_model.c (rev 0)
+++ trunk/code/rend2/tr_model.c 2012-10-26 01:23:06 UTC (rev 2329)
@@ -0,0 +1,1580 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Quake III Arena source code is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Quake III Arena source code; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+// tr_models.c -- model loading and caching
+
+#include "tr_local.h"
+
+#define LL(x) x=LittleLong(x)
+
+static qboolean R_LoadMD3(model_t *mod, int lod, void *buffer, int bufferSize, const char *modName);
+static qboolean R_LoadMD4(model_t *mod, void *buffer, const char *name );
+#ifdef RAVENMD4
+static qboolean R_LoadMDR(model_t *mod, void *buffer, int filesize, const char *name );
+#endif
+
+/*
+====================
+R_RegisterMD3
+====================
+*/
+qhandle_t R_RegisterMD3(const char *name, model_t *mod)
+{
+ union {
+ unsigned *u;
+ void *v;
+ } buf;
+ int size;
+ int lod;
+ int ident;
+ qboolean loaded = qfalse;
+ int numLoaded;
+ char filename[MAX_QPATH], namebuf[MAX_QPATH+20];
+ char *fext, defex[] = "md3";
+
+ numLoaded = 0;
+
+ strcpy(filename, name);
+
+ fext = strchr(filename, '.');
+ if(!fext)
+ fext = defex;
+ else
+ {
+ *fext = '\0';
+ fext++;
+ }
+
+ for (lod = MD3_MAX_LODS - 1 ; lod >= 0 ; lod--)
+ {
+ if(lod)
+ Com_sprintf(namebuf, sizeof(namebuf), "%s_%d.%s", filename, lod, fext);
+ else
+ Com_sprintf(namebuf, sizeof(namebuf), "%s.%s", filename, fext);
+
+ size = ri.FS_ReadFile( namebuf, &buf.v );
+ if(!buf.u)
+ continue;
+
+ ident = LittleLong(* (unsigned *) buf.u);
+ if (ident == MD4_IDENT)
+ loaded = R_LoadMD4(mod, buf.u, name);
+ else
+ {
+ if (ident == MD3_IDENT)
+ loaded = R_LoadMD3(mod, lod, buf.u, size, name);
+ else
+ ri.Printf(PRINT_WARNING,"R_RegisterMD3: unknown fileid for %s\n", name);
+ }
+
+ ri.FS_FreeFile(buf.v);
+
+ if(loaded)
+ {
+ mod->numLods++;
+ numLoaded++;
+ }
+ else
+ break;
+ }
+
+ if(numLoaded)
+ {
+ // duplicate into higher lod spots that weren't
+ // loaded, in case the user changes r_lodbias on the fly
+ for(lod--; lod >= 0; lod--)
+ {
+ mod->numLods++;
+ mod->mdv[lod] = mod->mdv[lod + 1];
+ }
+
+ return mod->index;
+ }
+
+#ifdef _DEBUG
+ ri.Printf(PRINT_WARNING,"R_RegisterMD3: couldn't load %s\n", name);
+#endif
+
+ mod->type = MOD_BAD;
+ return 0;
+}
+
+#ifdef RAVENMD4
+/*
+====================
+R_RegisterMDR
+====================
+*/
+qhandle_t R_RegisterMDR(const char *name, model_t *mod)
+{
+ union {
+ unsigned *u;
+ void *v;
+ } buf;
+ int ident;
+ qboolean loaded = qfalse;
+ int filesize;
+
+ filesize = ri.FS_ReadFile(name, (void **) &buf.v);
+ if(!buf.u)
+ {
+ mod->type = MOD_BAD;
+ return 0;
+ }
+
+ ident = LittleLong(*(unsigned *)buf.u);
+ if(ident == MDR_IDENT)
+ loaded = R_LoadMDR(mod, buf.u, filesize, name);
+
+ ri.FS_FreeFile (buf.v);
+
+ if(!loaded)
+ {
+ ri.Printf(PRINT_WARNING,"R_RegisterMDR: couldn't load mdr file %s\n", name);
+ mod->type = MOD_BAD;
+ return 0;
+ }
+
+ return mod->index;
+}
+#endif
+
+/*
+====================
+R_RegisterIQM
+====================
+*/
+qhandle_t R_RegisterIQM(const char *name, model_t *mod)
+{
+ union {
+ unsigned *u;
+ void *v;
+ } buf;
+ qboolean loaded = qfalse;
+ int filesize;
+
+ filesize = ri.FS_ReadFile(name, (void **) &buf.v);
+ if(!buf.u)
+ {
+ mod->type = MOD_BAD;
+ return 0;
+ }
+
+ loaded = R_LoadIQM(mod, buf.u, filesize, name);
+
+ ri.FS_FreeFile (buf.v);
+
+ if(!loaded)
+ {
+ ri.Printf(PRINT_WARNING,"R_RegisterIQM: couldn't load iqm file %s\n", name);
+ mod->type = MOD_BAD;
+ return 0;
+ }
+
+ return mod->index;
+}
+
+
+typedef struct
+{
+ char *ext;
+ qhandle_t (*ModelLoader)( const char *, model_t * );
+} modelExtToLoaderMap_t;
+
+// Note that the ordering indicates the order of preference used
+// when there are multiple models of different formats available
+static modelExtToLoaderMap_t modelLoaders[ ] =
+{
+ { "iqm", R_RegisterIQM },
+#ifdef RAVENMD4
+ { "mdr", R_RegisterMDR },
+#endif
+ { "md4", R_RegisterMD3 },
+ { "md3", R_RegisterMD3 }
+};
+
+static int numModelLoaders = ARRAY_LEN(modelLoaders);
+
+//===============================================================================
+
+/*
+** R_GetModelByHandle
+*/
+model_t *R_GetModelByHandle( qhandle_t index ) {
+ model_t *mod;
+
+ // out of range gets the defualt model
+ if ( index < 1 || index >= tr.numModels ) {
+ return tr.models[0];
+ }
+
+ mod = tr.models[index];
+
+ return mod;
+}
+
+//===============================================================================
+
+/*
+** R_AllocModel
+*/
+model_t *R_AllocModel( void ) {
+ model_t *mod;
+
+ if ( tr.numModels == MAX_MOD_KNOWN ) {
+ return NULL;
+ }
+
+ mod = ri.Hunk_Alloc( sizeof( *tr.models[tr.numModels] ), h_low );
+ mod->index = tr.numModels;
+ tr.models[tr.numModels] = mod;
+ tr.numModels++;
+
+ return mod;
+}
+
+/*
+====================
+RE_RegisterModel
+
+Loads in a model for the given name
+
+Zero will be returned if the model fails to load.
+An entry will be retained for failed models as an
+optimization to prevent disk rescanning if they are
+asked for again.
+====================
+*/
+qhandle_t RE_RegisterModel( const char *name ) {
+ model_t *mod;
+ qhandle_t hModel;
+ qboolean orgNameFailed = qfalse;
+ int orgLoader = -1;
+ int i;
+ char localName[ MAX_QPATH ];
+ const char *ext;
+ char altName[ MAX_QPATH ];
+
+ if ( !name || !name[0] ) {
+ ri.Printf( PRINT_ALL, "RE_RegisterModel: NULL name\n" );
+ return 0;
+ }
+
+ if ( strlen( name ) >= MAX_QPATH ) {
+ ri.Printf( PRINT_ALL, "Model name exceeds MAX_QPATH\n" );
+ return 0;
+ }
+
+ //
+ // search the currently loaded models
+ //
+ for ( hModel = 1 ; hModel < tr.numModels; hModel++ ) {
+ mod = tr.models[hModel];
+ if ( !strcmp( mod->name, name ) ) {
+ if( mod->type == MOD_BAD ) {
+ return 0;
+ }
+ return hModel;
+ }
+ }
+
+ // allocate a new model_t
+
+ if ( ( mod = R_AllocModel() ) == NULL ) {
+ ri.Printf( PRINT_WARNING, "RE_RegisterModel: R_AllocModel() failed for '%s'\n", name);
+ return 0;
+ }
+
+ // only set the name after the model has been successfully loaded
+ Q_strncpyz( mod->name, name, sizeof( mod->name ) );
+
+
+ // make sure the render thread is stopped
+ R_SyncRenderThread();
+
+ mod->type = MOD_BAD;
+ mod->numLods = 0;
+
+ //
+ // load the files
+ //
+ Q_strncpyz( localName, name, MAX_QPATH );
+
+ ext = COM_GetExtension( localName );
+
+ if( *ext )
+ {
+ // Look for the correct loader and use it
+ for( i = 0; i < numModelLoaders; i++ )
+ {
+ if( !Q_stricmp( ext, modelLoaders[ i ].ext ) )
+ {
+ // Load
+ hModel = modelLoaders[ i ].ModelLoader( localName, mod );
+ break;
+ }
+ }
+
+ // A loader was found
+ if( i < numModelLoaders )
+ {
+ if( !hModel )
+ {
+ // Loader failed, most likely because the file isn't there;
+ // try again without the extension
+ orgNameFailed = qtrue;
+ orgLoader = i;
+ COM_StripExtension( name, localName, MAX_QPATH );
+ }
+ else
+ {
+ // Something loaded
+ return mod->index;
+ }
+ }
+ }
+
+ // Try and find a suitable match using all
+ // the model formats supported
+ for( i = 0; i < numModelLoaders; i++ )
+ {
+ if (i == orgLoader)
+ continue;
+
+ Com_sprintf( altName, sizeof (altName), "%s.%s", localName, modelLoaders[ i ].ext );
+
+ // Load
+ hModel = modelLoaders[ i ].ModelLoader( altName, mod );
+
+ if( hModel )
+ {
+ if( orgNameFailed )
+ {
+ ri.Printf( PRINT_DEVELOPER, "WARNING: %s not present, using %s instead\n",
+ name, altName );
+ }
+
+ break;
+ }
+ }
+
+ return hModel;
+}
+
+/*
+=================
+R_LoadMD3
+=================
+*/
+static qboolean R_LoadMD3(model_t * mod, int lod, void *buffer, int bufferSize, const char *modName)
+{
+ int f, i, j, k;
+
+ md3Header_t *md3Model;
+ md3Frame_t *md3Frame;
+ md3Surface_t *md3Surf;
+ md3Shader_t *md3Shader;
+ md3Triangle_t *md3Tri;
+ md3St_t *md3st;
+ md3XyzNormal_t *md3xyz;
+ md3Tag_t *md3Tag;
+
+ mdvModel_t *mdvModel;
+ mdvFrame_t *frame;
+ mdvSurface_t *surf;//, *surface;
+ int *shaderIndex;
+ srfTriangle_t *tri;
+ mdvVertex_t *v;
+ mdvSt_t *st;
+ mdvTag_t *tag;
+ mdvTagName_t *tagName;
+
+ int version;
+ int size;
+
+ md3Model = (md3Header_t *) buffer;
+
+ version = LittleLong(md3Model->version);
+ if(version != MD3_VERSION)
+ {
+ ri.Printf(PRINT_WARNING, "R_LoadMD3: %s has wrong version (%i should be %i)\n", modName, version, MD3_VERSION);
+ return qfalse;
+ }
+
+ mod->type = MOD_MESH;
+ size = LittleLong(md3Model->ofsEnd);
+ mod->dataSize += size;
+ mdvModel = mod->mdv[lod] = ri.Hunk_Alloc(sizeof(mdvModel_t), h_low);
+
+// Com_Memcpy(mod->md3[lod], buffer, LittleLong(md3Model->ofsEnd));
+
+ LL(md3Model->ident);
+ LL(md3Model->version);
+ LL(md3Model->numFrames);
+ LL(md3Model->numTags);
+ LL(md3Model->numSurfaces);
+ LL(md3Model->ofsFrames);
+ LL(md3Model->ofsTags);
+ LL(md3Model->ofsSurfaces);
+ LL(md3Model->ofsEnd);
+
+ if(md3Model->numFrames < 1)
+ {
+ ri.Printf(PRINT_WARNING, "R_LoadMD3: %s has no frames\n", modName);
+ return qfalse;
+ }
+
+ // swap all the frames
+ mdvModel->numFrames = md3Model->numFrames;
+ mdvModel->frames = frame = ri.Hunk_Alloc(sizeof(*frame) * md3Model->numFrames, h_low);
+
+ md3Frame = (md3Frame_t *) ((byte *) md3Model + md3Model->ofsFrames);
+ for(i = 0; i < md3Model->numFrames; i++, frame++, md3Frame++)
+ {
+ frame->radius = LittleFloat(md3Frame->radius);
+ for(j = 0; j < 3; j++)
+ {
+ frame->bounds[0][j] = LittleFloat(md3Frame->bounds[0][j]);
+ frame->bounds[1][j] = LittleFloat(md3Frame->bounds[1][j]);
+ frame->localOrigin[j] = LittleFloat(md3Frame->localOrigin[j]);
+ }
+ }
+
+ // swap all the tags
+ mdvModel->numTags = md3Model->numTags;
+ mdvModel->tags = tag = ri.Hunk_Alloc(sizeof(*tag) * (md3Model->numTags * md3Model->numFrames), h_low);
+
+ md3Tag = (md3Tag_t *) ((byte *) md3Model + md3Model->ofsTags);
+ for(i = 0; i < md3Model->numTags * md3Model->numFrames; i++, tag++, md3Tag++)
+ {
+ for(j = 0; j < 3; j++)
+ {
+ tag->origin[j] = LittleFloat(md3Tag->origin[j]);
+ tag->axis[0][j] = LittleFloat(md3Tag->axis[0][j]);
+ tag->axis[1][j] = LittleFloat(md3Tag->axis[1][j]);
+ tag->axis[2][j] = LittleFloat(md3Tag->axis[2][j]);
+ }
+ }
+
+
+ mdvModel->tagNames = tagName = ri.Hunk_Alloc(sizeof(*tagName) * (md3Model->numTags), h_low);
+
+ md3Tag = (md3Tag_t *) ((byte *) md3Model + md3Model->ofsTags);
+ for(i = 0; i < md3Model->numTags; i++, tagName++, md3Tag++)
+ {
+ Q_strncpyz(tagName->name, md3Tag->name, sizeof(tagName->name));
+ }
+
+ // swap all the surfaces
+ mdvModel->numSurfaces = md3Model->numSurfaces;
+ mdvModel->surfaces = surf = ri.Hunk_Alloc(sizeof(*surf) * md3Model->numSurfaces, h_low);
+
+ md3Surf = (md3Surface_t *) ((byte *) md3Model + md3Model->ofsSurfaces);
+ for(i = 0; i < md3Model->numSurfaces; i++)
+ {
+ LL(md3Surf->ident);
+ LL(md3Surf->flags);
+ LL(md3Surf->numFrames);
+ LL(md3Surf->numShaders);
+ LL(md3Surf->numTriangles);
+ LL(md3Surf->ofsTriangles);
+ LL(md3Surf->numVerts);
+ LL(md3Surf->ofsShaders);
+ LL(md3Surf->ofsSt);
+ LL(md3Surf->ofsXyzNormals);
+ LL(md3Surf->ofsEnd);
+
+ if(md3Surf->numVerts > SHADER_MAX_VERTEXES)
+ {
+ ri.Printf(PRINT_WARNING, "R_LoadMD3: %s has more than %i verts on a surface (%i)",
+ modName, SHADER_MAX_VERTEXES, md3Surf->numVerts);
+ return qfalse;
+ }
+ if(md3Surf->numTriangles * 3 > SHADER_MAX_INDEXES)
+ {
+ ri.Printf(PRINT_WARNING, "R_LoadMD3: %s has more than %i triangles on a surface (%i)",
+ modName, SHADER_MAX_INDEXES / 3, md3Surf->numTriangles);
+ return qfalse;
+ }
+
+ // change to surface identifier
+ surf->surfaceType = SF_MDV;
+
+ // give pointer to model for Tess_SurfaceMDX
+ surf->model = mdvModel;
+
+ // copy surface name
+ Q_strncpyz(surf->name, md3Surf->name, sizeof(surf->name));
+
+ // lowercase the surface name so skin compares are faster
+ Q_strlwr(surf->name);
+
+ // strip off a trailing _1 or _2
+ // this is a crutch for q3data being a mess
+ j = strlen(surf->name);
+ if(j > 2 && surf->name[j - 2] == '_')
+ {
+ surf->name[j - 2] = 0;
+ }
+
+ // register the shaders
+ surf->numShaderIndexes = md3Surf->numShaders;
+ surf->shaderIndexes = shaderIndex = ri.Hunk_Alloc(sizeof(*shaderIndex) * md3Surf->numShaders, h_low);
+
+ md3Shader = (md3Shader_t *) ((byte *) md3Surf + md3Surf->ofsShaders);
+ for(j = 0; j < md3Surf->numShaders; j++, shaderIndex++, md3Shader++)
+ {
+ shader_t *sh;
+
+ sh = R_FindShader(md3Shader->name, LIGHTMAP_NONE, qtrue);
+ if(sh->defaultShader)
+ {
+ *shaderIndex = 0;
+ }
+ else
+ {
+ *shaderIndex = sh->index;
+ }
+ }
+
+ // swap all the triangles
+ surf->numTriangles = md3Surf->numTriangles;
+ surf->triangles = tri = ri.Hunk_Alloc(sizeof(*tri) * md3Surf->numTriangles, h_low);
+
+ md3Tri = (md3Triangle_t *) ((byte *) md3Surf + md3Surf->ofsTriangles);
+ for(j = 0; j < md3Surf->numTriangles; j++, tri++, md3Tri++)
+ {
+ tri->indexes[0] = LittleLong(md3Tri->indexes[0]);
+ tri->indexes[1] = LittleLong(md3Tri->indexes[1]);
+ tri->indexes[2] = LittleLong(md3Tri->indexes[2]);
+ }
+
+ R_CalcSurfaceTriangleNeighbors(surf->numTriangles, surf->triangles);
+
+ // swap all the XyzNormals
+ surf->numVerts = md3Surf->numVerts;
+ surf->verts = v = ri.Hunk_Alloc(sizeof(*v) * (md3Surf->numVerts * md3Surf->numFrames), h_low);
+
+ md3xyz = (md3XyzNormal_t *) ((byte *) md3Surf + md3Surf->ofsXyzNormals);
+ for(j = 0; j < md3Surf->numVerts * md3Surf->numFrames; j++, md3xyz++, v++)
+ {
+ unsigned lat, lng;
+ unsigned short normal;
+
+ v->xyz[0] = LittleShort(md3xyz->xyz[0]) * MD3_XYZ_SCALE;
+ v->xyz[1] = LittleShort(md3xyz->xyz[1]) * MD3_XYZ_SCALE;
+ v->xyz[2] = LittleShort(md3xyz->xyz[2]) * MD3_XYZ_SCALE;
+
+ normal = LittleShort(md3xyz->normal);
+
+ lat = ( normal >> 8 ) & 0xff;
+ lng = ( normal & 0xff );
+ lat *= (FUNCTABLE_SIZE/256);
+ lng *= (FUNCTABLE_SIZE/256);
+
+ // decode X as cos( lat ) * sin( long )
+ // decode Y as sin( lat ) * sin( long )
+ // decode Z as cos( long )
+
+ v->normal[0] = tr.sinTable[(lat+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK] * tr.sinTable[lng];
+ v->normal[1] = tr.sinTable[lat] * tr.sinTable[lng];
+ v->normal[2] = tr.sinTable[(lng+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK];
+ }
+
+ // swap all the ST
+ surf->st = st = ri.Hunk_Alloc(sizeof(*st) * md3Surf->numVerts, h_low);
+
+ md3st = (md3St_t *) ((byte *) md3Surf + md3Surf->ofsSt);
+ for(j = 0; j < md3Surf->numVerts; j++, md3st++, st++)
+ {
+ st->st[0] = LittleFloat(md3st->st[0]);
+ st->st[1] = LittleFloat(md3st->st[1]);
+ }
+
+#ifdef USE_VERT_TANGENT_SPACE
+ // calc tangent spaces
+ {
+ // Valgrind complaints: Conditional jump or move depends on uninitialised value(s)
+ // So lets Initialize them.
+ const float *v0 = NULL, *v1 = NULL, *v2 = NULL;
+ const float *t0 = NULL, *t1 = NULL, *t2 = NULL;
+ vec3_t tangent = { 0, 0, 0 };
+ vec3_t bitangent = { 0, 0, 0 };
+ vec3_t normal = { 0, 0, 0 };
+
+ for(j = 0, v = surf->verts; j < (surf->numVerts * mdvModel->numFrames); j++, v++)
+ {
+ VectorClear(v->tangent);
+ VectorClear(v->bitangent);
+ if (r_recalcMD3Normals->integer)
+ VectorClear(v->normal);
+ }
+
+ for(f = 0; f < mdvModel->numFrames; f++)
+ {
+ for(j = 0, tri = surf->triangles; j < surf->numTriangles; j++, tri++)
+ {
+ v0 = surf->verts[surf->numVerts * f + tri->indexes[0]].xyz;
+ v1 = surf->verts[surf->numVerts * f + tri->indexes[1]].xyz;
+ v2 = surf->verts[surf->numVerts * f + tri->indexes[2]].xyz;
+
+ t0 = surf->st[tri->indexes[0]].st;
+ t1 = surf->st[tri->indexes[1]].st;
+ t2 = surf->st[tri->indexes[2]].st;
+
+ if (!r_recalcMD3Normals->integer)
+ VectorCopy(v->normal, normal);
+ else
+ VectorClear(normal);
+
+ #if 1
+ R_CalcTangentSpace(tangent, bitangent, normal, v0, v1, v2, t0, t1, t2);
+ #else
+ R_CalcNormalForTriangle(normal, v0, v1, v2);
+ R_CalcTangentsForTriangle(tangent, bitangent, v0, v1, v2, t0, t1, t2);
+ #endif
+
+ for(k = 0; k < 3; k++)
+ {
+ float *v;
+
+ v = surf->verts[surf->numVerts * f + tri->indexes[k]].tangent;
+ VectorAdd(v, tangent, v);
+
+ v = surf->verts[surf->numVerts * f + tri->indexes[k]].bitangent;
+ VectorAdd(v, bitangent, v);
+
+ if (r_recalcMD3Normals->integer)
+ {
+ v = surf->verts[surf->numVerts * f + tri->indexes[k]].normal;
+ VectorAdd(v, normal, v);
+ }
+ }
+ }
+ }
+
+ for(j = 0, v = surf->verts; j < (surf->numVerts * mdvModel->numFrames); j++, v++)
+ {
+ VectorNormalize(v->tangent);
+ VectorNormalize(v->bitangent);
+ VectorNormalize(v->normal);
+ }
+ }
+#endif
+
+ // find the next surface
+ md3Surf = (md3Surface_t *) ((byte *) md3Surf + md3Surf->ofsEnd);
+ surf++;
+ }
+
+ {
+ srfVBOMDVMesh_t *vboSurf;
+
+ mdvModel->numVBOSurfaces = mdvModel->numSurfaces;
+ mdvModel->vboSurfaces = ri.Hunk_Alloc(sizeof(*mdvModel->vboSurfaces) * mdvModel->numSurfaces, h_low);
+
+ vboSurf = mdvModel->vboSurfaces;
+ surf = mdvModel->surfaces;
+ for (i = 0; i < mdvModel->numSurfaces; i++, vboSurf++, surf++)
+ {
+ vec3_t *verts;
+ vec3_t *normals;
+ vec2_t *texcoords;
+#ifdef USE_VERT_TANGENT_SPACE
+ vec3_t *tangents;
+ vec3_t *bitangents;
+#endif
+
+ byte *data;
+ int dataSize;
+
+ int ofs_xyz, ofs_normal, ofs_st;
+#ifdef USE_VERT_TANGENT_SPACE
+ int ofs_tangent, ofs_bitangent;
+#endif
+
+ dataSize = 0;
+
+ ofs_xyz = dataSize;
+ dataSize += surf->numVerts * mdvModel->numFrames * sizeof(*verts);
+
+ ofs_normal = dataSize;
+ dataSize += surf->numVerts * mdvModel->numFrames * sizeof(*normals);
+
+#ifdef USE_VERT_TANGENT_SPACE
+ ofs_tangent = dataSize;
+ dataSize += surf->numVerts * mdvModel->numFrames * sizeof(*tangents);
+
+ ofs_bitangent = dataSize;
+ dataSize += surf->numVerts * mdvModel->numFrames * sizeof(*bitangents);
+#endif
+
+ ofs_st = dataSize;
+ dataSize += surf->numVerts * sizeof(*texcoords);
+
+ data = ri.Malloc(dataSize);
+
+ verts = (void *)(data + ofs_xyz);
+ normals = (void *)(data + ofs_normal);
+#ifdef USE_VERT_TANGENT_SPACE
+ tangents = (void *)(data + ofs_tangent);
+ bitangents = (void *)(data + ofs_bitangent);
+#endif
+ texcoords = (void *)(data + ofs_st);
+
+ v = surf->verts;
+ for ( j = 0; j < surf->numVerts * mdvModel->numFrames ; j++, v++ )
+ {
+ VectorCopy(v->xyz, verts[j]);
+ VectorCopy(v->normal, normals[j]);
+#ifdef USE_VERT_TANGENT_SPACE
+ VectorCopy(v->tangent, tangents[j]);
+ VectorCopy(v->bitangent, bitangents[j]);
+#endif
+ }
+
+ st = surf->st;
+ for ( j = 0 ; j < surf->numVerts ; j++, st++ ) {
+ texcoords[j][0] = st->st[0];
+ texcoords[j][1] = st->st[1];
+ }
+
+ vboSurf->surfaceType = SF_VBO_MDVMESH;
+ vboSurf->mdvModel = mdvModel;
+ vboSurf->mdvSurface = surf;
+ vboSurf->numIndexes = surf->numTriangles * 3;
+ vboSurf->numVerts = surf->numVerts;
+ vboSurf->vbo = R_CreateVBO(va("staticMD3Mesh_VBO '%s'", surf->name), data, dataSize, VBO_USAGE_STATIC);
+
+ vboSurf->vbo->ofs_xyz = ofs_xyz;
+ vboSurf->vbo->ofs_normal = ofs_normal;
+#ifdef USE_VERT_TANGENT_SPACE
+ vboSurf->vbo->ofs_tangent = ofs_tangent;
+ vboSurf->vbo->ofs_bitangent = ofs_bitangent;
+#endif
+ vboSurf->vbo->ofs_st = ofs_st;
+
+ vboSurf->vbo->stride_xyz = sizeof(*verts);
+ vboSurf->vbo->stride_normal = sizeof(*normals);
+#ifdef USE_VERT_TANGENT_SPACE
+ vboSurf->vbo->stride_tangent = sizeof(*tangents);
+ vboSurf->vbo->stride_bitangent = sizeof(*bitangents);
+#endif
+ vboSurf->vbo->stride_st = sizeof(*st);
+
+ vboSurf->vbo->size_xyz = sizeof(*verts) * surf->numVerts;
+ vboSurf->vbo->size_normal = sizeof(*normals) * surf->numVerts;
+
+ ri.Free(data);
+
+ vboSurf->ibo = R_CreateIBO2(va("staticMD3Mesh_IBO %s", surf->name), surf->numTriangles, surf->triangles, VBO_USAGE_STATIC);
+ }
+ }
+
+ return qtrue;
+}
+
+
+#ifdef RAVENMD4
+
+/*
+=================
+R_LoadMDR
+=================
+*/
+static qboolean R_LoadMDR( model_t *mod, void *buffer, int filesize, const char *mod_name )
+{
+ int i, j, k, l;
+ mdrHeader_t *pinmodel, *mdr;
+ mdrFrame_t *frame;
+ mdrLOD_t *lod, *curlod;
+ mdrSurface_t *surf, *cursurf;
+ mdrTriangle_t *tri, *curtri;
+ mdrVertex_t *v, *curv;
+ mdrWeight_t *weight, *curweight;
+ mdrTag_t *tag, *curtag;
+ int size;
+ shader_t *sh;
+
+ pinmodel = (mdrHeader_t *)buffer;
+
+ pinmodel->version = LittleLong(pinmodel->version);
+ if (pinmodel->version != MDR_VERSION)
+ {
+ ri.Printf(PRINT_WARNING, "R_LoadMDR: %s has wrong version (%i should be %i)\n", mod_name, pinmodel->version, MDR_VERSION);
+ return qfalse;
+ }
+
+ size = LittleLong(pinmodel->ofsEnd);
+
+ if(size > filesize)
+ {
+ ri.Printf(PRINT_WARNING, "R_LoadMDR: Header of %s is broken. Wrong filesize declared!\n", mod_name);
+ return qfalse;
+ }
+
+ mod->type = MOD_MDR;
+
+ LL(pinmodel->numFrames);
+ LL(pinmodel->numBones);
+ LL(pinmodel->ofsFrames);
+
+ // This is a model that uses some type of compressed Bones. We don't want to uncompress every bone for each rendered frame
+ // over and over again, we'll uncompress it in this function already, so we must adjust the size of the target md4.
+ if(pinmodel->ofsFrames < 0)
+ {
+ // mdrFrame_t is larger than mdrCompFrame_t:
+ size += pinmodel->numFrames * sizeof(frame->name);
+ // now add enough space for the uncompressed bones.
+ size += pinmodel->numFrames * pinmodel->numBones * ((sizeof(mdrBone_t) - sizeof(mdrCompBone_t)));
+ }
+
+ // simple bounds check
+ if(pinmodel->numBones < 0 ||
+ sizeof(*mdr) + pinmodel->numFrames * (sizeof(*frame) + (pinmodel->numBones - 1) * sizeof(*frame->bones)) > size)
+ {
+ ri.Printf(PRINT_WARNING, "R_LoadMDR: %s has broken structure.\n", mod_name);
+ return qfalse;
+ }
+
+ mod->dataSize += size;
+ mod->modelData = mdr = ri.Hunk_Alloc( size, h_low );
+
+ // Copy all the values over from the file and fix endian issues in the process, if necessary.
+
+ mdr->ident = LittleLong(pinmodel->ident);
+ mdr->version = pinmodel->version; // Don't need to swap byte order on this one, we already did above.
+ Q_strncpyz(mdr->name, pinmodel->name, sizeof(mdr->name));
+ mdr->numFrames = pinmodel->numFrames;
+ mdr->numBones = pinmodel->numBones;
+ mdr->numLODs = LittleLong(pinmodel->numLODs);
+ mdr->numTags = LittleLong(pinmodel->numTags);
+ // We don't care about the other offset values, we'll generate them ourselves while loading.
+
+ mod->numLods = mdr->numLODs;
+
+ if ( mdr->numFrames < 1 )
+ {
+ ri.Printf(PRINT_WARNING, "R_LoadMDR: %s has no frames\n", mod_name);
+ return qfalse;
+ }
+
+ /* The first frame will be put into the first free space after the header */
+ frame = (mdrFrame_t *)(mdr + 1);
+ mdr->ofsFrames = (int)((byte *) frame - (byte *) mdr);
+
+ if (pinmodel->ofsFrames < 0)
+ {
+ mdrCompFrame_t *cframe;
+
+ // compressed model...
+ cframe = (mdrCompFrame_t *)((byte *) pinmodel - pinmodel->ofsFrames);
+
+ for(i = 0; i < mdr->numFrames; i++)
+ {
+ for(j = 0; j < 3; j++)
+ {
+ frame->bounds[0][j] = LittleFloat(cframe->bounds[0][j]);
+ frame->bounds[1][j] = LittleFloat(cframe->bounds[1][j]);
+ frame->localOrigin[j] = LittleFloat(cframe->localOrigin[j]);
+ }
+
+ frame->radius = LittleFloat(cframe->radius);
+ frame->name[0] = '\0'; // No name supplied in the compressed version.
+
+ for(j = 0; j < mdr->numBones; j++)
+ {
+ for(k = 0; k < (sizeof(cframe->bones[j].Comp) / 2); k++)
+ {
+ // Do swapping for the uncompressing functions. They seem to use shorts
+ // values only, so I assume this will work. Never tested it on other
+ // platforms, though.
+
+ ((unsigned short *)(cframe->bones[j].Comp))[k] =
+ LittleShort( ((unsigned short *)(cframe->bones[j].Comp))[k] );
+ }
+
+ /* Now do the actual uncompressing */
+ MC_UnCompress(frame->bones[j].matrix, cframe->bones[j].Comp);
+ }
+
+ // Next Frame...
+ cframe = (mdrCompFrame_t *) &cframe->bones[j];
+ frame = (mdrFrame_t *) &frame->bones[j];
+ }
+ }
+ else
+ {
+ mdrFrame_t *curframe;
+
+ // uncompressed model...
+ //
+
+ curframe = (mdrFrame_t *)((byte *) pinmodel + pinmodel->ofsFrames);
+
+ // swap all the frames
+ for ( i = 0 ; i < mdr->numFrames ; i++)
+ {
+ for(j = 0; j < 3; j++)
+ {
+ frame->bounds[0][j] = LittleFloat(curframe->bounds[0][j]);
+ frame->bounds[1][j] = LittleFloat(curframe->bounds[1][j]);
+ frame->localOrigin[j] = LittleFloat(curframe->localOrigin[j]);
+ }
+
+ frame->radius = LittleFloat(curframe->radius);
+ Q_strncpyz(frame->name, curframe->name, sizeof(frame->name));
+
+ for (j = 0; j < (int) (mdr->numBones * sizeof(mdrBone_t) / 4); j++)
+ {
+ ((float *)frame->bones)[j] = LittleFloat( ((float *)curframe->bones)[j] );
+ }
+
+ curframe = (mdrFrame_t *) &curframe->bones[mdr->numBones];
+ frame = (mdrFrame_t *) &frame->bones[mdr->numBones];
+ }
+ }
+
+ // frame should now point to the first free address after all frames.
+ lod = (mdrLOD_t *) frame;
+ mdr->ofsLODs = (int) ((byte *) lod - (byte *)mdr);
+
+ curlod = (mdrLOD_t *)((byte *) pinmodel + LittleLong(pinmodel->ofsLODs));
+
+ // swap all the LOD's
+ for ( l = 0 ; l < mdr->numLODs ; l++)
+ {
+ // simple bounds check
+ if((byte *) (lod + 1) > (byte *) mdr + size)
+ {
+ ri.Printf(PRINT_WARNING, "R_LoadMDR: %s has broken structure.\n", mod_name);
+ return qfalse;
+ }
+
+ lod->numSurfaces = LittleLong(curlod->numSurfaces);
+
+ // swap all the surfaces
+ surf = (mdrSurface_t *) (lod + 1);
+ lod->ofsSurfaces = (int)((byte *) surf - (byte *) lod);
+ cursurf = (mdrSurface_t *) ((byte *)curlod + LittleLong(curlod->ofsSurfaces));
+
+ for ( i = 0 ; i < lod->numSurfaces ; i++)
+ {
+ // simple bounds check
+ if((byte *) (surf + 1) > (byte *) mdr + size)
+ {
+ ri.Printf(PRINT_WARNING, "R_LoadMDR: %s has broken structure.\n", mod_name);
+ return qfalse;
+ }
+
+ // first do some copying stuff
+
+ surf->ident = SF_MDR;
+ Q_strncpyz(surf->name, cursurf->name, sizeof(surf->name));
+ Q_strncpyz(surf->shader, cursurf->shader, sizeof(surf->shader));
+
+ surf->ofsHeader = (byte *) mdr - (byte *) surf;
+
+ surf->numVerts = LittleLong(cursurf->numVerts);
+ surf->numTriangles = LittleLong(cursurf->numTriangles);
+ // numBoneReferences and BoneReferences generally seem to be unused
+
+ // now do the checks that may fail.
+ if ( surf->numVerts > SHADER_MAX_VERTEXES )
+ {
+ ri.Printf(PRINT_WARNING, "R_LoadMDR: %s has more than %i verts on a surface (%i).\n",
+ mod_name, SHADER_MAX_VERTEXES, surf->numVerts );
+ return qfalse;
+ }
+ if ( surf->numTriangles*3 > SHADER_MAX_INDEXES )
+ {
+ ri.Printf(PRINT_WARNING, "R_LoadMDR: %s has more than %i triangles on a surface (%i).\n",
+ mod_name, SHADER_MAX_INDEXES / 3, surf->numTriangles );
+ return qfalse;
+ }
+ // lowercase the surface name so skin compares are faster
+ Q_strlwr( surf->name );
+
+ // register the shaders
+ sh = R_FindShader(surf->shader, LIGHTMAP_NONE, qtrue);
+ if ( sh->defaultShader ) {
+ surf->shaderIndex = 0;
+ } else {
+ surf->shaderIndex = sh->index;
+ }
+
+ // now copy the vertexes.
+ v = (mdrVertex_t *) (surf + 1);
+ surf->ofsVerts = (int)((byte *) v - (byte *) surf);
+ curv = (mdrVertex_t *) ((byte *)cursurf + LittleLong(cursurf->ofsVerts));
+
+ for(j = 0; j < surf->numVerts; j++)
+ {
+ LL(curv->numWeights);
+
+ // simple bounds check
+ if(curv->numWeights < 0 || (byte *) (v + 1) + (curv->numWeights - 1) * sizeof(*weight) > (byte *) mdr + size)
+ {
+ ri.Printf(PRINT_WARNING, "R_LoadMDR: %s has broken structure.\n", mod_name);
+ return qfalse;
+ }
+
+ v->normal[0] = LittleFloat(curv->normal[0]);
+ v->normal[1] = LittleFloat(curv->normal[1]);
+ v->normal[2] = LittleFloat(curv->normal[2]);
+
+ v->texCoords[0] = LittleFloat(curv->texCoords[0]);
+ v->texCoords[1] = LittleFloat(curv->texCoords[1]);
+
+ v->numWeights = curv->numWeights;
+ weight = &v->weights[0];
+ curweight = &curv->weights[0];
+
+ // Now copy all the weights
+ for(k = 0; k < v->numWeights; k++)
+ {
+ weight->boneIndex = LittleLong(curweight->boneIndex);
+ weight->boneWeight = LittleFloat(curweight->boneWeight);
+
+ weight->offset[0] = LittleFloat(curweight->offset[0]);
+ weight->offset[1] = LittleFloat(curweight->offset[1]);
+ weight->offset[2] = LittleFloat(curweight->offset[2]);
+
+ weight++;
+ curweight++;
+ }
+
+ v = (mdrVertex_t *) weight;
+ curv = (mdrVertex_t *) curweight;
+ }
+
+ // we know the offset to the triangles now:
+ tri = (mdrTriangle_t *) v;
+ surf->ofsTriangles = (int)((byte *) tri - (byte *) surf);
+ curtri = (mdrTriangle_t *)((byte *) cursurf + LittleLong(cursurf->ofsTriangles));
+
+ // simple bounds check
+ if(surf->numTriangles < 0 || (byte *) (tri + surf->numTriangles) > (byte *) mdr + size)
+ {
+ ri.Printf(PRINT_WARNING, "R_LoadMDR: %s has broken structure.\n", mod_name);
+ return qfalse;
+ }
+
+ for(j = 0; j < surf->numTriangles; j++)
+ {
+ tri->indexes[0] = LittleLong(curtri->indexes[0]);
+ tri->indexes[1] = LittleLong(curtri->indexes[1]);
+ tri->indexes[2] = LittleLong(curtri->indexes[2]);
+
+ tri++;
+ curtri++;
+ }
+
+ // tri now points to the end of the surface.
+ surf->ofsEnd = (byte *) tri - (byte *) surf;
+ surf = (mdrSurface_t *) tri;
+
+ // find the next surface.
+ cursurf = (mdrSurface_t *) ((byte *) cursurf + LittleLong(cursurf->ofsEnd));
+ }
+
+ // surf points to the next lod now.
+ lod->ofsEnd = (int)((byte *) surf - (byte *) lod);
+ lod = (mdrLOD_t *) surf;
+
+ // find the next LOD.
+ curlod = (mdrLOD_t *)((byte *) curlod + LittleLong(curlod->ofsEnd));
+ }
+
+ // lod points to the first tag now, so update the offset too.
+ tag = (mdrTag_t *) lod;
+ mdr->ofsTags = (int)((byte *) tag - (byte *) mdr);
+ curtag = (mdrTag_t *) ((byte *)pinmodel + LittleLong(pinmodel->ofsTags));
+
+ // simple bounds check
+ if(mdr->numTags < 0 || (byte *) (tag + mdr->numTags) > (byte *) mdr + size)
+ {
+ ri.Printf(PRINT_WARNING, "R_LoadMDR: %s has broken structure.\n", mod_name);
+ return qfalse;
+ }
+
+ for (i = 0 ; i < mdr->numTags ; i++)
+ {
+ tag->boneIndex = LittleLong(curtag->boneIndex);
+ Q_strncpyz(tag->name, curtag->name, sizeof(tag->name));
+
+ tag++;
+ curtag++;
+ }
+
+ // And finally we know the real offset to the end.
+ mdr->ofsEnd = (int)((byte *) tag - (byte *) mdr);
+
+ // phew! we're done.
+
+ return qtrue;
+}
+#endif
+
+/*
+=================
+R_LoadMD4
+=================
+*/
+
+static qboolean R_LoadMD4( model_t *mod, void *buffer, const char *mod_name ) {
+ int i, j, k, lodindex;
+ md4Header_t *pinmodel, *md4;
+ md4Frame_t *frame;
+ md4LOD_t *lod;
+ md4Surface_t *surf;
+ md4Triangle_t *tri;
+ md4Vertex_t *v;
+ int version;
+ int size;
+ shader_t *sh;
+ int frameSize;
+
+ pinmodel = (md4Header_t *)buffer;
+
+ version = LittleLong (pinmodel->version);
+ if (version != MD4_VERSION) {
+ ri.Printf( PRINT_WARNING, "R_LoadMD4: %s has wrong version (%i should be %i)\n",
+ mod_name, version, MD4_VERSION);
+ return qfalse;
+ }
+
+ mod->type = MOD_MD4;
+ size = LittleLong(pinmodel->ofsEnd);
+ mod->dataSize += size;
+ mod->modelData = md4 = ri.Hunk_Alloc( size, h_low );
+
+ Com_Memcpy(md4, buffer, size);
+
+ LL(md4->ident);
+ LL(md4->version);
+ LL(md4->numFrames);
+ LL(md4->numBones);
+ LL(md4->numLODs);
+ LL(md4->ofsFrames);
+ LL(md4->ofsLODs);
+ md4->ofsEnd = size;
+
+ if ( md4->numFrames < 1 ) {
+ ri.Printf( PRINT_WARNING, "R_LoadMD4: %s has no frames\n", mod_name );
+ return qfalse;
+ }
+
+ // we don't need to swap tags in the renderer, they aren't used
+
+ // swap all the frames
+ frameSize = (size_t)( &((md4Frame_t *)0)->bones[ md4->numBones ] );
+ for ( i = 0 ; i < md4->numFrames ; i++) {
+ frame = (md4Frame_t *) ( (byte *)md4 + md4->ofsFrames + i * frameSize );
+ frame->radius = LittleFloat( frame->radius );
+ for ( j = 0 ; j < 3 ; j++ ) {
+ frame->bounds[0][j] = LittleFloat( frame->bounds[0][j] );
+ frame->bounds[1][j] = LittleFloat( frame->bounds[1][j] );
+ frame->localOrigin[j] = LittleFloat( frame->localOrigin[j] );
+ }
+ for ( j = 0 ; j < md4->numBones * sizeof( md4Bone_t ) / 4 ; j++ ) {
+ ((float *)frame->bones)[j] = LittleFloat( ((float *)frame->bones)[j] );
+ }
+ }
+
+ // swap all the LOD's
+ lod = (md4LOD_t *) ( (byte *)md4 + md4->ofsLODs );
+ for ( lodindex = 0 ; lodindex < md4->numLODs ; lodindex++ ) {
+
+ // swap all the surfaces
+ surf = (md4Surface_t *) ( (byte *)lod + lod->ofsSurfaces );
+ for ( i = 0 ; i < lod->numSurfaces ; i++) {
+ LL(surf->ident);
+ LL(surf->numTriangles);
+ LL(surf->ofsTriangles);
+ LL(surf->numVerts);
+ LL(surf->ofsVerts);
+ LL(surf->ofsEnd);
+
+ if ( surf->numVerts > SHADER_MAX_VERTEXES ) {
+ ri.Printf(PRINT_WARNING, "R_LoadMD4: %s has more than %i verts on a surface (%i).\n",
+ mod_name, SHADER_MAX_VERTEXES, surf->numVerts );
+ return qfalse;
+ }
+ if ( surf->numTriangles*3 > SHADER_MAX_INDEXES ) {
+ ri.Printf(PRINT_WARNING, "R_LoadMD4: %s has more than %i triangles on a surface (%i).\n",
+ mod_name, SHADER_MAX_INDEXES / 3, surf->numTriangles );
+ return qfalse;
+ }
+
+ // change to surface identifier
+ surf->ident = SF_MD4;
+
+ // lowercase the surface name so skin compares are faster
+ Q_strlwr( surf->name );
+
+ // register the shaders
+ sh = R_FindShader( surf->shader, LIGHTMAP_NONE, qtrue );
+ if ( sh->defaultShader ) {
+ surf->shaderIndex = 0;
+ } else {
+ surf->shaderIndex = sh->index;
+ }
+
+ // swap all the triangles
+ tri = (md4Triangle_t *) ( (byte *)surf + surf->ofsTriangles );
+ for ( j = 0 ; j < surf->numTriangles ; j++, tri++ ) {
+ LL(tri->indexes[0]);
+ LL(tri->indexes[1]);
+ LL(tri->indexes[2]);
+ }
+
+ // swap all the vertexes
+ // FIXME
+ // This makes TFC's skeletons work. Shouldn't be necessary anymore, but left
+ // in for reference.
+ //v = (md4Vertex_t *) ( (byte *)surf + surf->ofsVerts + 12);
+ v = (md4Vertex_t *) ( (byte *)surf + surf->ofsVerts);
+ for ( j = 0 ; j < surf->numVerts ; j++ ) {
+ v->normal[0] = LittleFloat( v->normal[0] );
+ v->normal[1] = LittleFloat( v->normal[1] );
+ v->normal[2] = LittleFloat( v->normal[2] );
+
+ v->texCoords[0] = LittleFloat( v->texCoords[0] );
+ v->texCoords[1] = LittleFloat( v->texCoords[1] );
+
+ v->numWeights = LittleLong( v->numWeights );
+
+ for ( k = 0 ; k < v->numWeights ; k++ ) {
+ v->weights[k].boneIndex = LittleLong( v->weights[k].boneIndex );
+ v->weights[k].boneWeight = LittleFloat( v->weights[k].boneWeight );
+ v->weights[k].offset[0] = LittleFloat( v->weights[k].offset[0] );
+ v->weights[k].offset[1] = LittleFloat( v->weights[k].offset[1] );
+ v->weights[k].offset[2] = LittleFloat( v->weights[k].offset[2] );
+ }
+ // FIXME
+ // This makes TFC's skeletons work. Shouldn't be necessary anymore, but left
+ // in for reference.
+ //v = (md4Vertex_t *)( ( byte * )&v->weights[v->numWeights] + 12 );
+ v = (md4Vertex_t *)( ( byte * )&v->weights[v->numWeights]);
+ }
+
+ // find the next surface
+ surf = (md4Surface_t *)( (byte *)surf + surf->ofsEnd );
+ }
+
+ // find the next LOD
+ lod = (md4LOD_t *)( (byte *)lod + lod->ofsEnd );
+ }
+
+ return qtrue;
+}
+
+
+
+//=============================================================================
+
+/*
+** RE_BeginRegistration
+*/
+void RE_BeginRegistration( glconfig_t *glconfigOut ) {
+
+ R_Init();
+
+ *glconfigOut = glConfig;
+
+ R_SyncRenderThread();
+
+ tr.visIndex = 0;
+ memset(tr.visClusters, -2, sizeof(tr.visClusters)); // force markleafs to regenerate
+
+ R_ClearFlares();
+ RE_ClearScene();
+
+ tr.registered = qtrue;
+
+ // NOTE: this sucks, for some reason the first stretch pic is never drawn
+ // without this we'd see a white flash on a level load because the very
+ // first time the level shot would not be drawn
+// RE_StretchPic(0, 0, 0, 0, 0, 0, 1, 1, 0);
+}
+
+//=============================================================================
+
+/*
+===============
+R_ModelInit
+===============
+*/
+void R_ModelInit( void ) {
+ model_t *mod;
+
+ // leave a space for NULL model
+ tr.numModels = 0;
+
+ mod = R_AllocModel();
+ mod->type = MOD_BAD;
+}
+
+
+/*
+================
+R_Modellist_f
+================
+*/
+void R_Modellist_f( void ) {
+ int i, j;
+ model_t *mod;
+ int total;
+ int lods;
+
+ total = 0;
+ for ( i = 1 ; i < tr.numModels; i++ ) {
+ mod = tr.models[i];
+ lods = 1;
+ for ( j = 1 ; j < MD3_MAX_LODS ; j++ ) {
+ if ( mod->mdv[j] && mod->mdv[j] != mod->mdv[j-1] ) {
+ lods++;
+ }
+ }
+ ri.Printf( PRINT_ALL, "%8i : (%i) %s\n",mod->dataSize, lods, mod->name );
+ total += mod->dataSize;
+ }
+ ri.Printf( PRINT_ALL, "%8i : Total models\n", total );
+
+#if 0 // not working right with new hunk
+ if ( tr.world ) {
+ ri.Printf( PRINT_ALL, "\n%8i : %s\n", tr.world->dataSize, tr.world->name );
+ }
+#endif
+}
+
+
+//=============================================================================
+
+
+/*
+================
+R_GetTag
+================
+*/
+static mdvTag_t *R_GetTag( mdvModel_t *mod, int frame, const char *_tagName ) {
+ int i;
+ mdvTag_t *tag;
+ mdvTagName_t *tagName;
+
+ if ( frame >= mod->numFrames ) {
+ // it is possible to have a bad frame while changing models, so don't error
+ frame = mod->numFrames - 1;
+ }
+
+ tag = mod->tags + frame * mod->numTags;
+ tagName = mod->tagNames;
+ for(i = 0; i < mod->numTags; i++, tag++, tagName++)
+ {
+ if(!strcmp(tagName->name, _tagName))
+ {
+ return tag;
+ }
+ }
+
+ return NULL;
+}
+
+#ifdef RAVENMD4
+void R_GetAnimTag( mdrHeader_t *mod, int framenum, const char *tagName, md3Tag_t * dest)
+{
+ int i, j, k;
+ int frameSize;
+ mdrFrame_t *frame;
+ mdrTag_t *tag;
+
+ if ( framenum >= mod->numFrames )
+ {
+ // it is possible to have a bad frame while changing models, so don't error
+ framenum = mod->numFrames - 1;
+ }
+
+ tag = (mdrTag_t *)((byte *)mod + mod->ofsTags);
+ for ( i = 0 ; i < mod->numTags ; i++, tag++ )
+ {
+ if ( !strcmp( tag->name, tagName ) )
+ {
+ Q_strncpyz(dest->name, tag->name, sizeof(dest->name));
+
+ // uncompressed model...
+ //
+ frameSize = (intptr_t)( &((mdrFrame_t *)0)->bones[ mod->numBones ] );
+ frame = (mdrFrame_t *)((byte *)mod + mod->ofsFrames + framenum * frameSize );
+
+ for (j = 0; j < 3; j++)
+ {
+ for (k = 0; k < 3; k++)
+ dest->axis[j][k]=frame->bones[tag->boneIndex].matrix[k][j];
+ }
+
+ dest->origin[0]=frame->bones[tag->boneIndex].matrix[0][3];
+ dest->origin[1]=frame->bones[tag->boneIndex].matrix[1][3];
+ dest->origin[2]=frame->bones[tag->boneIndex].matrix[2][3];
+
+ return;
+ }
+ }
+
+ AxisClear( dest->axis );
+ VectorClear( dest->origin );
+ strcpy(dest->name,"");
+}
+#endif
+
+/*
+================
+R_LerpTag
+================
+*/
+int R_LerpTag( orientation_t *tag, qhandle_t handle, int startFrame, int endFrame,
+ float frac, const char *tagName ) {
+ mdvTag_t *start, *end;
+#ifdef RAVENMD4
+ md3Tag_t start_space, end_space;
+#endif
+ int i;
+ float frontLerp, backLerp;
+ model_t *model;
+
+ model = R_GetModelByHandle( handle );
+ if ( !model->mdv[0] )
+ {
+#ifdef RAVENMD4
+ if(model->type == MOD_MDR)
+ {
+ start = &start_space;
+ end = &end_space;
+ R_GetAnimTag((mdrHeader_t *) model->modelData, startFrame, tagName, start);
+ R_GetAnimTag((mdrHeader_t *) model->modelData, endFrame, tagName, end);
+ }
+ else
+#endif
+ if( model->type == MOD_IQM ) {
+ return R_IQMLerpTag( tag, model->modelData,
+ startFrame, endFrame,
+ frac, tagName );
+ } else {
+
+ AxisClear( tag->axis );
+ VectorClear( tag->origin );
+ return qfalse;
+
+ }
+ }
+ else
+ {
+ start = R_GetTag( model->mdv[0], startFrame, tagName );
+ end = R_GetTag( model->mdv[0], endFrame, tagName );
+ if ( !start || !end ) {
+ AxisClear( tag->axis );
+ VectorClear( tag->origin );
+ return qfalse;
+ }
+ }
+
+ frontLerp = frac;
+ backLerp = 1.0f - frac;
+
+ for ( i = 0 ; i < 3 ; i++ ) {
+ tag->origin[i] = start->origin[i] * backLerp + end->origin[i] * frontLerp;
+ tag->axis[0][i] = start->axis[0][i] * backLerp + end->axis[0][i] * frontLerp;
+ tag->axis[1][i] = start->axis[1][i] * backLerp + end->axis[1][i] * frontLerp;
+ tag->axis[2][i] = start->axis[2][i] * backLerp + end->axis[2][i] * frontLerp;
+ }
+ VectorNormalize( tag->axis[0] );
+ VectorNormalize( tag->axis[1] );
+ VectorNormalize( tag->axis[2] );
+ return qtrue;
+}
+
+
+/*
+====================
+R_ModelBounds
+====================
+*/
+void R_ModelBounds( qhandle_t handle, vec3_t mins, vec3_t maxs ) {
+ model_t *model;
+
+ model = R_GetModelByHandle( handle );
+
+ if(model->type == MOD_BRUSH) {
+ VectorCopy( model->bmodel->bounds[0], mins );
+ VectorCopy( model->bmodel->bounds[1], maxs );
+
+ return;
+ } else if (model->type == MOD_MESH) {
+ mdvModel_t *header;
+ mdvFrame_t *frame;
+
+ header = model->mdv[0];
+ frame = header->frames;
+
+ VectorCopy( frame->bounds[0], mins );
+ VectorCopy( frame->bounds[1], maxs );
+
+ return;
+ } else if (model->type == MOD_MD4) {
+ md4Header_t *header;
+ md4Frame_t *frame;
+
+ header = (md4Header_t *)model->modelData;
+ frame = (md4Frame_t *) ((byte *)header + header->ofsFrames);
+
+ VectorCopy( frame->bounds[0], mins );
+ VectorCopy( frame->bounds[1], maxs );
+
+ return;
+#ifdef RAVENMD4
+ } else if (model->type == MOD_MDR) {
+ mdrHeader_t *header;
+ mdrFrame_t *frame;
+
+ header = (mdrHeader_t *)model->modelData;
+ frame = (mdrFrame_t *) ((byte *)header + header->ofsFrames);
+
+ VectorCopy( frame->bounds[0], mins );
+ VectorCopy( frame->bounds[1], maxs );
+
+ return;
+#endif
+ } else if(model->type == MOD_IQM) {
+ iqmData_t *iqmData;
+
+ iqmData = model->modelData;
+
+ if(iqmData->bounds)
+ {
+ VectorCopy(iqmData->bounds, mins);
+ VectorCopy(iqmData->bounds + 3, maxs);
+ return;
+ }
+ }
+
+ VectorClear( mins );
+ VectorClear( maxs );
+}
Added: trunk/code/rend2/tr_model_iqm.c
===================================================================
--- trunk/code/rend2/tr_model_iqm.c (rev 0)
+++ trunk/code/rend2/tr_model_iqm.c 2012-10-26 01:23:06 UTC (rev 2329)
@@ -0,0 +1,1058 @@
+/*
+===========================================================================
+Copyright (C) 2011 Thilo Schulz <thilo at tjps.eu>
+Copyright (C) 2011 Matthias Bentrup <matthias.bentrup at googlemail.com>
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Quake III Arena source code is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Quake III Arena source code; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+
+#include "tr_local.h"
+
+#define LL(x) x=LittleLong(x)
+
+static qboolean IQM_CheckRange( iqmHeader_t *header, int offset,
+ int count,int size ) {
+ // return true if the range specified by offset, count and size
+ // doesn't fit into the file
+ return ( count <= 0 ||
+ offset < 0 ||
+ offset > header->filesize ||
+ offset + count * size < 0 ||
+ offset + count * size > header->filesize );
+}
+// "multiply" 3x4 matrices, these are assumed to be the top 3 rows
+// of a 4x4 matrix with the last row = (0 0 0 1)
+static void Matrix34Multiply( float *a, float *b, float *out ) {
+ out[ 0] = a[0] * b[0] + a[1] * b[4] + a[ 2] * b[ 8];
+ out[ 1] = a[0] * b[1] + a[1] * b[5] + a[ 2] * b[ 9];
+ out[ 2] = a[0] * b[2] + a[1] * b[6] + a[ 2] * b[10];
+ out[ 3] = a[0] * b[3] + a[1] * b[7] + a[ 2] * b[11] + a[ 3];
+ out[ 4] = a[4] * b[0] + a[5] * b[4] + a[ 6] * b[ 8];
+ out[ 5] = a[4] * b[1] + a[5] * b[5] + a[ 6] * b[ 9];
+ out[ 6] = a[4] * b[2] + a[5] * b[6] + a[ 6] * b[10];
+ out[ 7] = a[4] * b[3] + a[5] * b[7] + a[ 6] * b[11] + a[ 7];
+ out[ 8] = a[8] * b[0] + a[9] * b[4] + a[10] * b[ 8];
+ out[ 9] = a[8] * b[1] + a[9] * b[5] + a[10] * b[ 9];
+ out[10] = a[8] * b[2] + a[9] * b[6] + a[10] * b[10];
+ out[11] = a[8] * b[3] + a[9] * b[7] + a[10] * b[11] + a[11];
+}
+static void InterpolateMatrix( float *a, float *b, float lerp, float *mat ) {
+ float unLerp = 1.0f - lerp;
+
+ mat[ 0] = a[ 0] * unLerp + b[ 0] * lerp;
+ mat[ 1] = a[ 1] * unLerp + b[ 1] * lerp;
+ mat[ 2] = a[ 2] * unLerp + b[ 2] * lerp;
+ mat[ 3] = a[ 3] * unLerp + b[ 3] * lerp;
+ mat[ 4] = a[ 4] * unLerp + b[ 4] * lerp;
+ mat[ 5] = a[ 5] * unLerp + b[ 5] * lerp;
+ mat[ 6] = a[ 6] * unLerp + b[ 6] * lerp;
+ mat[ 7] = a[ 7] * unLerp + b[ 7] * lerp;
+ mat[ 8] = a[ 8] * unLerp + b[ 8] * lerp;
+ mat[ 9] = a[ 9] * unLerp + b[ 9] * lerp;
+ mat[10] = a[10] * unLerp + b[10] * lerp;
+ mat[11] = a[11] * unLerp + b[11] * lerp;
+}
+static void JointToMatrix( vec4_t rot, vec3_t scale, vec3_t trans,
+ float *mat ) {
+ float xx = 2.0f * rot[0] * rot[0];
+ float yy = 2.0f * rot[1] * rot[1];
+ float zz = 2.0f * rot[2] * rot[2];
+ float xy = 2.0f * rot[0] * rot[1];
+ float xz = 2.0f * rot[0] * rot[2];
+ float yz = 2.0f * rot[1] * rot[2];
+ float wx = 2.0f * rot[3] * rot[0];
+ float wy = 2.0f * rot[3] * rot[1];
+ float wz = 2.0f * rot[3] * rot[2];
+
+ mat[ 0] = scale[0] * (1.0f - (yy + zz));
+ mat[ 1] = scale[0] * (xy - wz);
+ mat[ 2] = scale[0] * (xz + wy);
+ mat[ 3] = trans[0];
+ mat[ 4] = scale[1] * (xy + wz);
+ mat[ 5] = scale[1] * (1.0f - (xx + zz));
+ mat[ 6] = scale[1] * (yz - wx);
+ mat[ 7] = trans[1];
+ mat[ 8] = scale[2] * (xz - wy);
+ mat[ 9] = scale[2] * (yz + wx);
+ mat[10] = scale[2] * (1.0f - (xx + yy));
+ mat[11] = trans[2];
+}
+static void Matrix34Invert( float *inMat, float *outMat )
+{
+ vec3_t trans;
+ float invSqrLen, *v;
+
+ outMat[ 0] = inMat[ 0]; outMat[ 1] = inMat[ 4]; outMat[ 2] = inMat[ 8];
+ outMat[ 4] = inMat[ 1]; outMat[ 5] = inMat[ 5]; outMat[ 6] = inMat[ 9];
+ outMat[ 8] = inMat[ 2]; outMat[ 9] = inMat[ 6]; outMat[10] = inMat[10];
+
+ v = outMat + 0; invSqrLen = 1.0f / DotProduct(v, v); VectorScale(v, invSqrLen, v);
+ v = outMat + 4; invSqrLen = 1.0f / DotProduct(v, v); VectorScale(v, invSqrLen, v);
+ v = outMat + 8; invSqrLen = 1.0f / DotProduct(v, v); VectorScale(v, invSqrLen, v);
+
+ trans[0] = inMat[ 3];
+ trans[1] = inMat[ 7];
+ trans[2] = inMat[11];
+
+ outMat[ 3] = -DotProduct(outMat + 0, trans);
+ outMat[ 7] = -DotProduct(outMat + 4, trans);
+ outMat[11] = -DotProduct(outMat + 8, trans);
+}
+
+/*
+=================
+R_LoadIQM
+
+Load an IQM model and compute the joint matrices for every frame.
+=================
+*/
+qboolean R_LoadIQM( model_t *mod, void *buffer, int filesize, const char *mod_name ) {
+ iqmHeader_t *header;
+ iqmVertexArray_t *vertexarray;
+ iqmTriangle_t *triangle;
+ iqmMesh_t *mesh;
+ iqmJoint_t *joint;
+ iqmPose_t *pose;
+ iqmBounds_t *bounds;
+ unsigned short *framedata;
+ char *str;
+ int i, j;
+ float jointMats[IQM_MAX_JOINTS * 2 * 12];
+ float *mat;
+ size_t size, joint_names;
+ iqmData_t *iqmData;
+ srfIQModel_t *surface;
+
+ if( filesize < sizeof(iqmHeader_t) ) {
+ return qfalse;
+ }
+
+ header = (iqmHeader_t *)buffer;
+ if( Q_strncmp( header->magic, IQM_MAGIC, sizeof(header->magic) ) ) {
+ return qfalse;
+ }
+
+ LL( header->version );
+ if( header->version != IQM_VERSION ) {
+ ri.Printf(PRINT_WARNING, "R_LoadIQM: %s is a unsupported IQM version (%d), only version %d is supported.\n",
+ mod_name, header->version, IQM_VERSION);
+ return qfalse;
+ }
+
+ LL( header->filesize );
+ if( header->filesize > filesize || header->filesize > 16<<20 ) {
+ return qfalse;
+ }
+
+ LL( header->flags );
+ LL( header->num_text );
+ LL( header->ofs_text );
+ LL( header->num_meshes );
+ LL( header->ofs_meshes );
+ LL( header->num_vertexarrays );
+ LL( header->num_vertexes );
+ LL( header->ofs_vertexarrays );
+ LL( header->num_triangles );
+ LL( header->ofs_triangles );
+ LL( header->ofs_adjacency );
+ LL( header->num_joints );
+ LL( header->ofs_joints );
+ LL( header->num_poses );
+ LL( header->ofs_poses );
+ LL( header->num_anims );
+ LL( header->ofs_anims );
+ LL( header->num_frames );
+ LL( header->num_framechannels );
+ LL( header->ofs_frames );
+ LL( header->ofs_bounds );
+ LL( header->num_comment );
+ LL( header->ofs_comment );
+ LL( header->num_extensions );
+ LL( header->ofs_extensions );
+
+ // check ioq3 joint limit
+ if ( header->num_joints > IQM_MAX_JOINTS ) {
+ ri.Printf(PRINT_WARNING, "R_LoadIQM: %s has more than %d joints (%d).\n",
+ mod_name, IQM_MAX_JOINTS, header->num_joints);
+ return qfalse;
+ }
+
+ // check and swap vertex arrays
+ if( IQM_CheckRange( header, header->ofs_vertexarrays,
+ header->num_vertexarrays,
+ sizeof(iqmVertexArray_t) ) ) {
+ return qfalse;
+ }
+ vertexarray = (iqmVertexArray_t *)((byte *)header + header->ofs_vertexarrays);
+ for( i = 0; i < header->num_vertexarrays; i++, vertexarray++ ) {
+ int j, n, *intPtr;
+
+ if( vertexarray->size <= 0 || vertexarray->size > 4 ) {
+ return qfalse;
+ }
+
+ // total number of values
+ n = header->num_vertexes * vertexarray->size;
+
+ switch( vertexarray->format ) {
+ case IQM_BYTE:
+ case IQM_UBYTE:
+ // 1 byte, no swapping necessary
+ if( IQM_CheckRange( header, vertexarray->offset,
+ n, sizeof(byte) ) ) {
+ return qfalse;
+ }
+ break;
+ case IQM_INT:
+ case IQM_UINT:
+ case IQM_FLOAT:
+ // 4-byte swap
+ if( IQM_CheckRange( header, vertexarray->offset,
+ n, sizeof(float) ) ) {
+ return qfalse;
+ }
+ intPtr = (int *)((byte *)header + vertexarray->offset);
+ for( j = 0; j < n; j++, intPtr++ ) {
+ LL( *intPtr );
+ }
+ break;
+ default:
+ // not supported
+ return qfalse;
+ break;
+ }
+
+ switch( vertexarray->type ) {
+ case IQM_POSITION:
+ case IQM_NORMAL:
+ if( vertexarray->format != IQM_FLOAT ||
+ vertexarray->size != 3 ) {
+ return qfalse;
+ }
+ break;
+ case IQM_TANGENT:
+ if( vertexarray->format != IQM_FLOAT ||
+ vertexarray->size != 4 ) {
+ return qfalse;
+ }
+ break;
+ case IQM_TEXCOORD:
+ if( vertexarray->format != IQM_FLOAT ||
+ vertexarray->size != 2 ) {
+ return qfalse;
+ }
+ break;
+ case IQM_BLENDINDEXES:
+ case IQM_BLENDWEIGHTS:
+ if( vertexarray->format != IQM_UBYTE ||
+ vertexarray->size != 4 ) {
+ return qfalse;
+ }
+ break;
+ case IQM_COLOR:
+ if( vertexarray->format != IQM_UBYTE ||
+ vertexarray->size != 4 ) {
+ return qfalse;
+ }
+ break;
+ }
+ }
+
+ // check and swap triangles
+ if( IQM_CheckRange( header, header->ofs_triangles,
+ header->num_triangles, sizeof(iqmTriangle_t) ) ) {
+ return qfalse;
+ }
+ triangle = (iqmTriangle_t *)((byte *)header + header->ofs_triangles);
+ for( i = 0; i < header->num_triangles; i++, triangle++ ) {
+ LL( triangle->vertex[0] );
+ LL( triangle->vertex[1] );
+ LL( triangle->vertex[2] );
+
+ if( triangle->vertex[0] > header->num_vertexes ||
+ triangle->vertex[1] > header->num_vertexes ||
+ triangle->vertex[2] > header->num_vertexes ) {
+ return qfalse;
+ }
+ }
+
+ // check and swap meshes
+ if( IQM_CheckRange( header, header->ofs_meshes,
+ header->num_meshes, sizeof(iqmMesh_t) ) ) {
+ return qfalse;
+ }
+ mesh = (iqmMesh_t *)((byte *)header + header->ofs_meshes);
+ for( i = 0; i < header->num_meshes; i++, mesh++) {
+ LL( mesh->name );
+ LL( mesh->material );
+ LL( mesh->first_vertex );
+ LL( mesh->num_vertexes );
+ LL( mesh->first_triangle );
+ LL( mesh->num_triangles );
+
+ // check ioq3 limits
+ if ( mesh->num_vertexes > SHADER_MAX_VERTEXES )
+ {
+ ri.Printf(PRINT_WARNING, "R_LoadIQM: %s has more than %i verts on a surface (%i).\n",
+ mod_name, SHADER_MAX_VERTEXES, mesh->num_vertexes );
+ return qfalse;
+ }
+ if ( mesh->num_triangles*3 > SHADER_MAX_INDEXES )
+ {
+ ri.Printf(PRINT_WARNING, "R_LoadIQM: %s has more than %i triangles on a surface (%i).\n",
+ mod_name, SHADER_MAX_INDEXES / 3, mesh->num_triangles );
+ return qfalse;
+ }
+
+ if( mesh->first_vertex >= header->num_vertexes ||
+ mesh->first_vertex + mesh->num_vertexes > header->num_vertexes ||
+ mesh->first_triangle >= header->num_triangles ||
+ mesh->first_triangle + mesh->num_triangles > header->num_triangles ||
+ mesh->name >= header->num_text ||
+ mesh->material >= header->num_text ) {
+ return qfalse;
+ }
+ }
+
+ // check and swap joints
+ if( IQM_CheckRange( header, header->ofs_joints,
+ header->num_joints, sizeof(iqmJoint_t) ) ) {
+ return qfalse;
+ }
+ joint = (iqmJoint_t *)((byte *)header + header->ofs_joints);
+ joint_names = 0;
+ for( i = 0; i < header->num_joints; i++, joint++ ) {
+ LL( joint->name );
+ LL( joint->parent );
+ LL( joint->translate[0] );
+ LL( joint->translate[1] );
+ LL( joint->translate[2] );
+ LL( joint->rotate[0] );
+ LL( joint->rotate[1] );
+ LL( joint->rotate[2] );
+ LL( joint->rotate[3] );
+ LL( joint->scale[0] );
+ LL( joint->scale[1] );
+ LL( joint->scale[2] );
+
+ if( joint->parent < -1 ||
+ joint->parent >= (int)header->num_joints ||
+ joint->name >= (int)header->num_text ) {
+ return qfalse;
+ }
+ joint_names += strlen( (char *)header + header->ofs_text +
+ joint->name ) + 1;
+ }
+
+ // check and swap poses
+ if( header->num_poses != header->num_joints ) {
+ return qfalse;
+ }
+ if( IQM_CheckRange( header, header->ofs_poses,
+ header->num_poses, sizeof(iqmPose_t) ) ) {
+ return qfalse;
+ }
+ pose = (iqmPose_t *)((byte *)header + header->ofs_poses);
+ for( i = 0; i < header->num_poses; i++, pose++ ) {
+ LL( pose->parent );
+ LL( pose->mask );
+ LL( pose->channeloffset[0] );
+ LL( pose->channeloffset[1] );
+ LL( pose->channeloffset[2] );
+ LL( pose->channeloffset[3] );
+ LL( pose->channeloffset[4] );
+ LL( pose->channeloffset[5] );
+ LL( pose->channeloffset[6] );
+ LL( pose->channeloffset[7] );
+ LL( pose->channeloffset[8] );
+ LL( pose->channeloffset[9] );
+ LL( pose->channelscale[0] );
+ LL( pose->channelscale[1] );
+ LL( pose->channelscale[2] );
+ LL( pose->channelscale[3] );
+ LL( pose->channelscale[4] );
+ LL( pose->channelscale[5] );
+ LL( pose->channelscale[6] );
+ LL( pose->channelscale[7] );
+ LL( pose->channelscale[8] );
+ LL( pose->channelscale[9] );
+ }
+
+ if (header->ofs_bounds)
+ {
+ // check and swap model bounds
+ if(IQM_CheckRange(header, header->ofs_bounds,
+ header->num_frames, sizeof(*bounds)))
+ {
+ return qfalse;
+ }
+ bounds = (iqmBounds_t *) ((byte *) header + header->ofs_bounds);
+ for(i = 0; i < header->num_frames; i++)
+ {
+ LL(bounds->bbmin[0]);
+ LL(bounds->bbmin[1]);
+ LL(bounds->bbmin[2]);
+ LL(bounds->bbmax[0]);
+ LL(bounds->bbmax[1]);
+ LL(bounds->bbmax[2]);
+
+ bounds++;
+ }
+ }
+
+ // allocate the model and copy the data
+ size = sizeof(iqmData_t);
+ size += header->num_meshes * sizeof( srfIQModel_t );
+ size += header->num_joints * header->num_frames * 12 * sizeof( float );
+ if(header->ofs_bounds)
+ size += header->num_frames * 6 * sizeof(float); // model bounds
+ size += header->num_vertexes * 3 * sizeof(float); // positions
+ size += header->num_vertexes * 2 * sizeof(float); // texcoords
+ size += header->num_vertexes * 3 * sizeof(float); // normals
+ size += header->num_vertexes * 4 * sizeof(float); // tangents
+ size += header->num_vertexes * 4 * sizeof(byte); // blendIndexes
+ size += header->num_vertexes * 4 * sizeof(byte); // blendWeights
+ size += header->num_vertexes * 4 * sizeof(byte); // colors
+ size += header->num_joints * sizeof(int); // parents
+ size += header->num_triangles * 3 * sizeof(int); // triangles
+ size += joint_names; // joint names
+
+ mod->type = MOD_IQM;
+ iqmData = (iqmData_t *)ri.Hunk_Alloc( size, h_low );
+ mod->modelData = iqmData;
+
+ // fill header
+ iqmData->num_vertexes = header->num_vertexes;
+ iqmData->num_triangles = header->num_triangles;
+ iqmData->num_frames = header->num_frames;
+ iqmData->num_surfaces = header->num_meshes;
+ iqmData->num_joints = header->num_joints;
+ iqmData->surfaces = (srfIQModel_t *)(iqmData + 1);
+ iqmData->poseMats = (float *) (iqmData->surfaces + iqmData->num_surfaces);
+ if(header->ofs_bounds)
+ {
+ iqmData->bounds = iqmData->poseMats + 12 * header->num_joints * header->num_frames;
+ iqmData->positions = iqmData->bounds + 6 * header->num_frames;
+ }
+ else
+ iqmData->positions = iqmData->poseMats + 12 * header->num_joints * header->num_frames;
+ iqmData->texcoords = iqmData->positions + 3 * header->num_vertexes;
+ iqmData->normals = iqmData->texcoords + 2 * header->num_vertexes;
+ iqmData->tangents = iqmData->normals + 3 * header->num_vertexes;
+ iqmData->blendIndexes = (byte *)(iqmData->tangents + 4 * header->num_vertexes);
+ iqmData->blendWeights = iqmData->blendIndexes + 4 * header->num_vertexes;
+ iqmData->colors = iqmData->blendWeights + 4 * header->num_vertexes;
+ iqmData->jointParents = (int *)(iqmData->colors + 4 * header->num_vertexes);
+ iqmData->triangles = iqmData->jointParents + header->num_joints;
+ iqmData->names = (char *)(iqmData->triangles + 3 * header->num_triangles);
+
+ // calculate joint matrices and their inverses
+ // they are needed only until the pose matrices are calculated
+ mat = jointMats;
+ joint = (iqmJoint_t *)((byte *)header + header->ofs_joints);
+ for( i = 0; i < header->num_joints; i++, joint++ ) {
+ float baseFrame[12], invBaseFrame[12];
+
+ JointToMatrix( joint->rotate, joint->scale, joint->translate, baseFrame );
+ Matrix34Invert( baseFrame, invBaseFrame );
+
+ if ( joint->parent >= 0 )
+ {
+ Matrix34Multiply( jointMats + 2 * 12 * joint->parent, baseFrame, mat );
+ mat += 12;
+ Matrix34Multiply( invBaseFrame, jointMats + 2 * 12 * joint->parent + 12, mat );
+ mat += 12;
+ }
+ else
+ {
+ Com_Memcpy( mat, baseFrame, sizeof(baseFrame) );
+ mat += 12;
+ Com_Memcpy( mat, invBaseFrame, sizeof(invBaseFrame) );
+ mat += 12;
+ }
+ }
+
+ // calculate pose matrices
+ framedata = (unsigned short *)((byte *)header + header->ofs_frames);
+ mat = iqmData->poseMats;
+ for( i = 0; i < header->num_frames; i++ ) {
+ pose = (iqmPose_t *)((byte *)header + header->ofs_poses);
+ for( j = 0; j < header->num_poses; j++, pose++ ) {
+ vec3_t translate;
+ vec4_t rotate;
+ vec3_t scale;
+ float mat1[12], mat2[12];
+
+ translate[0] = pose->channeloffset[0];
+ if( pose->mask & 0x001)
+ translate[0] += *framedata++ * pose->channelscale[0];
+ translate[1] = pose->channeloffset[1];
+ if( pose->mask & 0x002)
+ translate[1] += *framedata++ * pose->channelscale[1];
+ translate[2] = pose->channeloffset[2];
+ if( pose->mask & 0x004)
+ translate[2] += *framedata++ * pose->channelscale[2];
+
+ rotate[0] = pose->channeloffset[3];
+ if( pose->mask & 0x008)
+ rotate[0] += *framedata++ * pose->channelscale[3];
+ rotate[1] = pose->channeloffset[4];
+ if( pose->mask & 0x010)
+ rotate[1] += *framedata++ * pose->channelscale[4];
+ rotate[2] = pose->channeloffset[5];
+ if( pose->mask & 0x020)
+ rotate[2] += *framedata++ * pose->channelscale[5];
+ rotate[3] = pose->channeloffset[6];
+ if( pose->mask & 0x040)
+ rotate[3] += *framedata++ * pose->channelscale[6];
+
+ scale[0] = pose->channeloffset[7];
+ if( pose->mask & 0x080)
+ scale[0] += *framedata++ * pose->channelscale[7];
+ scale[1] = pose->channeloffset[8];
+ if( pose->mask & 0x100)
+ scale[1] += *framedata++ * pose->channelscale[8];
+ scale[2] = pose->channeloffset[9];
+ if( pose->mask & 0x200)
+ scale[2] += *framedata++ * pose->channelscale[9];
+
+ // construct transformation matrix
+ JointToMatrix( rotate, scale, translate, mat1 );
+
+ if( pose->parent >= 0 ) {
+ Matrix34Multiply( jointMats + 12 * 2 * pose->parent,
+ mat1, mat2 );
+ } else {
+ Com_Memcpy( mat2, mat1, sizeof(mat1) );
+ }
+
+ Matrix34Multiply( mat2, jointMats + 12 * (2 * j + 1), mat );
+ mat += 12;
+ }
+ }
+
+ // register shaders
+ // overwrite the material offset with the shader index
+ mesh = (iqmMesh_t *)((byte *)header + header->ofs_meshes);
+ surface = iqmData->surfaces;
+ str = (char *)header + header->ofs_text;
+ for( i = 0; i < header->num_meshes; i++, mesh++, surface++ ) {
+ surface->surfaceType = SF_IQM;
+ Q_strncpyz(surface->name, str + mesh->name, sizeof (surface->name));
+ Q_strlwr(surface->name); // lowercase the surface name so skin compares are faster
+ surface->shader = R_FindShader( str + mesh->material, LIGHTMAP_NONE, qtrue );
+ if( surface->shader->defaultShader )
+ surface->shader = tr.defaultShader;
+ surface->data = iqmData;
+ surface->first_vertex = mesh->first_vertex;
+ surface->num_vertexes = mesh->num_vertexes;
+ surface->first_triangle = mesh->first_triangle;
+ surface->num_triangles = mesh->num_triangles;
+ }
+
+ // copy vertexarrays and indexes
+ vertexarray = (iqmVertexArray_t *)((byte *)header + header->ofs_vertexarrays);
+ for( i = 0; i < header->num_vertexarrays; i++, vertexarray++ ) {
+ int n;
+
+ // total number of values
+ n = header->num_vertexes * vertexarray->size;
+
+ switch( vertexarray->type ) {
+ case IQM_POSITION:
+ Com_Memcpy( iqmData->positions,
+ (byte *)header + vertexarray->offset,
+ n * sizeof(float) );
+ break;
+ case IQM_NORMAL:
+ Com_Memcpy( iqmData->normals,
+ (byte *)header + vertexarray->offset,
+ n * sizeof(float) );
+ break;
+ case IQM_TANGENT:
+ Com_Memcpy( iqmData->tangents,
+ (byte *)header + vertexarray->offset,
+ n * sizeof(float) );
+ break;
+ case IQM_TEXCOORD:
+ Com_Memcpy( iqmData->texcoords,
+ (byte *)header + vertexarray->offset,
+ n * sizeof(float) );
+ break;
+ case IQM_BLENDINDEXES:
+ Com_Memcpy( iqmData->blendIndexes,
+ (byte *)header + vertexarray->offset,
+ n * sizeof(byte) );
+ break;
+ case IQM_BLENDWEIGHTS:
+ Com_Memcpy( iqmData->blendWeights,
+ (byte *)header + vertexarray->offset,
+ n * sizeof(byte) );
+ break;
+ case IQM_COLOR:
+ Com_Memcpy( iqmData->colors,
+ (byte *)header + vertexarray->offset,
+ n * sizeof(byte) );
+ break;
+ }
+ }
+
+ // copy joint parents
+ joint = (iqmJoint_t *)((byte *)header + header->ofs_joints);
+ for( i = 0; i < header->num_joints; i++, joint++ ) {
+ iqmData->jointParents[i] = joint->parent;
+ }
+
+ // copy triangles
+ triangle = (iqmTriangle_t *)((byte *)header + header->ofs_triangles);
+ for( i = 0; i < header->num_triangles; i++, triangle++ ) {
+ iqmData->triangles[3*i+0] = triangle->vertex[0];
+ iqmData->triangles[3*i+1] = triangle->vertex[1];
+ iqmData->triangles[3*i+2] = triangle->vertex[2];
+ }
+
+ // copy joint names
+ str = iqmData->names;
+ joint = (iqmJoint_t *)((byte *)header + header->ofs_joints);
+ for( i = 0; i < header->num_joints; i++, joint++ ) {
+ char *name = (char *)header + header->ofs_text +
+ joint->name;
+ int len = strlen( name ) + 1;
+ Com_Memcpy( str, name, len );
+ str += len;
+ }
+
+ // copy model bounds
+ if(header->ofs_bounds)
+ {
+ mat = iqmData->bounds;
+ bounds = (iqmBounds_t *) ((byte *) header + header->ofs_bounds);
+ for(i = 0; i < header->num_frames; i++)
+ {
+ mat[0] = bounds->bbmin[0];
+ mat[1] = bounds->bbmin[1];
+ mat[2] = bounds->bbmin[2];
+ mat[3] = bounds->bbmax[0];
+ mat[4] = bounds->bbmax[1];
+ mat[5] = bounds->bbmax[2];
+
+ mat += 6;
+ bounds++;
+ }
+ }
+
+ return qtrue;
+}
+
+/*
+=============
+R_CullIQM
+=============
+*/
+static int R_CullIQM( iqmData_t *data, trRefEntity_t *ent ) {
+ vec3_t bounds[2];
+ vec_t *oldBounds, *newBounds;
+ int i;
+
+ if (!data->bounds) {
+ tr.pc.c_box_cull_md3_clip++;
+ return CULL_CLIP;
+ }
+
+ // compute bounds pointers
+ oldBounds = data->bounds + 6*ent->e.oldframe;
+ newBounds = data->bounds + 6*ent->e.frame;
+
+ // calculate a bounding box in the current coordinate system
+ for (i = 0 ; i < 3 ; i++) {
+ bounds[0][i] = oldBounds[i] < newBounds[i] ? oldBounds[i] : newBounds[i];
+ bounds[1][i] = oldBounds[i+3] > newBounds[i+3] ? oldBounds[i+3] : newBounds[i+3];
+ }
+
+ switch ( R_CullLocalBox( bounds ) )
+ {
+ case CULL_IN:
+ tr.pc.c_box_cull_md3_in++;
+ return CULL_IN;
+ case CULL_CLIP:
+ tr.pc.c_box_cull_md3_clip++;
+ return CULL_CLIP;
+ case CULL_OUT:
+ default:
+ tr.pc.c_box_cull_md3_out++;
+ return CULL_OUT;
+ }
+}
+
+/*
+=================
+R_ComputeIQMFogNum
+
+=================
+*/
+int R_ComputeIQMFogNum( iqmData_t *data, trRefEntity_t *ent ) {
+ int i, j;
+ fog_t *fog;
+ const vec_t *bounds;
+ const vec_t defaultBounds[6] = { -8, -8, -8, 8, 8, 8 };
+ vec3_t diag, center;
+ vec3_t localOrigin;
+ vec_t radius;
+
+ if ( tr.refdef.rdflags & RDF_NOWORLDMODEL ) {
+ return 0;
+ }
+
+ // FIXME: non-normalized axis issues
+ if (data->bounds) {
+ bounds = data->bounds + 6*ent->e.frame;
+ } else {
+ bounds = defaultBounds;
+ }
+ VectorSubtract( bounds+3, bounds, diag );
+ VectorMA( bounds, 0.5f, diag, center );
+ VectorAdd( ent->e.origin, center, localOrigin );
+ radius = 0.5f * VectorLength( diag );
+
+ for ( i = 1 ; i < tr.world->numfogs ; i++ ) {
+ fog = &tr.world->fogs[i];
+ for ( j = 0 ; j < 3 ; j++ ) {
+ if ( localOrigin[j] - radius >= fog->bounds[1][j] ) {
+ break;
+ }
+ if ( localOrigin[j] + radius <= fog->bounds[0][j] ) {
+ break;
+ }
+ }
+ if ( j == 3 ) {
+ return i;
+ }
+ }
+
+ return 0;
+}
+
+/*
+=================
+R_AddIQMSurfaces
+
+Add all surfaces of this model
+=================
+*/
+void R_AddIQMSurfaces( trRefEntity_t *ent ) {
+ iqmData_t *data;
+ srfIQModel_t *surface;
+ int i, j;
+ qboolean personalModel;
+ int cull;
+ int fogNum;
+ shader_t *shader;
+ skin_t *skin;
+
+ data = tr.currentModel->modelData;
+ surface = data->surfaces;
+
+ // don't add third_person objects if not in a portal
+ personalModel = (ent->e.renderfx & RF_THIRD_PERSON) && !tr.viewParms.isPortal;
+
+ if ( ent->e.renderfx & RF_WRAP_FRAMES ) {
+ ent->e.frame %= data->num_frames;
+ ent->e.oldframe %= data->num_frames;
+ }
+
+ //
+ // Validate the frames so there is no chance of a crash.
+ // This will write directly into the entity structure, so
+ // when the surfaces are rendered, they don't need to be
+ // range checked again.
+ //
+ if ( (ent->e.frame >= data->num_frames)
+ || (ent->e.frame < 0)
+ || (ent->e.oldframe >= data->num_frames)
+ || (ent->e.oldframe < 0) ) {
+ ri.Printf( PRINT_DEVELOPER, "R_AddIQMSurfaces: no such frame %d to %d for '%s'\n",
+ ent->e.oldframe, ent->e.frame,
+ tr.currentModel->name );
+ ent->e.frame = 0;
+ ent->e.oldframe = 0;
+ }
+
+ //
+ // cull the entire model if merged bounding box of both frames
+ // is outside the view frustum.
+ //
+ cull = R_CullIQM ( data, ent );
+ if ( cull == CULL_OUT ) {
+ return;
+ }
+
+ //
+ // set up lighting now that we know we aren't culled
+ //
+ if ( !personalModel || r_shadows->integer > 1 ) {
+ R_SetupEntityLighting( &tr.refdef, ent );
+ }
+
+ //
+ // see if we are in a fog volume
+ //
+ fogNum = R_ComputeIQMFogNum( data, ent );
+
+ for ( i = 0 ; i < data->num_surfaces ; i++ ) {
+ if(ent->e.customShader)
+ shader = R_GetShaderByHandle( ent->e.customShader );
+ else if(ent->e.customSkin > 0 && ent->e.customSkin < tr.numSkins)
+ {
+ skin = R_GetSkinByHandle(ent->e.customSkin);
+ shader = tr.defaultShader;
+
+ for(j = 0; j < skin->numSurfaces; j++)
+ {
+ if (!strcmp(skin->surfaces[j]->name, surface->name))
+ {
+ shader = skin->surfaces[j]->shader;
+ break;
+ }
+ }
+ } else {
+ shader = surface->shader;
+ }
+
+ // we will add shadows even if the main object isn't visible in the view
+
+ // stencil shadows can't do personal models unless I polyhedron clip
+ if ( !personalModel
+ && r_shadows->integer == 2
+ && fogNum == 0
+ && !(ent->e.renderfx & ( RF_NOSHADOW | RF_DEPTHHACK ) )
+ && shader->sort == SS_OPAQUE ) {
+ R_AddDrawSurf( (void *)surface, tr.shadowShader, 0, 0, 0 );
+ }
+
+ // projection shadows work fine with personal models
+ if ( r_shadows->integer == 3
+ && fogNum == 0
+ && (ent->e.renderfx & RF_SHADOW_PLANE )
+ && shader->sort == SS_OPAQUE ) {
+ R_AddDrawSurf( (void *)surface, tr.projectionShadowShader, 0, 0, 0 );
+ }
+
+ if( !personalModel ) {
+ R_AddDrawSurf( (void *)surface, shader, fogNum, 0, 0 );
+ }
+
+ surface++;
+ }
+}
+
+
+static void ComputeJointMats( iqmData_t *data, int frame, int oldframe,
+ float backlerp, float *mat ) {
+ float *mat1, *mat2;
+ int *joint = data->jointParents;
+ int i;
+
+ if ( oldframe == frame ) {
+ mat1 = data->poseMats + 12 * data->num_joints * frame;
+ for( i = 0; i < data->num_joints; i++, joint++ ) {
+ if( *joint >= 0 ) {
+ Matrix34Multiply( mat + 12 * *joint,
+ mat1 + 12*i, mat + 12*i );
+ } else {
+ Com_Memcpy( mat + 12*i, mat1 + 12*i, 12 * sizeof(float) );
+ }
+ }
+ } else {
+ mat1 = data->poseMats + 12 * data->num_joints * frame;
+ mat2 = data->poseMats + 12 * data->num_joints * oldframe;
+
+ for( i = 0; i < data->num_joints; i++, joint++ ) {
+ if( *joint >= 0 ) {
+ float tmpMat[12];
+ InterpolateMatrix( mat1 + 12*i, mat2 + 12*i,
+ backlerp, tmpMat );
+ Matrix34Multiply( mat + 12 * *joint,
+ tmpMat, mat + 12*i );
+
+ } else {
+ InterpolateMatrix( mat1 + 12*i, mat2 + 12*i,
+ backlerp, mat );
+ }
+ }
+ }
+}
+
+
+/*
+=================
+RB_AddIQMSurfaces
+
+Compute vertices for this model surface
+=================
+*/
+void RB_IQMSurfaceAnim( surfaceType_t *surface ) {
+ srfIQModel_t *surf = (srfIQModel_t *)surface;
+ iqmData_t *data = surf->data;
+ float jointMats[IQM_MAX_JOINTS * 12];
+ int i;
+
+ vec4_t *outXYZ = &tess.xyz[tess.numVertexes];
+ vec4_t *outNormal = &tess.normal[tess.numVertexes];
+ vec2_t (*outTexCoord)[2] = &tess.texCoords[tess.numVertexes];
+ vec4_t *outColor = &tess.vertexColors[tess.numVertexes];
+
+ int frame = backEnd.currentEntity->e.frame % data->num_frames;
+ int oldframe = backEnd.currentEntity->e.oldframe % data->num_frames;
+ float backlerp = backEnd.currentEntity->e.backlerp;
+
+ int *tri;
+ glIndex_t *ptr;
+ glIndex_t base;
+
+ RB_CHECKOVERFLOW( surf->num_vertexes, surf->num_triangles * 3 );
+
+ // compute interpolated joint matrices
+ ComputeJointMats( data, frame, oldframe, backlerp, jointMats );
+
+ // transform vertexes and fill other data
+ for( i = 0; i < surf->num_vertexes;
+ i++, outXYZ++, outNormal++, outTexCoord++, outColor++ ) {
+ int j, k;
+ float vtxMat[12];
+ float nrmMat[9];
+ int vtx = i + surf->first_vertex;
+
+ // compute the vertex matrix by blending the up to
+ // four blend weights
+ for( k = 0; k < 12; k++ )
+ vtxMat[k] = data->blendWeights[4*vtx]
+ * jointMats[12*data->blendIndexes[4*vtx] + k];
+ for( j = 1; j < 4; j++ ) {
+ if( data->blendWeights[4*vtx + j] <= 0 )
+ break;
+ for( k = 0; k < 12; k++ )
+ vtxMat[k] += data->blendWeights[4*vtx + j]
+ * jointMats[12*data->blendIndexes[4*vtx + j] + k];
+ }
+ for( k = 0; k < 12; k++ )
+ vtxMat[k] *= 1.0f / 255.0f;
+
+ // compute the normal matrix as transpose of the adjoint
+ // of the vertex matrix
+ nrmMat[ 0] = vtxMat[ 5]*vtxMat[10] - vtxMat[ 6]*vtxMat[ 9];
+ nrmMat[ 1] = vtxMat[ 6]*vtxMat[ 8] - vtxMat[ 4]*vtxMat[10];
+ nrmMat[ 2] = vtxMat[ 4]*vtxMat[ 9] - vtxMat[ 5]*vtxMat[ 8];
+ nrmMat[ 3] = vtxMat[ 2]*vtxMat[ 9] - vtxMat[ 1]*vtxMat[10];
+ nrmMat[ 4] = vtxMat[ 0]*vtxMat[10] - vtxMat[ 2]*vtxMat[ 8];
+ nrmMat[ 5] = vtxMat[ 1]*vtxMat[ 8] - vtxMat[ 0]*vtxMat[ 9];
+ nrmMat[ 6] = vtxMat[ 1]*vtxMat[ 6] - vtxMat[ 2]*vtxMat[ 5];
+ nrmMat[ 7] = vtxMat[ 2]*vtxMat[ 4] - vtxMat[ 0]*vtxMat[ 6];
+ nrmMat[ 8] = vtxMat[ 0]*vtxMat[ 5] - vtxMat[ 1]*vtxMat[ 4];
+
+ (*outTexCoord)[0][0] = data->texcoords[2*vtx + 0];
+ (*outTexCoord)[0][1] = data->texcoords[2*vtx + 1];
+ (*outTexCoord)[1][0] = (*outTexCoord)[0][0];
+ (*outTexCoord)[1][1] = (*outTexCoord)[0][1];
+
+ (*outXYZ)[0] =
+ vtxMat[ 0] * data->positions[3*vtx+0] +
+ vtxMat[ 1] * data->positions[3*vtx+1] +
+ vtxMat[ 2] * data->positions[3*vtx+2] +
+ vtxMat[ 3];
+ (*outXYZ)[1] =
+ vtxMat[ 4] * data->positions[3*vtx+0] +
+ vtxMat[ 5] * data->positions[3*vtx+1] +
+ vtxMat[ 6] * data->positions[3*vtx+2] +
+ vtxMat[ 7];
+ (*outXYZ)[2] =
+ vtxMat[ 8] * data->positions[3*vtx+0] +
+ vtxMat[ 9] * data->positions[3*vtx+1] +
+ vtxMat[10] * data->positions[3*vtx+2] +
+ vtxMat[11];
+ (*outXYZ)[3] = 1.0f;
+
+ (*outNormal)[0] =
+ nrmMat[ 0] * data->normals[3*vtx+0] +
+ nrmMat[ 1] * data->normals[3*vtx+1] +
+ nrmMat[ 2] * data->normals[3*vtx+2];
+ (*outNormal)[1] =
+ nrmMat[ 3] * data->normals[3*vtx+0] +
+ nrmMat[ 4] * data->normals[3*vtx+1] +
+ nrmMat[ 5] * data->normals[3*vtx+2];
+ (*outNormal)[2] =
+ nrmMat[ 6] * data->normals[3*vtx+0] +
+ nrmMat[ 7] * data->normals[3*vtx+1] +
+ nrmMat[ 8] * data->normals[3*vtx+2];
+ (*outNormal)[3] = 0.0f;
+
+ (*outColor)[0] = data->colors[4*vtx+0] / 255.0f;
+ (*outColor)[1] = data->colors[4*vtx+1] / 255.0f;
+ (*outColor)[2] = data->colors[4*vtx+2] / 255.0f;
+ (*outColor)[3] = data->colors[4*vtx+3] / 255.0f;
+ }
+
+ tri = data->triangles + 3 * surf->first_triangle;
+ ptr = &tess.indexes[tess.numIndexes];
+ base = tess.numVertexes;
+
+ for( i = 0; i < surf->num_triangles; i++ ) {
+ *ptr++ = base + (*tri++ - surf->first_vertex);
+ *ptr++ = base + (*tri++ - surf->first_vertex);
+ *ptr++ = base + (*tri++ - surf->first_vertex);
+ }
+
+ tess.numIndexes += 3 * surf->num_triangles;
+ tess.numVertexes += surf->num_vertexes;
+}
+
+int R_IQMLerpTag( orientation_t *tag, iqmData_t *data,
+ int startFrame, int endFrame,
+ float frac, const char *tagName ) {
+ float jointMats[IQM_MAX_JOINTS * 12];
+ int joint;
+ char *names = data->names;
+
+ // get joint number by reading the joint names
+ for( joint = 0; joint < data->num_joints; joint++ ) {
+ if( !strcmp( tagName, names ) )
+ break;
+ names += strlen( names ) + 1;
+ }
+ if( joint >= data->num_joints ) {
+ AxisClear( tag->axis );
+ VectorClear( tag->origin );
+ return qfalse;
+ }
+
+ ComputeJointMats( data, startFrame, endFrame, frac, jointMats );
+
+ tag->axis[0][0] = jointMats[12 * joint + 0];
+ tag->axis[1][0] = jointMats[12 * joint + 1];
+ tag->axis[2][0] = jointMats[12 * joint + 2];
+ tag->origin[0] = jointMats[12 * joint + 3];
+ tag->axis[0][1] = jointMats[12 * joint + 4];
+ tag->axis[1][1] = jointMats[12 * joint + 5];
+ tag->axis[2][1] = jointMats[12 * joint + 6];
+ tag->origin[1] = jointMats[12 * joint + 7];
+ tag->axis[0][2] = jointMats[12 * joint + 8];
+ tag->axis[1][2] = jointMats[12 * joint + 9];
+ tag->axis[2][2] = jointMats[12 * joint + 10];
+ tag->origin[2] = jointMats[12 * joint + 11];
+
+ return qtrue;
+}
Added: trunk/code/rend2/tr_noise.c
===================================================================
--- trunk/code/rend2/tr_noise.c (rev 0)
+++ trunk/code/rend2/tr_noise.c 2012-10-26 01:23:06 UTC (rev 2329)
@@ -0,0 +1,93 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Quake III Arena source code is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Quake III Arena source code; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+// tr_noise.c
+#include "../qcommon/q_shared.h"
+#include "../qcommon/qfiles.h"
+#include "../qcommon/qcommon.h"
+
+#define NOISE_SIZE 256
+#define NOISE_MASK ( NOISE_SIZE - 1 )
+
+#define VAL( a ) s_noise_perm[ ( a ) & ( NOISE_MASK )]
+#define INDEX( x, y, z, t ) VAL( x + VAL( y + VAL( z + VAL( t ) ) ) )
+
+static float s_noise_table[NOISE_SIZE];
+static int s_noise_perm[NOISE_SIZE];
+
+static float GetNoiseValue( int x, int y, int z, int t )
+{
+ int index = INDEX( ( int ) x, ( int ) y, ( int ) z, ( int ) t );
+
+ return s_noise_table[index];
+}
+
+void R_NoiseInit( void )
+{
+ int i;
+
+ for ( i = 0; i < NOISE_SIZE; i++ )
+ {
+ s_noise_table[i] = ( float ) ( ( ( rand() / ( float ) RAND_MAX ) * 2.0 - 1.0 ) );
+ s_noise_perm[i] = ( unsigned char ) ( rand() / ( float ) RAND_MAX * 255 );
+ }
+}
+
+float R_NoiseGet4f( float x, float y, float z, float t )
+{
+ int i;
+ int ix, iy, iz, it;
+ float fx, fy, fz, ft;
+ float front[4];
+ float back[4];
+ float fvalue, bvalue, value[2], finalvalue;
+
+ ix = ( int ) floor( x );
+ fx = x - ix;
+ iy = ( int ) floor( y );
+ fy = y - iy;
+ iz = ( int ) floor( z );
+ fz = z - iz;
+ it = ( int ) floor( t );
+ ft = t - it;
+
+ for ( i = 0; i < 2; i++ )
+ {
+ front[0] = GetNoiseValue( ix, iy, iz, it + i );
+ front[1] = GetNoiseValue( ix+1, iy, iz, it + i );
+ front[2] = GetNoiseValue( ix, iy+1, iz, it + i );
+ front[3] = GetNoiseValue( ix+1, iy+1, iz, it + i );
+
+ back[0] = GetNoiseValue( ix, iy, iz + 1, it + i );
+ back[1] = GetNoiseValue( ix+1, iy, iz + 1, it + i );
+ back[2] = GetNoiseValue( ix, iy+1, iz + 1, it + i );
+ back[3] = GetNoiseValue( ix+1, iy+1, iz + 1, it + i );
+
+ fvalue = LERP( LERP( front[0], front[1], fx ), LERP( front[2], front[3], fx ), fy );
+ bvalue = LERP( LERP( back[0], back[1], fx ), LERP( back[2], back[3], fx ), fy );
+
+ value[i] = LERP( fvalue, bvalue, fz );
+ }
+
+ finalvalue = LERP( value[0], value[1], ft );
+
+ return finalvalue;
+}
Added: trunk/code/rend2/tr_postprocess.c
===================================================================
--- trunk/code/rend2/tr_postprocess.c (rev 0)
+++ trunk/code/rend2/tr_postprocess.c 2012-10-26 01:23:06 UTC (rev 2329)
@@ -0,0 +1,490 @@
+/*
+===========================================================================
+Copyright (C) 2011 Andrei Drexler, Richard Allen, James Canete
+
+This file is part of Reaction source code.
+
+Reaction source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Reaction source code is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Reaction source code; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+
+#include "tr_local.h"
+
+void RB_ToneMap(FBO_t *hdrFbo, int autoExposure)
+{
+ vec4i_t srcBox, dstBox;
+ vec4_t color;
+ static int lastFrameCount = 0;
+
+ if (autoExposure)
+ {
+ if (lastFrameCount == 0 || tr.frameCount < lastFrameCount || tr.frameCount - lastFrameCount > 5)
+ {
+ // determine average log luminance
+ FBO_t *srcFbo, *dstFbo, *tmp;
+ int size = 256;
+
+ lastFrameCount = tr.frameCount;
+
+ VectorSet4(dstBox, 0, 0, size, size);
+
+ srcFbo = hdrFbo;
+ dstFbo = tr.textureScratchFbo[0];
+ FBO_Blit(srcFbo, NULL, NULL, dstFbo, dstBox, &tr.calclevels4xShader[0], NULL, 0);
+
+ srcFbo = tr.textureScratchFbo[0];
+ dstFbo = tr.textureScratchFbo[1];
+
+ // downscale to 1x1 texture
+ while (size > 1)
+ {
+ VectorSet4(srcBox, 0, 0, size, size);
+ //size >>= 2;
+ size >>= 1;
+ VectorSet4(dstBox, 0, 0, size, size);
+
+ if (size == 1)
+ dstFbo = tr.targetLevelsFbo;
+
+ //FBO_Blit(targetFbo, srcBox, NULL, tr.textureScratchFbo[nextScratch], dstBox, &tr.calclevels4xShader[1], NULL, 0);
+ FBO_FastBlit(srcFbo, srcBox, dstFbo, dstBox, GL_COLOR_BUFFER_BIT, GL_LINEAR);
+
+ tmp = srcFbo;
+ srcFbo = dstFbo;
+ dstFbo = tmp;
+ }
+ }
+
+ // blend with old log luminance for gradual change
+ VectorSet4(srcBox, 0, 0, 0, 0);
+
+ color[0] =
+ color[1] =
+ color[2] = 1.0f;
+ if (glRefConfig.textureFloat)
+ color[3] = 0.03f;
+ else
+ color[3] = 0.1f;
+
+ FBO_Blit(tr.targetLevelsFbo, srcBox, NULL, tr.calcLevelsFbo, NULL, NULL, color, GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA);
+ }
+
+ // tonemap
+ color[0] =
+ color[1] =
+ color[2] = pow(2, r_cameraExposure->value); //exp2(r_cameraExposure->value);
+ color[3] = 1.0f;
+
+ if (autoExposure)
+ GL_BindToTMU(tr.calcLevelsImage, TB_LEVELSMAP);
+ else
+ GL_BindToTMU(tr.fixedLevelsImage, TB_LEVELSMAP);
+
+ FBO_Blit(hdrFbo, NULL, NULL, tr.screenScratchFbo, NULL, &tr.tonemapShader, color, 0);
+}
+
+
+void RB_BokehBlur(float blur)
+{
+// vec4i_t srcBox, dstBox;
+ vec4_t color;
+
+ blur *= 10.0f;
+
+ if (blur < 0.004f)
+ return;
+
+ if (glRefConfig.framebufferObject)
+ {
+ // bokeh blur
+ if (blur > 0.0f)
+ {
+ // create a quarter texture
+ FBO_Blit(tr.screenScratchFbo, NULL, NULL, tr.quarterFbo[0], NULL, NULL, NULL, 0);
+ }
+
+#ifndef HQ_BLUR
+ if (blur > 1.0f)
+ {
+ // create a 1/16th texture
+ FBO_Blit(tr.quarterFbo[0], NULL, NULL, tr.textureScratchFbo[0], NULL, NULL, NULL, 0);
+ }
+#endif
+
+ if (blur > 0.0f && blur <= 1.0f)
+ {
+ // Crossfade original with quarter texture
+ VectorSet4(color, 1, 1, 1, blur);
+
+ FBO_Blit(tr.quarterFbo[0], NULL, NULL, tr.screenScratchFbo, NULL, NULL, color, GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA);
+ }
+#ifndef HQ_BLUR
+ // ok blur, but can see some pixelization
+ else if (blur > 1.0f && blur <= 2.0f)
+ {
+ // crossfade quarter texture with 1/16th texture
+ FBO_Blit(tr.quarterFbo[0], NULL, NULL, tr.screenScratchFbo, NULL, NULL, NULL, 0);
+
+ VectorSet4(color, 1, 1, 1, blur - 1.0f);
+
+ FBO_Blit(tr.textureScratchFbo[0], NULL, NULL, tr.screenScratchFbo, NULL, NULL, color, GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA);
+ }
+ else if (blur > 2.0f)
+ {
+ // blur 1/16th texture then replace
+ int i;
+
+ for (i = 0; i < 2; i++)
+ {
+ vec2_t blurTexScale;
+ float subblur;
+
+ subblur = ((blur - 2.0f) / 2.0f) / 3.0f * (float)(i + 1);
+
+ blurTexScale[0] =
+ blurTexScale[1] = subblur;
+
+ color[0] =
+ color[1] =
+ color[2] = 0.5f;
+ color[3] = 1.0f;
+
+ if (i != 0)
+ FBO_Blit(tr.textureScratchFbo[0], NULL, blurTexScale, tr.textureScratchFbo[1], NULL, &tr.bokehShader, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE);
+ else
+ FBO_Blit(tr.textureScratchFbo[0], NULL, blurTexScale, tr.textureScratchFbo[1], NULL, &tr.bokehShader, color, 0);
+ }
+
+ FBO_Blit(tr.textureScratchFbo[1], NULL, NULL, tr.screenScratchFbo, NULL, &tr.textureColorShader, NULL, 0);
+ }
+#else // higher quality blur, but slower
+ else if (blur > 1.0f)
+ {
+ // blur quarter texture then replace
+ int i;
+
+ src = tr.quarterFbo[0];
+ dst = tr.quarterFbo[1];
+
+ VectorSet4(color, 0.5f, 0.5f, 0.5f, 1);
+
+ for (i = 0; i < 2; i++)
+ {
+ vec2_t blurTexScale;
+ float subblur;
+
+ subblur = (blur - 1.0f) / 2.0f * (float)(i + 1);
+
+ blurTexScale[0] =
+ blurTexScale[1] = subblur;
+
+ color[0] =
+ color[1] =
+ color[2] = 1.0f;
+ if (i != 0)
+ color[3] = 1.0f;
+ else
+ color[3] = 0.5f;
+
+ FBO_Blit(tr.quarterFbo[0], NULL, blurTexScale, tr.quarterFbo[1], NULL, &tr.bokehShader, color, GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA);
+ }
+
+ FBO_Blit(tr.quarterFbo[1], NULL, NULL, tr.screenScratchFbo, NULL, &tr.textureColorShader, NULL, 0);
+ }
+#endif
+ }
+}
+
+
+#ifdef REACTION
+static void RB_RadialBlur(FBO_t *srcFbo, FBO_t *dstFbo, int passes, float stretch, float x, float y, float w, float h, float xcenter, float ycenter, float alpha)
+{
+ vec4i_t srcBox, dstBox;
+ vec4_t color;
+ const float inc = 1.f / passes;
+ const float mul = powf(stretch, inc);
+ float scale;
+
+ {
+ vec2_t texScale;
+
+ texScale[0] =
+ texScale[1] = 1.0f;
+
+ alpha *= inc;
+ VectorSet4(color, alpha, alpha, alpha, 1.0f);
+
+ VectorSet4(srcBox, 0, 0, srcFbo->width, srcFbo->height);
+ VectorSet4(dstBox, x, y, w, h);
+ FBO_Blit(srcFbo, srcBox, texScale, dstFbo, dstBox, &tr.textureColorShader, color, 0);
+
+ --passes;
+ scale = mul;
+ while (passes > 0)
+ {
+ float iscale = 1.f / scale;
+ float s0 = xcenter * (1.f - iscale);
+ float t0 = (1.0f - ycenter) * (1.f - iscale);
+ float s1 = iscale + s0;
+ float t1 = iscale + t0;
+
+ srcBox[0] = s0 * srcFbo->width;
+ srcBox[1] = t0 * srcFbo->height;
+ srcBox[2] = (s1 - s0) * srcFbo->width;
+ srcBox[3] = (t1 - t0) * srcFbo->height;
+
+ FBO_Blit(srcFbo, srcBox, texScale, dstFbo, dstBox, &tr.textureColorShader, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE );
+
+ scale *= mul;
+ --passes;
+ }
+ }
+}
+
+
+static qboolean RB_UpdateSunFlareVis(void)
+{
+ GLuint sampleCount = 0;
+ if (!glRefConfig.occlusionQuery)
+ return qtrue;
+
+ tr.sunFlareQueryIndex ^= 1;
+ if (!tr.sunFlareQueryActive[tr.sunFlareQueryIndex])
+ return qtrue;
+
+ /* debug code */
+ if (0)
+ {
+ int iter;
+ for (iter=0 ; ; ++iter)
+ {
+ GLint available = 0;
+ qglGetQueryObjectivARB(tr.sunFlareQuery[tr.sunFlareQueryIndex], GL_QUERY_RESULT_AVAILABLE_ARB, &available);
+ if (available)
+ break;
+ }
+
+ ri.Printf(PRINT_DEVELOPER, "Waited %d iterations\n", iter);
+ }
+
+ qglGetQueryObjectuivARB(tr.sunFlareQuery[tr.sunFlareQueryIndex], GL_QUERY_RESULT_ARB, &sampleCount);
+ return sampleCount > 0;
+}
+
+void RB_GodRays(void)
+{
+ vec4i_t srcBox, dstBox;
+ vec4_t color;
+ vec3_t dir;
+ float dot;
+ const float cutoff = 0.25f;
+ qboolean colorize = qtrue;
+
+// float w, h, w2, h2;
+ matrix_t mvp;
+ vec4_t pos, hpos;
+
+ if (!backEnd.viewHasSunFlare)
+ return;
+
+ VectorSubtract(backEnd.sunFlarePos, backEnd.viewParms.or.origin, dir);
+ VectorNormalize(dir);
+
+ dot = DotProduct(dir, backEnd.viewParms.or.axis[0]);
+ if (dot < cutoff)
+ return;
+
+ if (!RB_UpdateSunFlareVis())
+ return;
+
+ VectorCopy(backEnd.sunFlarePos, pos);
+ pos[3] = 1.f;
+
+ // project sun point
+ Matrix16Multiply(backEnd.viewParms.projectionMatrix, backEnd.viewParms.world.modelMatrix, mvp);
+ Matrix16Transform(mvp, pos, hpos);
+
+ // transform to UV coords
+ hpos[3] = 0.5f / hpos[3];
+
+ pos[0] = 0.5f + hpos[0] * hpos[3];
+ pos[1] = 0.5f - hpos[1] * hpos[3];
+
+ // viewport dimensions
+ // JBravo: Apparently not used
+/* w = glConfig.vidWidth;
+ h = glConfig.vidHeight;
+ w2 = glConfig.vidWidth / 2;
+ h2 = glConfig.vidHeight / 2; */
+
+ // initialize quarter buffers
+ {
+ float mul = 1.f;
+ vec2_t texScale;
+
+ texScale[0] =
+ texScale[1] = 1.0f;
+
+ VectorSet4(color, mul, mul, mul, 1);
+
+ // first, downsample the framebuffer
+ VectorSet4(srcBox, 0, 0, tr.godRaysFbo->width, tr.godRaysFbo->height);
+ VectorSet4(dstBox, 0, 0, tr.quarterFbo[0]->width, tr.quarterFbo[0]->height);
+ FBO_Blit(tr.godRaysFbo, srcBox, texScale, tr.quarterFbo[0], dstBox, &tr.textureColorShader, color, 0);
+
+ if (colorize)
+ {
+ VectorSet4(srcBox, 0, 0, tr.screenScratchFbo->width, tr.screenScratchFbo->height);
+ FBO_Blit(tr.screenScratchFbo, srcBox, texScale, tr.quarterFbo[0], dstBox, &tr.textureColorShader, color,
+ GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO);
+ }
+ }
+
+ // radial blur passes, ping-ponging between the two quarter-size buffers
+ {
+ const float stretch_add = 2.f/3.f;
+ float stretch = 1.f + stretch_add;
+ int i;
+ for (i=0; i<2; ++i)
+ {
+ RB_RadialBlur(tr.quarterFbo[i&1], tr.quarterFbo[(~i) & 1], 5, stretch, 0.f, 0.f, tr.quarterFbo[0]->width, tr.quarterFbo[0]->height, pos[0], pos[1], 1.125f);
+ stretch += stretch_add;
+ }
+ }
+
+ // add result back on top of the main buffer
+ {
+ float mul = 1.f;
+ vec2_t texScale;
+
+ texScale[0] =
+ texScale[1] = 1.0f;
+
+ VectorSet4(color, mul, mul, mul, 1);
+
+ VectorSet4(srcBox, 0, 0, tr.quarterFbo[0]->width, tr.quarterFbo[0]->height);
+ VectorSet4(dstBox, 0, 0, tr.screenScratchFbo->width, tr.screenScratchFbo->height);
+ FBO_Blit(tr.quarterFbo[0], srcBox, texScale, tr.screenScratchFbo, dstBox, &tr.textureColorShader, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE);
+ }
+}
+#endif
+
+static void RB_BlurAxis(FBO_t *srcFbo, FBO_t *dstFbo, float strength, qboolean horizontal)
+{
+ float dx, dy;
+ float xmul, ymul;
+ float weights[3] = {
+ 0.227027027f,
+ 0.316216216f,
+ 0.070270270f,
+ };
+ float offsets[3] = {
+ 0.f,
+ 1.3846153846f,
+ 3.2307692308f,
+ };
+
+ xmul = horizontal;
+ ymul = 1.f - xmul;
+
+ xmul *= strength;
+ ymul *= strength;
+
+ {
+ vec4i_t srcBox, dstBox;
+ vec4_t color;
+ vec2_t texScale;
+
+ texScale[0] =
+ texScale[1] = 1.0f;
+
+ VectorSet4(color, weights[0], weights[0], weights[0], 1.0f);
+ VectorSet4(srcBox, 0, 0, srcFbo->width, srcFbo->height);
+ VectorSet4(dstBox, 0, 0, dstFbo->width, dstFbo->height);
+ FBO_Blit(srcFbo, srcBox, texScale, dstFbo, dstBox, &tr.textureColorShader, color, 0 );
+
+ VectorSet4(color, weights[1], weights[1], weights[1], 1.0f);
+ dx = offsets[1] * xmul;
+ dy = offsets[1] * ymul;
+ VectorSet4(srcBox, dx, dy, srcFbo->width, srcFbo->height);
+ FBO_Blit(srcFbo, srcBox, texScale, dstFbo, dstBox, &tr.textureColorShader, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE );
+ VectorSet4(srcBox, -dx, -dy, srcFbo->width, srcFbo->height);
+ FBO_Blit(srcFbo, srcBox, texScale, dstFbo, dstBox, &tr.textureColorShader, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE );
+
+ VectorSet4(color, weights[2], weights[2], weights[2], 1.0f);
+ dx = offsets[2] * xmul;
+ dy = offsets[2] * ymul;
+ VectorSet4(srcBox, dx, dy, srcFbo->width, srcFbo->height);
+ FBO_Blit(srcFbo, srcBox, texScale, dstFbo, dstBox, &tr.textureColorShader, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE );
+ VectorSet4(srcBox, -dx, -dy, srcFbo->width, srcFbo->height);
+ FBO_Blit(srcFbo, srcBox, texScale, dstFbo, dstBox, &tr.textureColorShader, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE );
+ }
+}
+
+static void RB_HBlur(FBO_t *srcFbo, FBO_t *dstFbo, float strength)
+{
+ RB_BlurAxis(srcFbo, dstFbo, strength, qtrue);
+}
+
+static void RB_VBlur(FBO_t *srcFbo, FBO_t *dstFbo, float strength)
+{
+ RB_BlurAxis(srcFbo, dstFbo, strength, qfalse);
+}
+
+void RB_GaussianBlur(float blur)
+{
+ //float mul = 1.f;
+ float factor = Com_Clamp(0.f, 1.f, blur);
+
+ if (factor <= 0.f)
+ return;
+
+ {
+ vec4i_t srcBox, dstBox;
+ vec4_t color;
+ vec2_t texScale;
+
+ texScale[0] =
+ texScale[1] = 1.0f;
+
+ VectorSet4(color, 1, 1, 1, 1);
+
+ // first, downsample the framebuffer
+ VectorSet4(srcBox, 0, 0, tr.screenScratchFbo->width, tr.screenScratchFbo->height);
+ VectorSet4(dstBox, 0, 0, tr.quarterFbo[0]->width, tr.quarterFbo[0]->height);
+ FBO_Blit(tr.screenScratchFbo, srcBox, texScale, tr.quarterFbo[0], dstBox, &tr.textureColorShader, color, 0);
+
+ VectorSet4(srcBox, 0, 0, tr.quarterFbo[0]->width, tr.quarterFbo[0]->height);
+ VectorSet4(dstBox, 0, 0, tr.textureScratchFbo[0]->width, tr.textureScratchFbo[0]->height);
+ FBO_Blit(tr.quarterFbo[0], srcBox, texScale, tr.textureScratchFbo[0], dstBox, &tr.textureColorShader, color, 0);
+
+ // set the alpha channel
+ VectorSet4(srcBox, 0, 0, tr.whiteImage->width, tr.whiteImage->height);
+ VectorSet4(dstBox, 0, 0, tr.textureScratchFbo[0]->width, tr.textureScratchFbo[0]->height);
+ qglColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
+ FBO_BlitFromTexture(tr.whiteImage, srcBox, texScale, tr.textureScratchFbo[0], dstBox, &tr.textureColorShader, color, GLS_DEPTHTEST_DISABLE);
+ qglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+
+ // blur the tiny buffer horizontally and vertically
+ RB_HBlur(tr.textureScratchFbo[0], tr.textureScratchFbo[1], factor);
+ RB_VBlur(tr.textureScratchFbo[1], tr.textureScratchFbo[0], factor);
+
+ // finally, merge back to framebuffer
+ VectorSet4(srcBox, 0, 0, tr.textureScratchFbo[0]->width, tr.textureScratchFbo[0]->height);
+ VectorSet4(dstBox, 0, 0, tr.screenScratchFbo->width, tr.screenScratchFbo->height);
+ color[3] = factor;
+ FBO_Blit(tr.textureScratchFbo[0], srcBox, texScale, tr.screenScratchFbo, dstBox, &tr.textureColorShader, color, GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA);
+ }
+}
Added: trunk/code/rend2/tr_postprocess.h
===================================================================
--- trunk/code/rend2/tr_postprocess.h (rev 0)
+++ trunk/code/rend2/tr_postprocess.h 2012-10-26 01:23:06 UTC (rev 2329)
@@ -0,0 +1,33 @@
+/*
+===========================================================================
+Copyright (C) 2011 Andrei Drexler, Richard Allen, James Canete
+
+This file is part of Reaction source code.
+
+Reaction source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Reaction source code is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Reaction source code; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+
+#ifndef TR_POSTPROCESS_H
+#define TR_POSTPROCESS_H
+
+#include "tr_fbo.h"
+
+void RB_ToneMap(FBO_t *hdrFbo, int autoExposure);
+void RB_BokehBlur(float blur);
+void RB_GodRays(void);
+void RB_GaussianBlur(float blur);
+
+#endif
\ No newline at end of file
Added: trunk/code/rend2/tr_scene.c
===================================================================
--- trunk/code/rend2/tr_scene.c (rev 0)
+++ trunk/code/rend2/tr_scene.c 2012-10-26 01:23:06 UTC (rev 2329)
@@ -0,0 +1,539 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Quake III Arena source code is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Quake III Arena source code; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+
+#include "tr_local.h"
+
+int r_firstSceneDrawSurf;
+
+int r_numdlights;
+int r_firstSceneDlight;
+
+int r_numentities;
+int r_firstSceneEntity;
+
+int r_numpolys;
+int r_firstScenePoly;
+
+int r_numpolyverts;
+
+
+/*
+====================
+R_ToggleSmpFrame
+
+====================
+*/
+void R_ToggleSmpFrame( void ) {
+ if ( r_smp->integer ) {
+ // use the other buffers next frame, because another CPU
+ // may still be rendering into the current ones
+ tr.smpFrame ^= 1;
+ } else {
+ tr.smpFrame = 0;
+ }
+
+ backEndData[tr.smpFrame]->commands.used = 0;
+
+ r_firstSceneDrawSurf = 0;
+
+ r_numdlights = 0;
+ r_firstSceneDlight = 0;
+
+ r_numentities = 0;
+ r_firstSceneEntity = 0;
+
+ r_numpolys = 0;
+ r_firstScenePoly = 0;
+
+ r_numpolyverts = 0;
+}
+
+
+/*
+====================
+RE_ClearScene
+
+====================
+*/
+void RE_ClearScene( void ) {
+ r_firstSceneDlight = r_numdlights;
+ r_firstSceneEntity = r_numentities;
+ r_firstScenePoly = r_numpolys;
+}
+
+/*
+===========================================================================
+
+DISCRETE POLYS
+
+===========================================================================
+*/
+
+/*
+=====================
+R_AddPolygonSurfaces
+
+Adds all the scene's polys into this view's drawsurf list
+=====================
+*/
+void R_AddPolygonSurfaces( void ) {
+ int i;
+ shader_t *sh;
+ srfPoly_t *poly;
+// JBravo: Fog fixes
+ int fogMask;
+
+ tr.currentEntityNum = REFENTITYNUM_WORLD;
+ tr.shiftedEntityNum = tr.currentEntityNum << QSORT_REFENTITYNUM_SHIFT;
+ fogMask = -((tr.refdef.rdflags & RDF_NOFOG) == 0);
+
+ for ( i = 0, poly = tr.refdef.polys; i < tr.refdef.numPolys ; i++, poly++ ) {
+ sh = R_GetShaderByHandle( poly->hShader );
+ R_AddDrawSurf( ( void * )poly, sh, poly->fogIndex & fogMask, qfalse, qfalse );
+ }
+}
+
+/*
+=====================
+RE_AddPolyToScene
+
+=====================
+*/
+void RE_AddPolyToScene( qhandle_t hShader, int numVerts, const polyVert_t *verts, int numPolys ) {
+ srfPoly_t *poly;
+ int i, j;
+ int fogIndex;
+ fog_t *fog;
+ vec3_t bounds[2];
+
+ if ( !tr.registered ) {
+ return;
+ }
+
+ if ( !hShader ) {
+ // This isn't a useful warning, and an hShader of zero isn't a null shader, it's
+ // the default shader.
+ //ri.Printf( PRINT_WARNING, "WARNING: RE_AddPolyToScene: NULL poly shader\n");
+ //return;
+ }
+
+ for ( j = 0; j < numPolys; j++ ) {
+ if ( r_numpolyverts + numVerts > max_polyverts || r_numpolys >= max_polys ) {
+ /*
+ NOTE TTimo this was initially a PRINT_WARNING
+ but it happens a lot with high fighting scenes and particles
+ since we don't plan on changing the const and making for room for those effects
+ simply cut this message to developer only
+ */
+ ri.Printf( PRINT_DEVELOPER, "WARNING: RE_AddPolyToScene: r_max_polys or r_max_polyverts reached\n");
+ return;
+ }
+
+ poly = &backEndData[tr.smpFrame]->polys[r_numpolys];
+ poly->surfaceType = SF_POLY;
+ poly->hShader = hShader;
+ poly->numVerts = numVerts;
+ poly->verts = &backEndData[tr.smpFrame]->polyVerts[r_numpolyverts];
+
+ Com_Memcpy( poly->verts, &verts[numVerts*j], numVerts * sizeof( *verts ) );
+
+ if ( glConfig.hardwareType == GLHW_RAGEPRO ) {
+ poly->verts->modulate[0] = 255;
+ poly->verts->modulate[1] = 255;
+ poly->verts->modulate[2] = 255;
+ poly->verts->modulate[3] = 255;
+ }
+ // done.
+ r_numpolys++;
+ r_numpolyverts += numVerts;
+
+ // if no world is loaded
+ if ( tr.world == NULL ) {
+ fogIndex = 0;
+ }
+ // see if it is in a fog volume
+ else if ( tr.world->numfogs == 1 ) {
+ fogIndex = 0;
+ } else {
+ // find which fog volume the poly is in
+ VectorCopy( poly->verts[0].xyz, bounds[0] );
+ VectorCopy( poly->verts[0].xyz, bounds[1] );
+ for ( i = 1 ; i < poly->numVerts ; i++ ) {
+ AddPointToBounds( poly->verts[i].xyz, bounds[0], bounds[1] );
+ }
+ for ( fogIndex = 1 ; fogIndex < tr.world->numfogs ; fogIndex++ ) {
+ fog = &tr.world->fogs[fogIndex];
+ if ( bounds[1][0] >= fog->bounds[0][0]
+ && bounds[1][1] >= fog->bounds[0][1]
+ && bounds[1][2] >= fog->bounds[0][2]
+ && bounds[0][0] <= fog->bounds[1][0]
+ && bounds[0][1] <= fog->bounds[1][1]
+ && bounds[0][2] <= fog->bounds[1][2] ) {
+ break;
+ }
+ }
+ if ( fogIndex == tr.world->numfogs ) {
+ fogIndex = 0;
+ }
+ }
+ poly->fogIndex = fogIndex;
+ }
+}
+
+
+//=================================================================================
+
+
+/*
+=====================
+RE_AddRefEntityToScene
+
+=====================
+*/
+void RE_AddRefEntityToScene( const refEntity_t *ent ) {
+#ifdef REACTION
+ // JBravo: Mirrored models
+ vec3_t cross;
+#endif
+
+ if ( !tr.registered ) {
+ return;
+ }
+ if ( r_numentities >= MAX_REFENTITIES ) {
+ ri.Printf(PRINT_DEVELOPER, "RE_AddRefEntityToScene: Dropping refEntity, reached MAX_REFENTITIES\n");
+ return;
+ }
+ if ( Q_isnan(ent->origin[0]) || Q_isnan(ent->origin[1]) || Q_isnan(ent->origin[2]) ) {
+ static qboolean firstTime = qtrue;
+ if (firstTime) {
+ firstTime = qfalse;
+ ri.Printf( PRINT_WARNING, "RE_AddRefEntityToScene passed a refEntity which has an origin with a NaN component\n");
+ }
+ return;
+ }
+ if ( (int)ent->reType < 0 || ent->reType >= RT_MAX_REF_ENTITY_TYPE ) {
+ ri.Error( ERR_DROP, "RE_AddRefEntityToScene: bad reType %i", ent->reType );
+ }
+
+ backEndData[tr.smpFrame]->entities[r_numentities].e = *ent;
+ backEndData[tr.smpFrame]->entities[r_numentities].lightingCalculated = qfalse;
+
+#ifdef REACTION
+ // JBravo: Mirrored models
+ CrossProduct(ent->axis[0], ent->axis[1], cross);
+ backEndData[tr.smpFrame]->entities[r_numentities].mirrored = (DotProduct(ent->axis[2], cross) < 0.f);
+#endif
+
+ r_numentities++;
+}
+
+
+/*
+=====================
+RE_AddDynamicLightToScene
+
+=====================
+*/
+void RE_AddDynamicLightToScene( const vec3_t org, float intensity, float r, float g, float b, int additive ) {
+ dlight_t *dl;
+
+ if ( !tr.registered ) {
+ return;
+ }
+ if ( r_numdlights >= MAX_DLIGHTS ) {
+ return;
+ }
+ if ( intensity <= 0 ) {
+ return;
+ }
+ // these cards don't have the correct blend mode
+ if ( glConfig.hardwareType == GLHW_RIVA128 || glConfig.hardwareType == GLHW_PERMEDIA2 ) {
+ return;
+ }
+ dl = &backEndData[tr.smpFrame]->dlights[r_numdlights++];
+ VectorCopy (org, dl->origin);
+ dl->radius = intensity;
+ dl->color[0] = r;
+ dl->color[1] = g;
+ dl->color[2] = b;
+ dl->additive = additive;
+}
+
+/*
+=====================
+RE_AddLightToScene
+
+=====================
+*/
+void RE_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b ) {
+ RE_AddDynamicLightToScene( org, intensity, r, g, b, qfalse );
+}
+
+/*
+=====================
+RE_AddAdditiveLightToScene
+
+=====================
+*/
+void RE_AddAdditiveLightToScene( const vec3_t org, float intensity, float r, float g, float b ) {
+ RE_AddDynamicLightToScene( org, intensity, r, g, b, qtrue );
+}
+
+/*
+@@@@@@@@@@@@@@@@@@@@@
+RE_RenderScene
+
+Draw a 3D view into a part of the window, then return
+to 2D drawing.
+
+Rendering a scene may require multiple views to be rendered
+to handle mirrors,
+@@@@@@@@@@@@@@@@@@@@@
+*/
+void RE_RenderScene( const refdef_t *fd ) {
+ viewParms_t parms;
+ int startTime;
+
+ if ( !tr.registered ) {
+ return;
+ }
+ GLimp_LogComment( "====== RE_RenderScene =====\n" );
+
+ if ( r_norefresh->integer ) {
+ return;
+ }
+
+ startTime = ri.Milliseconds();
+
+ if (!tr.world && !( fd->rdflags & RDF_NOWORLDMODEL ) ) {
+ ri.Error (ERR_DROP, "R_RenderScene: NULL worldmodel");
+ }
+
+ Com_Memcpy( tr.refdef.text, fd->text, sizeof( tr.refdef.text ) );
+
+ tr.refdef.x = fd->x;
+ tr.refdef.y = fd->y;
+ tr.refdef.width = fd->width;
+ tr.refdef.height = fd->height;
+ tr.refdef.fov_x = fd->fov_x;
+ tr.refdef.fov_y = fd->fov_y;
+
+ VectorCopy( fd->vieworg, tr.refdef.vieworg );
+ VectorCopy( fd->viewaxis[0], tr.refdef.viewaxis[0] );
+ VectorCopy( fd->viewaxis[1], tr.refdef.viewaxis[1] );
+ VectorCopy( fd->viewaxis[2], tr.refdef.viewaxis[2] );
+
+ tr.refdef.time = fd->time;
+ tr.refdef.rdflags = fd->rdflags;
+
+ // copy the areamask data over and note if it has changed, which
+ // will force a reset of the visible leafs even if the view hasn't moved
+ tr.refdef.areamaskModified = qfalse;
+ if ( ! (tr.refdef.rdflags & RDF_NOWORLDMODEL) ) {
+ int areaDiff;
+ int i;
+
+ // compare the area bits
+ areaDiff = 0;
+ for (i = 0 ; i < MAX_MAP_AREA_BYTES/4 ; i++) {
+ areaDiff |= ((int *)tr.refdef.areamask)[i] ^ ((int *)fd->areamask)[i];
+ ((int *)tr.refdef.areamask)[i] = ((int *)fd->areamask)[i];
+ }
+
+ if ( areaDiff ) {
+ // a door just opened or something
+ tr.refdef.areamaskModified = qtrue;
+ }
+ }
+
+ tr.refdef.sunDir[3] = 0.0f;
+ tr.refdef.sunCol[3] = 1.0f;
+ tr.refdef.sunAmbCol[3] = 1.0f;
+
+ VectorCopy(tr.sunDirection, tr.refdef.sunDir);
+ if ( (tr.refdef.rdflags & RDF_NOWORLDMODEL) || !(r_depthPrepass->value) ){
+ tr.refdef.colorScale = 1.0f;
+ VectorSet(tr.refdef.sunCol, 0, 0, 0);
+ VectorSet(tr.refdef.sunAmbCol, 0, 0, 0);
+ }
+ else if (r_forceSun->integer == 1)
+ {
+ float scale = pow(2, r_mapOverBrightBits->integer - tr.overbrightBits - 8);
+ tr.refdef.colorScale = r_forceSunMapLightScale->value;
+ VectorScale(tr.sunLight, scale * r_forceSunLightScale->value, tr.refdef.sunCol);
+ VectorScale(tr.sunLight, scale * r_forceSunAmbientScale->value, tr.refdef.sunAmbCol);
+ }
+ else
+ {
+ float scale = pow(2, r_mapOverBrightBits->integer - tr.overbrightBits - 8);
+ tr.refdef.colorScale = tr.mapLightScale;
+ VectorScale(tr.sunLight, scale, tr.refdef.sunCol);
+ VectorScale(tr.sunAmbient, scale, tr.refdef.sunAmbCol);
+ }
+
+ if (r_forceAutoExposure->integer)
+ {
+ tr.refdef.autoExposureMinMax[0] = r_forceAutoExposureMin->value;
+ tr.refdef.autoExposureMinMax[1] = r_forceAutoExposureMax->value;
+ }
+ else
+ {
+ tr.refdef.autoExposureMinMax[0] = tr.autoExposureMinMax[0];
+ tr.refdef.autoExposureMinMax[1] = tr.autoExposureMinMax[1];
+ }
+
+ if (r_forceToneMap->integer)
+ {
+ tr.refdef.toneMinAvgMaxLinear[0] = pow(2, r_forceToneMapMin->value);
+ tr.refdef.toneMinAvgMaxLinear[1] = pow(2, r_forceToneMapAvg->value);
+ tr.refdef.toneMinAvgMaxLinear[2] = pow(2, r_forceToneMapMax->value);
+ }
+ else
+ {
+ tr.refdef.toneMinAvgMaxLinear[0] = pow(2, tr.toneMinAvgMaxLevel[0]);
+ tr.refdef.toneMinAvgMaxLinear[1] = pow(2, tr.toneMinAvgMaxLevel[1]);
+ tr.refdef.toneMinAvgMaxLinear[2] = pow(2, tr.toneMinAvgMaxLevel[2]);
+ }
+
+//#ifdef REACTION
+ // Makro - copy exta info if present
+ if (fd->rdflags & RDF_EXTRA) {
+ const refdefex_t* extra = (const refdefex_t*) (fd+1);
+
+ tr.refdef.blurFactor = extra->blurFactor;
+
+ if (fd->rdflags & RDF_SUNLIGHT)
+ {
+ VectorCopy(extra->sunDir, tr.refdef.sunDir);
+ VectorCopy(extra->sunCol, tr.refdef.sunCol);
+ VectorCopy(extra->sunAmbCol, tr.refdef.sunAmbCol);
+ }
+ }
+ else
+ {
+ tr.refdef.blurFactor = 0.0f;
+ }
+//#endif
+
+ // derived info
+
+ tr.refdef.floatTime = tr.refdef.time * 0.001f;
+
+ tr.refdef.numDrawSurfs = r_firstSceneDrawSurf;
+ tr.refdef.drawSurfs = backEndData[tr.smpFrame]->drawSurfs;
+
+ tr.refdef.num_entities = r_numentities - r_firstSceneEntity;
+ tr.refdef.entities = &backEndData[tr.smpFrame]->entities[r_firstSceneEntity];
+
+ tr.refdef.num_dlights = r_numdlights - r_firstSceneDlight;
+ tr.refdef.dlights = &backEndData[tr.smpFrame]->dlights[r_firstSceneDlight];
+
+ tr.refdef.numPolys = r_numpolys - r_firstScenePoly;
+ tr.refdef.polys = &backEndData[tr.smpFrame]->polys[r_firstScenePoly];
+
+ tr.refdef.num_pshadows = 0;
+ tr.refdef.pshadows = &backEndData[tr.smpFrame]->pshadows[0];
+
+ // turn off dynamic lighting globally by clearing all the
+ // dlights if it needs to be disabled or if vertex lighting is enabled
+ if ( r_dynamiclight->integer == 0 ||
+ r_vertexLight->integer == 1 ||
+ glConfig.hardwareType == GLHW_PERMEDIA2 ) {
+ tr.refdef.num_dlights = 0;
+ }
+
+ // a single frame may have multiple scenes draw inside it --
+ // a 3D game view, 3D status bar renderings, 3D menus, etc.
+ // They need to be distinguished by the light flare code, because
+ // the visibility state for a given surface may be different in
+ // each scene / view.
+ tr.frameSceneNum++;
+ tr.sceneCount++;
+
+ // SmileTheory: playing with shadow mapping
+ if (!( fd->rdflags & RDF_NOWORLDMODEL ) && tr.refdef.num_dlights && r_dlightMode->integer >= 2)
+ {
+ R_RenderDlightCubemaps(fd);
+ }
+
+ /* playing with more shadows */
+ if(!( fd->rdflags & RDF_NOWORLDMODEL ) && r_shadows->integer == 4)
+ {
+ R_RenderPshadowMaps(fd);
+ }
+
+ // playing with even more shadows
+ if(!( fd->rdflags & RDF_NOWORLDMODEL ) && (r_forceSun->integer || tr.sunShadows))
+ {
+ R_RenderSunShadowMaps(fd, 0);
+ R_RenderSunShadowMaps(fd, 1);
+ R_RenderSunShadowMaps(fd, 2);
+ }
+
+ // setup view parms for the initial view
+ //
+ // set up viewport
+ // The refdef takes 0-at-the-top y coordinates, so
+ // convert to GL's 0-at-the-bottom space
+ //
+ Com_Memset( &parms, 0, sizeof( parms ) );
+ parms.viewportX = tr.refdef.x;
+ parms.viewportY = glConfig.vidHeight - ( tr.refdef.y + tr.refdef.height );
+ parms.viewportWidth = tr.refdef.width;
+ parms.viewportHeight = tr.refdef.height;
+ parms.isPortal = qfalse;
+
+ parms.fovX = tr.refdef.fov_x;
+ parms.fovY = tr.refdef.fov_y;
+
+ parms.stereoFrame = tr.refdef.stereoFrame;
+
+ if (glRefConfig.framebufferObject)
+ {
+ parms.targetFbo = tr.renderFbo;
+ }
+
+ VectorCopy( fd->vieworg, parms.or.origin );
+ VectorCopy( fd->viewaxis[0], parms.or.axis[0] );
+ VectorCopy( fd->viewaxis[1], parms.or.axis[1] );
+ VectorCopy( fd->viewaxis[2], parms.or.axis[2] );
+
+ VectorCopy( fd->vieworg, parms.pvsOrigin );
+
+ if(!( fd->rdflags & RDF_NOWORLDMODEL ) && r_depthPrepass->value && ((r_forceSun->integer) || tr.sunShadows))
+ {
+ parms.flags = VPF_USESUNLIGHT;
+ }
+
+ R_RenderView( &parms );
+
+ if(!( fd->rdflags & RDF_NOWORLDMODEL ))
+ R_AddPostProcessCmd();
+
+ // the next scene rendered in this frame will tack on after this one
+ r_firstSceneDrawSurf = tr.refdef.numDrawSurfs;
+ r_firstSceneEntity = r_numentities;
+ r_firstSceneDlight = r_numdlights;
+ r_firstScenePoly = r_numpolys;
+
+ tr.frontEndMsec += ri.Milliseconds() - startTime;
+}
Added: trunk/code/rend2/tr_shade.c
===================================================================
--- trunk/code/rend2/tr_shade.c (rev 0)
+++ trunk/code/rend2/tr_shade.c 2012-10-26 01:23:06 UTC (rev 2329)
@@ -0,0 +1,1818 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Quake III Arena source code is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Quake III Arena source code; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+// tr_shade.c
+
+#include "tr_local.h"
+#if idppc_altivec && !defined(MACOS_X)
+#include <altivec.h>
+#endif
+
+/*
+
+ THIS ENTIRE FILE IS BACK END
+
+ This file deals with applying shaders to surface data in the tess struct.
+*/
+
+
+/*
+==================
+R_DrawElements
+
+==================
+*/
+
+void R_DrawElementsVBO( int numIndexes, int firstIndex )
+{
+ if (glRefConfig.drawRangeElements)
+ qglDrawRangeElementsEXT(GL_TRIANGLES, 0, numIndexes, numIndexes, GL_INDEX_TYPE, BUFFER_OFFSET(firstIndex * sizeof(GL_INDEX_TYPE)));
+ else
+ qglDrawElements(GL_TRIANGLES, numIndexes, GL_INDEX_TYPE, BUFFER_OFFSET(firstIndex * sizeof(GL_INDEX_TYPE)));
+
+}
+
+
+static void R_DrawMultiElementsVBO( int multiDrawPrimitives, const GLvoid **multiDrawFirstIndex, GLsizei *multiDrawNumIndexes )
+{
+ if (glRefConfig.multiDrawArrays)
+ {
+ qglMultiDrawElementsEXT(GL_TRIANGLES, multiDrawNumIndexes, GL_INDEX_TYPE, multiDrawFirstIndex, multiDrawPrimitives);
+ }
+ else
+ {
+ int i;
+
+ if (glRefConfig.drawRangeElements)
+ {
+ for (i = 0; i < multiDrawPrimitives; i++)
+ {
+ qglDrawRangeElementsEXT(GL_TRIANGLES, 0, multiDrawNumIndexes[i], multiDrawNumIndexes[i], GL_INDEX_TYPE, multiDrawFirstIndex[i]);
+ }
+ }
+ else
+ {
+ for (i = 0; i < multiDrawPrimitives; i++)
+ {
+ qglDrawElements(GL_TRIANGLES, multiDrawNumIndexes[i], GL_INDEX_TYPE, multiDrawFirstIndex[i]);
+ }
+ }
+ }
+}
+
+
+/*
+=============================================================
+
+SURFACE SHADERS
+
+=============================================================
+*/
+
+shaderCommands_t tess;
+
+
+/*
+=================
+R_BindAnimatedImageToTMU
+
+=================
+*/
+static void R_BindAnimatedImageToTMU( textureBundle_t *bundle, int tmu ) {
+ int index;
+
+ if ( bundle->isVideoMap ) {
+ int oldtmu = glState.currenttmu;
+ GL_SelectTexture(tmu);
+ ri.CIN_RunCinematic(bundle->videoMapHandle);
+ ri.CIN_UploadCinematic(bundle->videoMapHandle);
+ GL_SelectTexture(oldtmu);
+ return;
+ }
+
+ if ( bundle->numImageAnimations <= 1 ) {
+ GL_BindToTMU( bundle->image[0], tmu);
+ return;
+ }
+
+ // it is necessary to do this messy calc to make sure animations line up
+ // exactly with waveforms of the same frequency
+ index = ri.ftol(tess.shaderTime * bundle->imageAnimationSpeed * FUNCTABLE_SIZE);
+ index >>= FUNCTABLE_SIZE2;
+
+ if ( index < 0 ) {
+ index = 0; // may happen with shader time offsets
+ }
+ index %= bundle->numImageAnimations;
+
+ GL_BindToTMU( bundle->image[ index ], tmu );
+}
+
+
+/*
+================
+DrawTris
+
+Draws triangle outlines for debugging
+================
+*/
+static void DrawTris (shaderCommands_t *input) {
+ GL_Bind( tr.whiteImage );
+
+ GL_State( GLS_POLYMODE_LINE | GLS_DEPTHMASK_TRUE );
+ qglDepthRange( 0, 0 );
+
+ {
+ shaderProgram_t *sp = &tr.textureColorShader;
+ vec4_t color;
+
+ GLSL_VertexAttribsState(ATTR_POSITION);
+ GLSL_BindProgram(sp);
+
+ GLSL_SetUniformMatrix16(sp, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
+ VectorSet4(color, 1, 1, 1, 1);
+ GLSL_SetUniformVec4(sp, TEXTURECOLOR_UNIFORM_COLOR, color);
+
+ if (input->multiDrawPrimitives)
+ {
+ R_DrawMultiElementsVBO(input->multiDrawPrimitives, (const GLvoid **)input->multiDrawFirstIndex, input->multiDrawNumIndexes);
+ }
+ else
+ {
+ R_DrawElementsVBO(input->numIndexes, input->firstIndex);
+ }
+ }
+
+ qglDepthRange( 0, 1 );
+}
+
+
+/*
+================
+DrawNormals
+
+Draws vertex normals for debugging
+================
+*/
+static void DrawNormals (shaderCommands_t *input) {
+ //FIXME: implement this
+}
+
+/*
+==============
+RB_BeginSurface
+
+We must set some things up before beginning any tesselation,
+because a surface may be forced to perform a RB_End due
+to overflow.
+==============
+*/
+void RB_BeginSurface( shader_t *shader, int fogNum ) {
+
+ shader_t *state = (shader->remappedShader) ? shader->remappedShader : shader;
+
+ tess.numIndexes = 0;
+ tess.firstIndex = 0;
+ tess.numVertexes = 0;
+ tess.multiDrawPrimitives = 0;
+ tess.shader = state;
+ tess.fogNum = fogNum;
+ tess.dlightBits = 0; // will be OR'd in by surface functions
+ tess.pshadowBits = 0; // will be OR'd in by surface functions
+ tess.xstages = state->stages;
+ tess.numPasses = state->numUnfoggedPasses;
+ tess.currentStageIteratorFunc = state->optimalStageIteratorFunc;
+ tess.useInternalVBO = qtrue;
+
+ tess.shaderTime = backEnd.refdef.floatTime - tess.shader->timeOffset;
+ if (tess.shader->clampTime && tess.shaderTime >= tess.shader->clampTime) {
+ tess.shaderTime = tess.shader->clampTime;
+ }
+
+ if (backEnd.viewParms.flags & VPF_SHADOWMAP)
+ {
+ tess.currentStageIteratorFunc = RB_StageIteratorGeneric;
+ }
+}
+
+
+
+extern float EvalWaveForm( const waveForm_t *wf );
+extern float EvalWaveFormClamped( const waveForm_t *wf );
+
+
+static void ComputeTexMatrix( shaderStage_t *pStage, int bundleNum, float *outmatrix)
+{
+ int tm;
+ float matrix[16], currentmatrix[16];
+ textureBundle_t *bundle = &pStage->bundle[bundleNum];
+
+ Matrix16Identity(outmatrix);
+ Matrix16Identity(currentmatrix);
+
+ for ( tm = 0; tm < bundle->numTexMods ; tm++ ) {
+ switch ( bundle->texMods[tm].type )
+ {
+
+ case TMOD_NONE:
+ tm = TR_MAX_TEXMODS; // break out of for loop
+ break;
+
+ case TMOD_TURBULENT:
+ RB_CalcTurbulentTexMatrix( &bundle->texMods[tm].wave,
+ matrix );
+ outmatrix[12] = matrix[12];
+ outmatrix[13] = matrix[13];
+ Matrix16Copy(outmatrix, currentmatrix);
+ break;
+
+ case TMOD_ENTITY_TRANSLATE:
+ RB_CalcScrollTexMatrix( backEnd.currentEntity->e.shaderTexCoord,
+ matrix );
+ Matrix16Multiply(matrix, currentmatrix, outmatrix);
+ Matrix16Copy(outmatrix, currentmatrix);
+ break;
+
+ case TMOD_SCROLL:
+ RB_CalcScrollTexMatrix( bundle->texMods[tm].scroll,
+ matrix );
+ Matrix16Multiply(matrix, currentmatrix, outmatrix);
+ Matrix16Copy(outmatrix, currentmatrix);
+ break;
+
+ case TMOD_SCALE:
+ RB_CalcScaleTexMatrix( bundle->texMods[tm].scale,
+ matrix );
+ Matrix16Multiply(matrix, currentmatrix, outmatrix);
+ Matrix16Copy(outmatrix, currentmatrix);
+ break;
+
+ case TMOD_STRETCH:
+ RB_CalcStretchTexMatrix( &bundle->texMods[tm].wave,
+ matrix );
+ Matrix16Multiply(matrix, currentmatrix, outmatrix);
+ Matrix16Copy(outmatrix, currentmatrix);
+ break;
+
+ case TMOD_TRANSFORM:
+ RB_CalcTransformTexMatrix( &bundle->texMods[tm],
+ matrix );
+ Matrix16Multiply(matrix, currentmatrix, outmatrix);
+ Matrix16Copy(outmatrix, currentmatrix);
+ break;
+
+ case TMOD_ROTATE:
+ RB_CalcRotateTexMatrix( bundle->texMods[tm].rotateSpeed,
+ matrix );
+ Matrix16Multiply(matrix, currentmatrix, outmatrix);
+ Matrix16Copy(outmatrix, currentmatrix);
+ break;
+
+ default:
+ ri.Error( ERR_DROP, "ERROR: unknown texmod '%d' in shader '%s'\n", bundle->texMods[tm].type, tess.shader->name );
+ break;
+ }
+ }
+}
+
+
+static void ComputeDeformValues(int *deformGen, vec5_t deformParams)
+{
+ // u_DeformGen
+ *deformGen = DGEN_NONE;
+ if(!ShaderRequiresCPUDeforms(tess.shader))
+ {
+ deformStage_t *ds;
+
+ // only support the first one
+ ds = &tess.shader->deforms[0];
+
+ switch (ds->deformation)
+ {
+ case DEFORM_WAVE:
+ *deformGen = ds->deformationWave.func;
+
+ deformParams[0] = ds->deformationWave.base;
+ deformParams[1] = ds->deformationWave.amplitude;
+ deformParams[2] = ds->deformationWave.phase;
+ deformParams[3] = ds->deformationWave.frequency;
+ deformParams[4] = ds->deformationSpread;
+ break;
+
+ case DEFORM_BULGE:
+ *deformGen = DGEN_BULGE;
+
+ deformParams[0] = 0;
+ deformParams[1] = ds->bulgeHeight; // amplitude
+ deformParams[2] = ds->bulgeWidth; // phase
+ deformParams[3] = ds->bulgeSpeed; // frequency
+ deformParams[4] = 0;
+ break;
+
+ default:
+ break;
+ }
+ }
+}
+
+
+static void ProjectDlightTexture( void ) {
+ int l;
+ vec3_t origin;
+ float scale;
+ float radius;
+ int deformGen;
+ vec5_t deformParams;
+
+ if ( !backEnd.refdef.num_dlights ) {
+ return;
+ }
+
+ ComputeDeformValues(&deformGen, deformParams);
+
+ for ( l = 0 ; l < backEnd.refdef.num_dlights ; l++ ) {
+ dlight_t *dl;
+ shaderProgram_t *sp;
+ vec4_t vector;
+
+ if ( !( tess.dlightBits & ( 1 << l ) ) ) {
+ continue; // this surface definately doesn't have any of this light
+ }
+
+ dl = &backEnd.refdef.dlights[l];
+ VectorCopy( dl->transformed, origin );
+ radius = dl->radius;
+ scale = 1.0f / radius;
+
+ sp = &tr.dlightallShader;
+
+ backEnd.pc.c_dlightDraws++;
+
+ GLSL_BindProgram(sp);
+
+ GLSL_SetUniformMatrix16(sp, DLIGHT_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
+
+ GLSL_SetUniformFloat(sp, DLIGHT_UNIFORM_VERTEXLERP, glState.vertexAttribsInterpolation);
+
+ GLSL_SetUniformInt(sp, DLIGHT_UNIFORM_DEFORMGEN, deformGen);
+ if (deformGen != DGEN_NONE)
+ {
+ GLSL_SetUniformFloat5(sp, DLIGHT_UNIFORM_DEFORMPARAMS, deformParams);
+ GLSL_SetUniformFloat(sp, DLIGHT_UNIFORM_TIME, tess.shaderTime);
+ }
+
+ vector[0] = dl->color[0];
+ vector[1] = dl->color[1];
+ vector[2] = dl->color[2];
+ vector[3] = 1.0f;
+ GLSL_SetUniformVec4(sp, DLIGHT_UNIFORM_COLOR, vector);
+
+ vector[0] = origin[0];
+ vector[1] = origin[1];
+ vector[2] = origin[2];
+ vector[3] = scale;
+ GLSL_SetUniformVec4(sp, DLIGHT_UNIFORM_DLIGHTINFO, vector);
+
+ GL_Bind( tr.dlightImage );
+
+ // include GLS_DEPTHFUNC_EQUAL so alpha tested surfaces don't add light
+ // where they aren't rendered
+ if ( dl->additive ) {
+ GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL );
+ }
+ else {
+ GL_State( GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL );
+ }
+
+ if (tess.multiDrawPrimitives)
+ {
+ R_DrawMultiElementsVBO(tess.multiDrawPrimitives, (const GLvoid **)tess.multiDrawFirstIndex, tess.multiDrawNumIndexes);
+ }
+ else
+ {
+ R_DrawElementsVBO(tess.numIndexes, tess.firstIndex);
+ }
+
+ backEnd.pc.c_totalIndexes += tess.numIndexes;
+ backEnd.pc.c_dlightIndexes += tess.numIndexes;
+ }
+}
+
+
+static void ComputeShaderColors( shaderStage_t *pStage, vec4_t baseColor, vec4_t vertColor )
+{
+ //
+ // rgbGen
+ //
+ switch ( pStage->rgbGen )
+ {
+ case CGEN_IDENTITY:
+ baseColor[0] =
+ baseColor[1] =
+ baseColor[2] =
+ baseColor[3] = 1.0f;
+
+ vertColor[0] =
+ vertColor[1] =
+ vertColor[2] =
+ vertColor[3] = 0.0f;
+ break;
+ case CGEN_IDENTITY_LIGHTING:
+ baseColor[0] =
+ baseColor[1] =
+ baseColor[2] = tr.identityLight;
+ baseColor[3] = 1.0f;
+
+ vertColor[0] =
+ vertColor[1] =
+ vertColor[2] =
+ vertColor[3] = 0.0f;
+ break;
+ case CGEN_EXACT_VERTEX:
+ baseColor[0] =
+ baseColor[1] =
+ baseColor[2] =
+ baseColor[3] = 0.0f;
+
+ vertColor[0] =
+ vertColor[1] =
+ vertColor[2] =
+ vertColor[3] = 1.0f;
+ break;
+ case CGEN_EXACT_VERTEX_LIT:
+ baseColor[0] =
+ baseColor[1] =
+ baseColor[2] = 1.0f;
+ baseColor[3] = 0.0f;
+
+ vertColor[0] =
+ vertColor[1] =
+ vertColor[2] = 0.0f;
+ vertColor[3] = 1.0f;
+ break;
+ case CGEN_CONST:
+ baseColor[0] = pStage->constantColor[0] / 255.0f;
+ baseColor[1] = pStage->constantColor[1] / 255.0f;
+ baseColor[2] = pStage->constantColor[2] / 255.0f;
+ baseColor[3] = pStage->constantColor[3] / 255.0f;
+
+ vertColor[0] =
+ vertColor[1] =
+ vertColor[2] =
+ vertColor[3] = 0.0f;
+ break;
+ case CGEN_VERTEX:
+ baseColor[0] =
+ baseColor[1] =
+ baseColor[2] =
+ baseColor[3] = 0.0f;
+
+ vertColor[0] =
+ vertColor[1] =
+ vertColor[2] = tr.identityLight;
+ vertColor[3] = 1.0f;
+ break;
+ case CGEN_VERTEX_LIT:
+ baseColor[0] =
+ baseColor[1] =
+ baseColor[2] = tr.identityLight;
+ baseColor[3] = 0.0f;
+
+ vertColor[0] =
+ vertColor[1] =
+ vertColor[2] = 0.0f;
+ vertColor[3] = 1.0f;
+ break;
+ case CGEN_ONE_MINUS_VERTEX:
+ baseColor[0] =
+ baseColor[1] =
+ baseColor[2] = tr.identityLight;
+ baseColor[3] = 1.0f;
+
+ vertColor[0] =
+ vertColor[1] =
+ vertColor[2] = -tr.identityLight;
+ vertColor[3] = 0.0f;
+ break;
+ case CGEN_FOG:
+ {
+ fog_t *fog;
+
+ fog = tr.world->fogs + tess.fogNum;
+
+ baseColor[0] = ((unsigned char *)(&fog->colorInt))[0] / 255.0f;
+ baseColor[1] = ((unsigned char *)(&fog->colorInt))[1] / 255.0f;
+ baseColor[2] = ((unsigned char *)(&fog->colorInt))[2] / 255.0f;
+ baseColor[3] = ((unsigned char *)(&fog->colorInt))[3] / 255.0f;
+ }
+
+ vertColor[0] =
+ vertColor[1] =
+ vertColor[2] =
+ vertColor[3] = 0.0f;
+ break;
+ case CGEN_WAVEFORM:
+ baseColor[0] =
+ baseColor[1] =
+ baseColor[2] = RB_CalcWaveColorSingle( &pStage->rgbWave );
+ baseColor[3] = 1.0f;
+
+ vertColor[0] =
+ vertColor[1] =
+ vertColor[2] =
+ vertColor[3] = 0.0f;
+ break;
+ case CGEN_ENTITY:
+ if (backEnd.currentEntity)
+ {
+ baseColor[0] = ((unsigned char *)backEnd.currentEntity->e.shaderRGBA)[0] / 255.0f;
+ baseColor[1] = ((unsigned char *)backEnd.currentEntity->e.shaderRGBA)[1] / 255.0f;
+ baseColor[2] = ((unsigned char *)backEnd.currentEntity->e.shaderRGBA)[2] / 255.0f;
+ baseColor[3] = ((unsigned char *)backEnd.currentEntity->e.shaderRGBA)[3] / 255.0f;
+ }
+
+ vertColor[0] =
+ vertColor[1] =
+ vertColor[2] =
+ vertColor[3] = 0.0f;
+ break;
+ case CGEN_ONE_MINUS_ENTITY:
+ if (backEnd.currentEntity)
+ {
+ baseColor[0] = 1.0f - ((unsigned char *)backEnd.currentEntity->e.shaderRGBA)[0] / 255.0f;
+ baseColor[1] = 1.0f - ((unsigned char *)backEnd.currentEntity->e.shaderRGBA)[1] / 255.0f;
+ baseColor[2] = 1.0f - ((unsigned char *)backEnd.currentEntity->e.shaderRGBA)[2] / 255.0f;
+ baseColor[3] = 1.0f - ((unsigned char *)backEnd.currentEntity->e.shaderRGBA)[3] / 255.0f;
+ }
+
+ vertColor[0] =
+ vertColor[1] =
+ vertColor[2] =
+ vertColor[3] = 0.0f;
+ break;
+ case CGEN_LIGHTING_DIFFUSE:
+ case CGEN_BAD:
+ baseColor[0] =
+ baseColor[1] =
+ baseColor[2] =
+ baseColor[3] = 1.0f;
+
+ vertColor[0] =
+ vertColor[1] =
+ vertColor[2] =
+ vertColor[3] = 0.0f;
+ break;
+ }
+
+ //
+ // alphaGen
+ //
+ switch ( pStage->alphaGen )
+ {
+ case AGEN_SKIP:
+ break;
+ case AGEN_IDENTITY:
+ baseColor[3] = 1.0f;
+ vertColor[3] = 0.0f;
+ break;
+ case AGEN_CONST:
+ baseColor[3] = pStage->constantColor[3] / 255.0f;
+ vertColor[3] = 0.0f;
+ break;
+ case AGEN_WAVEFORM:
+ baseColor[3] = RB_CalcWaveAlphaSingle( &pStage->alphaWave );
+ vertColor[3] = 0.0f;
+ break;
+ case AGEN_ENTITY:
+ if (backEnd.currentEntity)
+ {
+ baseColor[3] = ((unsigned char *)backEnd.currentEntity->e.shaderRGBA)[3] / 255.0f;
+ }
+ vertColor[3] = 0.0f;
+ break;
+ case AGEN_ONE_MINUS_ENTITY:
+ if (backEnd.currentEntity)
+ {
+ baseColor[3] = 1.0f - ((unsigned char *)backEnd.currentEntity->e.shaderRGBA)[3] / 255.0f;
+ }
+ vertColor[3] = 0.0f;
+ break;
+ case AGEN_VERTEX:
+ baseColor[3] = 0.0f;
+ vertColor[3] = 1.0f;
+ break;
+ case AGEN_ONE_MINUS_VERTEX:
+ baseColor[3] = 1.0f;
+ vertColor[3] = -1.0f;
+ break;
+ case AGEN_LIGHTING_SPECULAR:
+ case AGEN_PORTAL:
+ case AGEN_FRESNEL:
+ // Done entirely in vertex program
+ baseColor[3] = 1.0f;
+ vertColor[3] = 0.0f;
+ break;
+ }
+
+ // FIXME: find some way to implement this.
+#if 0
+ // if in greyscale rendering mode turn all color values into greyscale.
+ if(r_greyscale->integer)
+ {
+ int scale;
+
+ for(i = 0; i < tess.numVertexes; i++)
+ {
+ scale = (tess.svars.colors[i][0] + tess.svars.colors[i][1] + tess.svars.colors[i][2]) / 3;
+ tess.svars.colors[i][0] = tess.svars.colors[i][1] = tess.svars.colors[i][2] = scale;
+ }
+ }
+#endif
+}
+
+
+static void ComputeFogValues(vec4_t fogDistanceVector, vec4_t fogDepthVector, float *eyeT)
+{
+ // from RB_CalcFogTexCoords()
+ fog_t *fog;
+ vec3_t local;
+
+ if (!tess.fogNum)
+ return;
+
+ fog = tr.world->fogs + tess.fogNum;
+
+ VectorSubtract( backEnd.or.origin, backEnd.viewParms.or.origin, local );
+ fogDistanceVector[0] = -backEnd.or.modelMatrix[2];
+ fogDistanceVector[1] = -backEnd.or.modelMatrix[6];
+ fogDistanceVector[2] = -backEnd.or.modelMatrix[10];
+ fogDistanceVector[3] = DotProduct( local, backEnd.viewParms.or.axis[0] );
+
+ // scale the fog vectors based on the fog's thickness
+ VectorScale4(fogDistanceVector, fog->tcScale, fogDistanceVector);
+
+ // rotate the gradient vector for this orientation
+ if ( fog->hasSurface ) {
+ fogDepthVector[0] = fog->surface[0] * backEnd.or.axis[0][0] +
+ fog->surface[1] * backEnd.or.axis[0][1] + fog->surface[2] * backEnd.or.axis[0][2];
+ fogDepthVector[1] = fog->surface[0] * backEnd.or.axis[1][0] +
+ fog->surface[1] * backEnd.or.axis[1][1] + fog->surface[2] * backEnd.or.axis[1][2];
+ fogDepthVector[2] = fog->surface[0] * backEnd.or.axis[2][0] +
+ fog->surface[1] * backEnd.or.axis[2][1] + fog->surface[2] * backEnd.or.axis[2][2];
+ fogDepthVector[3] = -fog->surface[3] + DotProduct( backEnd.or.origin, fog->surface );
+
+ *eyeT = DotProduct( backEnd.or.viewOrigin, fogDepthVector ) + fogDepthVector[3];
+ } else {
+ *eyeT = 1; // non-surface fog always has eye inside
+ }
+}
+
+
+static void ComputeFogColorMask( shaderStage_t *pStage, vec4_t fogColorMask )
+{
+ switch(pStage->adjustColorsForFog)
+ {
+ case ACFF_MODULATE_RGB:
+ fogColorMask[0] =
+ fogColorMask[1] =
+ fogColorMask[2] = 1.0f;
+ fogColorMask[3] = 0.0f;
+ break;
+ case ACFF_MODULATE_ALPHA:
+ fogColorMask[0] =
+ fogColorMask[1] =
+ fogColorMask[2] = 0.0f;
+ fogColorMask[3] = 1.0f;
+ break;
+ case ACFF_MODULATE_RGBA:
+ fogColorMask[0] =
+ fogColorMask[1] =
+ fogColorMask[2] =
+ fogColorMask[3] = 1.0f;
+ break;
+ default:
+ fogColorMask[0] =
+ fogColorMask[1] =
+ fogColorMask[2] =
+ fogColorMask[3] = 0.0f;
+ break;
+ }
+}
+
+
+static void ForwardDlight( void ) {
+ int l;
+ //vec3_t origin;
+ //float scale;
+ float radius;
+
+ int deformGen;
+ vec5_t deformParams;
+
+ vec4_t fogDistanceVector, fogDepthVector = {0, 0, 0, 0};
+ float eyeT = 0;
+
+ shaderCommands_t *input = &tess;
+ shaderStage_t *pStage = tess.xstages[0];
+
+ if ( !backEnd.refdef.num_dlights ) {
+ return;
+ }
+
+ ComputeDeformValues(&deformGen, deformParams);
+
+ ComputeFogValues(fogDistanceVector, fogDepthVector, &eyeT);
+
+ for ( l = 0 ; l < backEnd.refdef.num_dlights ; l++ ) {
+ dlight_t *dl;
+ shaderProgram_t *sp;
+ vec4_t vector;
+ matrix_t matrix;
+
+ if ( !( tess.dlightBits & ( 1 << l ) ) ) {
+ continue; // this surface definately doesn't have any of this light
+ }
+
+ dl = &backEnd.refdef.dlights[l];
+ //VectorCopy( dl->transformed, origin );
+ radius = dl->radius;
+ //scale = 1.0f / radius;
+
+ //if (pStage->glslShaderGroup == tr.lightallShader)
+ {
+ int index = pStage->glslShaderIndex;
+
+ index &= ~(LIGHTDEF_LIGHTTYPE_MASK | LIGHTDEF_USE_DELUXEMAP);
+ index |= LIGHTDEF_USE_LIGHT_VECTOR;
+
+ sp = &tr.lightallShader[index];
+ }
+
+ backEnd.pc.c_lightallDraws++;
+
+ GLSL_BindProgram(sp);
+
+ GLSL_SetUniformMatrix16(sp, GENERIC_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
+ GLSL_SetUniformVec3(sp, GENERIC_UNIFORM_VIEWORIGIN, backEnd.viewParms.or.origin);
+
+ GLSL_SetUniformFloat(sp, GENERIC_UNIFORM_VERTEXLERP, glState.vertexAttribsInterpolation);
+
+ GLSL_SetUniformInt(sp, GENERIC_UNIFORM_DEFORMGEN, deformGen);
+ if (deformGen != DGEN_NONE)
+ {
+ GLSL_SetUniformFloat5(sp, GENERIC_UNIFORM_DEFORMPARAMS, deformParams);
+ GLSL_SetUniformFloat(sp, GENERIC_UNIFORM_TIME, tess.shaderTime);
+ }
+
+ if ( input->fogNum ) {
+ vec4_t fogColorMask;
+
+ GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_FOGDISTANCE, fogDistanceVector);
+ GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_FOGDEPTH, fogDepthVector);
+ GLSL_SetUniformFloat(sp, GENERIC_UNIFORM_FOGEYET, eyeT);
+
+ ComputeFogColorMask(pStage, fogColorMask);
+
+ GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_FOGCOLORMASK, fogColorMask);
+ }
+
+ {
+ vec4_t baseColor;
+ vec4_t vertColor;
+
+ ComputeShaderColors(pStage, baseColor, vertColor);
+
+ GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_BASECOLOR, baseColor);
+ GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_VERTCOLOR, vertColor);
+ }
+
+ if (pStage->alphaGen == AGEN_PORTAL)
+ {
+ GLSL_SetUniformFloat(sp, GENERIC_UNIFORM_PORTALRANGE, tess.shader->portalRange);
+ }
+
+ GLSL_SetUniformInt(sp, GENERIC_UNIFORM_COLORGEN, pStage->rgbGen);
+ GLSL_SetUniformInt(sp, GENERIC_UNIFORM_ALPHAGEN, pStage->alphaGen);
+
+ GLSL_SetUniformVec3(sp, GENERIC_UNIFORM_DIRECTEDLIGHT, dl->color);
+
+ VectorSet(vector, 0, 0, 0);
+ GLSL_SetUniformVec3(sp, GENERIC_UNIFORM_AMBIENTLIGHT, vector);
+
+ VectorCopy(dl->origin, vector);
+ vector[3] = 1.0f;
+ GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_LIGHTORIGIN, vector);
+
+ GLSL_SetUniformFloat(sp, GENERIC_UNIFORM_LIGHTRADIUS, radius);
+
+ GLSL_SetUniformVec2(sp, GENERIC_UNIFORM_MATERIALINFO, pStage->materialInfo);
+
+ // include GLS_DEPTHFUNC_EQUAL so alpha tested surfaces don't add light
+ // where they aren't rendered
+ GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL );
+
+ GLSL_SetUniformMatrix16(sp, GENERIC_UNIFORM_MODELMATRIX, backEnd.or.transformMatrix);
+
+ if (pStage->bundle[TB_DIFFUSEMAP].image[0])
+ R_BindAnimatedImageToTMU( &pStage->bundle[TB_DIFFUSEMAP], TB_DIFFUSEMAP);
+
+ if (pStage->bundle[TB_NORMALMAP].image[0])
+ R_BindAnimatedImageToTMU( &pStage->bundle[TB_NORMALMAP], TB_NORMALMAP);
+
+ if (pStage->bundle[TB_SPECULARMAP].image[0])
+ R_BindAnimatedImageToTMU( &pStage->bundle[TB_SPECULARMAP], TB_SPECULARMAP);
+
+ if (r_dlightMode->integer >= 2)
+ {
+ GL_SelectTexture(TB_SHADOWMAP);
+ GL_BindCubemap(tr.shadowCubemaps[l]);
+ GL_SelectTexture(0);
+ }
+
+ ComputeTexMatrix( pStage, TB_DIFFUSEMAP, matrix );
+ GLSL_SetUniformMatrix16(sp, GENERIC_UNIFORM_DIFFUSETEXMATRIX, matrix);
+
+ //
+ // draw
+ //
+
+ if (input->multiDrawPrimitives)
+ {
+ R_DrawMultiElementsVBO(input->multiDrawPrimitives, (const GLvoid **)input->multiDrawFirstIndex, input->multiDrawNumIndexes);
+ }
+ else
+ {
+ R_DrawElementsVBO(input->numIndexes, input->firstIndex);
+ }
+
+ backEnd.pc.c_totalIndexes += tess.numIndexes;
+ backEnd.pc.c_dlightIndexes += tess.numIndexes;
+ }
+}
+
+
+static void ForwardSunlight( void ) {
+// int l;
+ //vec3_t origin;
+ //float scale;
+ int stage;
+ int stageGlState[2];
+ qboolean alphaOverride = qfalse;
+
+ int deformGen;
+ vec5_t deformParams;
+
+ vec4_t fogDistanceVector, fogDepthVector = {0, 0, 0, 0};
+ float eyeT = 0;
+
+ shaderCommands_t *input = &tess;
+
+ ComputeDeformValues(&deformGen, deformParams);
+
+ ComputeFogValues(fogDistanceVector, fogDepthVector, &eyeT);
+
+ // deal with vertex alpha blended surfaces
+ if (input->xstages[0] && input->xstages[1] &&
+ (input->xstages[1]->alphaGen == AGEN_VERTEX || input->xstages[1]->alphaGen == AGEN_ONE_MINUS_VERTEX))
+ {
+ stageGlState[0] = input->xstages[0]->stateBits & (GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS);
+
+ if (stageGlState[0] == 0 || stageGlState[0] == (GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO))
+ {
+ stageGlState[1] = input->xstages[1]->stateBits & (GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS);
+
+ if (stageGlState[1] == (GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA))
+ {
+ alphaOverride = qtrue;
+ stageGlState[0] = GLS_SRCBLEND_ONE_MINUS_SRC_ALPHA | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL;
+ stageGlState[1] = GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL;
+ }
+ else if (stageGlState[1] == (GLS_SRCBLEND_ONE_MINUS_SRC_ALPHA | GLS_DSTBLEND_SRC_ALPHA))
+ {
+ alphaOverride = qtrue;
+ stageGlState[0] = GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL;
+ stageGlState[1] = GLS_SRCBLEND_ONE_MINUS_SRC_ALPHA | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL;
+ }
+ }
+ }
+
+ if (!alphaOverride)
+ {
+ stageGlState[0] =
+ stageGlState[1] = GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL;
+ }
+
+ for ( stage = 0; stage < 2 /*MAX_SHADER_STAGES */; stage++ )
+ {
+ shaderStage_t *pStage = input->xstages[stage];
+ shaderProgram_t *sp;
+ //vec4_t vector;
+ matrix_t matrix;
+
+ if ( !pStage )
+ {
+ break;
+ }
+
+ //VectorCopy( dl->transformed, origin );
+
+ //if (pStage->glslShaderGroup == tr.lightallShader)
+ {
+ int index = pStage->glslShaderIndex;
+
+ index &= ~(LIGHTDEF_LIGHTTYPE_MASK | LIGHTDEF_USE_DELUXEMAP);
+ index |= LIGHTDEF_USE_LIGHT_VECTOR | LIGHTDEF_USE_SHADOWMAP;
+
+ if (backEnd.currentEntity && backEnd.currentEntity != &tr.worldEntity)
+ {
+ index |= LIGHTDEF_ENTITY;
+ }
+
+ sp = &tr.lightallShader[index];
+ }
+
+ backEnd.pc.c_lightallDraws++;
+
+ GLSL_BindProgram(sp);
+
+ GLSL_SetUniformMatrix16(sp, GENERIC_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
+ GLSL_SetUniformVec3(sp, GENERIC_UNIFORM_VIEWORIGIN, backEnd.viewParms.or.origin);
+
+ GLSL_SetUniformFloat(sp, GENERIC_UNIFORM_VERTEXLERP, glState.vertexAttribsInterpolation);
+
+ GLSL_SetUniformInt(sp, GENERIC_UNIFORM_DEFORMGEN, deformGen);
+ if (deformGen != DGEN_NONE)
+ {
+ GLSL_SetUniformFloat5(sp, GENERIC_UNIFORM_DEFORMPARAMS, deformParams);
+ GLSL_SetUniformFloat(sp, GENERIC_UNIFORM_TIME, tess.shaderTime);
+ }
+
+ if ( input->fogNum ) {
+ vec4_t fogColorMask;
+
+ GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_FOGDISTANCE, fogDistanceVector);
+ GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_FOGDEPTH, fogDepthVector);
+ GLSL_SetUniformFloat(sp, GENERIC_UNIFORM_FOGEYET, eyeT);
+
+ ComputeFogColorMask(pStage, fogColorMask);
+
+ GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_FOGCOLORMASK, fogColorMask);
+ }
+
+ {
+ vec4_t baseColor;
+ vec4_t vertColor;
+
+ ComputeShaderColors(pStage, baseColor, vertColor);
+
+ if (alphaOverride)
+ {
+ if (input->xstages[1]->alphaGen == AGEN_VERTEX)
+ {
+ baseColor[3] = 0.0f;
+ vertColor[3] = 1.0f;
+ }
+ else if (input->xstages[1]->alphaGen == AGEN_ONE_MINUS_VERTEX)
+ {
+ baseColor[3] = 1.0f;
+ vertColor[3] = -1.0f;
+ }
+ }
+
+ GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_BASECOLOR, baseColor);
+ GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_VERTCOLOR, vertColor);
+ }
+
+ if (pStage->alphaGen == AGEN_PORTAL)
+ {
+ GLSL_SetUniformFloat(sp, GENERIC_UNIFORM_PORTALRANGE, tess.shader->portalRange);
+ }
+
+ GLSL_SetUniformInt(sp, GENERIC_UNIFORM_COLORGEN, pStage->rgbGen);
+ GLSL_SetUniformInt(sp, GENERIC_UNIFORM_ALPHAGEN, pStage->alphaGen);
+
+ GLSL_SetUniformVec3(sp, GENERIC_UNIFORM_DIRECTEDLIGHT, backEnd.refdef.sunCol);
+ GLSL_SetUniformVec3(sp, GENERIC_UNIFORM_AMBIENTLIGHT, backEnd.refdef.sunAmbCol);
+
+ GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_LIGHTORIGIN, backEnd.refdef.sunDir);
+
+ GLSL_SetUniformFloat(sp, GENERIC_UNIFORM_LIGHTRADIUS, 9999999999.9f);
+
+ GLSL_SetUniformVec2(sp, GENERIC_UNIFORM_MATERIALINFO, pStage->materialInfo);
+
+ GL_State( stageGlState[stage] );
+
+ GLSL_SetUniformMatrix16(sp, GENERIC_UNIFORM_MODELMATRIX, backEnd.or.transformMatrix);
+
+ if (pStage->bundle[TB_DIFFUSEMAP].image[0])
+ R_BindAnimatedImageToTMU( &pStage->bundle[TB_DIFFUSEMAP], TB_DIFFUSEMAP);
+
+ if (pStage->bundle[TB_NORMALMAP].image[0])
+ R_BindAnimatedImageToTMU( &pStage->bundle[TB_NORMALMAP], TB_NORMALMAP);
+
+ if (pStage->bundle[TB_SPECULARMAP].image[0])
+ R_BindAnimatedImageToTMU( &pStage->bundle[TB_SPECULARMAP], TB_SPECULARMAP);
+
+ /*
+ {
+ GL_BindToTMU(tr.sunShadowDepthImage[0], TB_SHADOWMAP);
+ GL_BindToTMU(tr.sunShadowDepthImage[1], TB_SHADOWMAP2);
+ GL_BindToTMU(tr.sunShadowDepthImage[2], TB_SHADOWMAP3);
+ GLSL_SetUniformMatrix16(sp, GENERIC_UNIFORM_SHADOWMVP, backEnd.refdef.sunShadowMvp[0]);
+ GLSL_SetUniformMatrix16(sp, GENERIC_UNIFORM_SHADOWMVP2, backEnd.refdef.sunShadowMvp[1]);
+ GLSL_SetUniformMatrix16(sp, GENERIC_UNIFORM_SHADOWMVP3, backEnd.refdef.sunShadowMvp[2]);
+ }
+ */
+ GL_BindToTMU(tr.screenShadowImage, TB_SHADOWMAP);
+
+ ComputeTexMatrix( pStage, TB_DIFFUSEMAP, matrix );
+ GLSL_SetUniformMatrix16(sp, GENERIC_UNIFORM_DIFFUSETEXMATRIX, matrix);
+
+ //
+ // draw
+ //
+
+ if (input->multiDrawPrimitives)
+ {
+ R_DrawMultiElementsVBO(input->multiDrawPrimitives, (const GLvoid **)input->multiDrawFirstIndex, input->multiDrawNumIndexes);
+ }
+ else
+ {
+ R_DrawElementsVBO(input->numIndexes, input->firstIndex);
+ }
+
+ backEnd.pc.c_totalIndexes += tess.numIndexes;
+ backEnd.pc.c_dlightIndexes += tess.numIndexes;
+ }
+}
+
+
+static void ProjectPshadowVBOGLSL( void ) {
+ int l;
+ vec3_t origin;
+ float radius;
+
+ int deformGen;
+ vec5_t deformParams;
+
+ shaderCommands_t *input = &tess;
+
+ if ( !backEnd.refdef.num_pshadows ) {
+ return;
+ }
+
+ ComputeDeformValues(&deformGen, deformParams);
+
+ for ( l = 0 ; l < backEnd.refdef.num_pshadows ; l++ ) {
+ pshadow_t *ps;
+ shaderProgram_t *sp;
+ vec4_t vector;
+
+ if ( !( tess.pshadowBits & ( 1 << l ) ) ) {
+ continue; // this surface definately doesn't have any of this shadow
+ }
+
+ ps = &backEnd.refdef.pshadows[l];
+ VectorCopy( ps->lightOrigin, origin );
+ radius = ps->lightRadius;
+
+ sp = &tr.pshadowShader;
+
+ GLSL_BindProgram(sp);
+
+ GLSL_SetUniformMatrix16(sp, PSHADOW_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
+
+ VectorCopy(origin, vector);
+ vector[3] = 1.0f;
+ GLSL_SetUniformVec4(sp, PSHADOW_UNIFORM_LIGHTORIGIN, vector);
+
+ VectorScale(ps->lightViewAxis[0], 1.0f / ps->viewRadius, vector);
+ GLSL_SetUniformVec3(sp, PSHADOW_UNIFORM_LIGHTFORWARD, vector);
+
+ VectorScale(ps->lightViewAxis[1], 1.0f / ps->viewRadius, vector);
+ GLSL_SetUniformVec3(sp, PSHADOW_UNIFORM_LIGHTRIGHT, vector);
+
+ VectorScale(ps->lightViewAxis[2], 1.0f / ps->viewRadius, vector);
+ GLSL_SetUniformVec3(sp, PSHADOW_UNIFORM_LIGHTUP, vector);
+
+ GLSL_SetUniformFloat(sp, PSHADOW_UNIFORM_LIGHTRADIUS, radius);
+
+ // include GLS_DEPTHFUNC_EQUAL so alpha tested surfaces don't add light
+ // where they aren't rendered
+ GL_State( GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA | GLS_DEPTHFUNC_EQUAL );
+
+ GL_BindToTMU( tr.pshadowMaps[l], TB_DIFFUSEMAP );
+
+ //
+ // draw
+ //
+
+ if (input->multiDrawPrimitives)
+ {
+ R_DrawMultiElementsVBO(input->multiDrawPrimitives, (const GLvoid **)input->multiDrawFirstIndex, input->multiDrawNumIndexes);
+ }
+ else
+ {
+ R_DrawElementsVBO(input->numIndexes, input->firstIndex);
+ }
+
+ backEnd.pc.c_totalIndexes += tess.numIndexes;
+ //backEnd.pc.c_dlightIndexes += tess.numIndexes;
+ }
+}
+
+
+
+/*
+===================
+RB_FogPass
+
+Blends a fog texture on top of everything else
+===================
+*/
+static void RB_FogPass( void ) {
+ fog_t *fog;
+ vec4_t color;
+ vec4_t fogDistanceVector, fogDepthVector = {0, 0, 0, 0};
+ float eyeT = 0;
+ shaderProgram_t *sp = &tr.fogShader;
+
+ int deformGen;
+ vec5_t deformParams;
+
+ ComputeDeformValues(&deformGen, deformParams);
+
+ backEnd.pc.c_fogDraws++;
+
+ GLSL_BindProgram(sp);
+
+ fog = tr.world->fogs + tess.fogNum;
+
+ GLSL_SetUniformMatrix16(sp, FOGPASS_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
+
+ GLSL_SetUniformFloat(sp, FOGPASS_UNIFORM_VERTEXLERP, glState.vertexAttribsInterpolation);
+
+ GLSL_SetUniformInt(sp, FOGPASS_UNIFORM_DEFORMGEN, deformGen);
+ if (deformGen != DGEN_NONE)
+ {
+ GLSL_SetUniformFloat5(sp, FOGPASS_UNIFORM_DEFORMPARAMS, deformParams);
+ GLSL_SetUniformFloat(sp, FOGPASS_UNIFORM_TIME, tess.shaderTime);
+ }
+
+ color[0] = ((unsigned char *)(&fog->colorInt))[0] / 255.0f;
+ color[1] = ((unsigned char *)(&fog->colorInt))[1] / 255.0f;
+ color[2] = ((unsigned char *)(&fog->colorInt))[2] / 255.0f;
+ color[3] = ((unsigned char *)(&fog->colorInt))[3] / 255.0f;
+ GLSL_SetUniformVec4(sp, FOGPASS_UNIFORM_COLOR, color);
+
+ ComputeFogValues(fogDistanceVector, fogDepthVector, &eyeT);
+
+ GLSL_SetUniformVec4(sp, FOGPASS_UNIFORM_FOGDISTANCE, fogDistanceVector);
+ GLSL_SetUniformVec4(sp, FOGPASS_UNIFORM_FOGDEPTH, fogDepthVector);
+ GLSL_SetUniformFloat(sp, FOGPASS_UNIFORM_FOGEYET, eyeT);
+
+ if ( tess.shader->fogPass == FP_EQUAL ) {
+ GL_State( GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA | GLS_DEPTHFUNC_EQUAL );
+ } else {
+ GL_State( GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );
+ }
+
+ if (tess.multiDrawPrimitives)
+ {
+ R_DrawMultiElementsVBO(tess.multiDrawPrimitives, (const GLvoid **)tess.multiDrawFirstIndex, tess.multiDrawNumIndexes);
+ }
+ else
+ {
+ R_DrawElementsVBO(tess.numIndexes, tess.firstIndex);
+ }
+}
+
+
+static unsigned int RB_CalcShaderVertexAttribs( shaderCommands_t *input )
+{
+ unsigned int vertexAttribs = input->shader->vertexAttribs;
+
+ if(glState.vertexAttribsInterpolation > 0.0f)
+ {
+ vertexAttribs |= ATTR_POSITION2;
+ if (vertexAttribs & ATTR_NORMAL)
+ {
+ vertexAttribs |= ATTR_NORMAL2;
+#ifdef USE_VERT_TANGENT_SPACE
+ vertexAttribs |= ATTR_TANGENT2;
+ vertexAttribs |= ATTR_BITANGENT2;
+#endif
+ }
+ }
+
+ return vertexAttribs;
+}
+
+static void RB_IterateStagesGeneric( shaderCommands_t *input )
+{
+ int stage;
+ matrix_t matrix;
+
+ vec4_t fogDistanceVector, fogDepthVector = {0, 0, 0, 0};
+ float eyeT = 0;
+
+ int deformGen;
+ vec5_t deformParams;
+
+ ComputeDeformValues(&deformGen, deformParams);
+
+ ComputeFogValues(fogDistanceVector, fogDepthVector, &eyeT);
+
+ for ( stage = 0; stage < MAX_SHADER_STAGES; stage++ )
+ {
+ shaderStage_t *pStage = input->xstages[stage];
+ shaderProgram_t *sp;
+
+ if ( !pStage )
+ {
+ break;
+ }
+
+ if (backEnd.depthFill)
+ {
+ if (pStage->glslShaderGroup)
+ {
+ int index = 0;
+
+ if (backEnd.currentEntity && backEnd.currentEntity != &tr.worldEntity)
+ {
+ index |= LIGHTDEF_ENTITY;
+ }
+
+ sp = &pStage->glslShaderGroup[index];
+ }
+ else
+ {
+ int shaderAttribs = 0;
+
+ if (tess.shader->numDeforms && !ShaderRequiresCPUDeforms(tess.shader))
+ {
+ shaderAttribs |= GENERICDEF_USE_DEFORM_VERTEXES;
+ }
+
+ if (glState.vertexAttribsInterpolation > 0.0f && backEnd.currentEntity && backEnd.currentEntity != &tr.worldEntity)
+ {
+ shaderAttribs |= GENERICDEF_USE_VERTEX_ANIMATION;
+ }
+
+ sp = &tr.genericShader[shaderAttribs];
+ }
+ }
+ else if (pStage->glslShaderGroup)
+ {
+ int index = pStage->glslShaderIndex;
+
+ if (backEnd.currentEntity && backEnd.currentEntity != &tr.worldEntity)
+ {
+ index |= LIGHTDEF_ENTITY;
+ }
+
+ if (r_lightmap->integer && index & LIGHTDEF_USE_LIGHTMAP)
+ {
+ index = LIGHTDEF_USE_LIGHTMAP;
+ }
+
+ sp = &pStage->glslShaderGroup[index];
+
+ if (pStage->glslShaderGroup == tr.lightallShader)
+ {
+ backEnd.pc.c_lightallDraws++;
+ }
+ }
+ else
+ {
+ sp = GLSL_GetGenericShaderProgram(stage);
+
+ backEnd.pc.c_genericDraws++;
+ }
+
+ GLSL_BindProgram(sp);
+
+ GLSL_SetUniformMatrix16(sp, GENERIC_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
+ GLSL_SetUniformVec3(sp, GENERIC_UNIFORM_VIEWORIGIN, backEnd.viewParms.or.origin);
+
+ GLSL_SetUniformFloat(sp, GENERIC_UNIFORM_VERTEXLERP, glState.vertexAttribsInterpolation);
+
+ GLSL_SetUniformInt(sp, GENERIC_UNIFORM_DEFORMGEN, deformGen);
+ if (deformGen != DGEN_NONE)
+ {
+ GLSL_SetUniformFloat5(sp, GENERIC_UNIFORM_DEFORMPARAMS, deformParams);
+ GLSL_SetUniformFloat(sp, GENERIC_UNIFORM_TIME, tess.shaderTime);
+ }
+
+ if ( input->fogNum ) {
+ GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_FOGDISTANCE, fogDistanceVector);
+ GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_FOGDEPTH, fogDepthVector);
+ GLSL_SetUniformFloat(sp, GENERIC_UNIFORM_FOGEYET, eyeT);
+ }
+
+ GL_State( pStage->stateBits );
+
+ {
+ vec4_t baseColor;
+ vec4_t vertColor;
+ qboolean tint = qtrue;
+ int stage2;
+
+ ComputeShaderColors(pStage, baseColor, vertColor);
+
+ for ( stage2 = stage + 1; stage2 < MAX_SHADER_STAGES; stage2++ )
+ {
+ shaderStage_t *pStage2 = input->xstages[stage2];
+ unsigned int srcBlendBits, dstBlendBits;
+
+ if ( !pStage2 )
+ {
+ break;
+ }
+
+ srcBlendBits = pStage2->stateBits & GLS_SRCBLEND_BITS;
+ dstBlendBits = pStage2->stateBits & GLS_DSTBLEND_BITS;
+
+ if (srcBlendBits == GLS_SRCBLEND_DST_COLOR)
+ {
+ tint = qfalse;
+ break;
+ }
+ }
+
+ if (!((tr.sunShadows || r_forceSun->integer) && tess.shader->sort <= SS_OPAQUE
+ && !(tess.shader->surfaceFlags & (SURF_NODLIGHT | SURF_SKY) ) && tess.xstages[0]->glslShaderGroup == tr.lightallShader))
+ {
+ tint = qfalse;
+ }
+
+ if (tint)
+ {
+ // use VectorScale to only scale first three values, not alpha
+ VectorScale(baseColor, backEnd.refdef.colorScale, baseColor);
+ VectorScale(vertColor, backEnd.refdef.colorScale, vertColor);
+ }
+
+ GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_BASECOLOR, baseColor);
+ GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_VERTCOLOR, vertColor);
+ }
+
+ if (pStage->rgbGen == CGEN_LIGHTING_DIFFUSE)
+ {
+ vec4_t vec;
+
+ VectorScale(backEnd.currentEntity->ambientLight, 1.0f / 255.0f, vec);
+ GLSL_SetUniformVec3(sp, GENERIC_UNIFORM_AMBIENTLIGHT, vec);
+
+ VectorScale(backEnd.currentEntity->directedLight, 1.0f / 255.0f, vec);
+ GLSL_SetUniformVec3(sp, GENERIC_UNIFORM_DIRECTEDLIGHT, vec);
+
+ VectorCopy(backEnd.currentEntity->lightDir, vec);
+ vec[3] = 0.0f;
+ GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_LIGHTORIGIN, vec);
+
+ GLSL_SetUniformFloat(sp, GENERIC_UNIFORM_LIGHTRADIUS, 999999.0f);
+ }
+
+ if (pStage->alphaGen == AGEN_PORTAL)
+ {
+ GLSL_SetUniformFloat(sp, GENERIC_UNIFORM_PORTALRANGE, tess.shader->portalRange);
+ }
+
+ GLSL_SetUniformInt(sp, GENERIC_UNIFORM_COLORGEN, pStage->rgbGen);
+ GLSL_SetUniformInt(sp, GENERIC_UNIFORM_ALPHAGEN, pStage->alphaGen);
+
+ if ( input->fogNum )
+ {
+ vec4_t fogColorMask;
+
+ ComputeFogColorMask(pStage, fogColorMask);
+
+ GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_FOGCOLORMASK, fogColorMask);
+ }
+
+ ComputeTexMatrix( pStage, TB_DIFFUSEMAP, matrix );
+ GLSL_SetUniformMatrix16(sp, GENERIC_UNIFORM_DIFFUSETEXMATRIX, matrix);
+
+ GLSL_SetUniformInt(sp, GENERIC_UNIFORM_TCGEN0, pStage->bundle[0].tcGen);
+ if (pStage->bundle[0].tcGen == TCGEN_VECTOR)
+ {
+ vec3_t vec;
+
+ VectorCopy(pStage->bundle[0].tcGenVectors[0], vec);
+ GLSL_SetUniformVec3(sp, GENERIC_UNIFORM_TCGEN0VECTOR0, vec);
+ VectorCopy(pStage->bundle[0].tcGenVectors[1], vec);
+ GLSL_SetUniformVec3(sp, GENERIC_UNIFORM_TCGEN0VECTOR1, vec);
+ }
+
+ GLSL_SetUniformMatrix16(sp, GENERIC_UNIFORM_MODELMATRIX, backEnd.or.transformMatrix);
+
+ GLSL_SetUniformVec2(sp, GENERIC_UNIFORM_MATERIALINFO, pStage->materialInfo);
+
+ //GLSL_SetUniformFloat(sp, GENERIC_UNIFORM_MAPLIGHTSCALE, backEnd.refdef.mapLightScale);
+
+ //
+ // do multitexture
+ //
+ if ( backEnd.depthFill )
+ {
+ if (!(pStage->stateBits & GLS_ATEST_BITS))
+ GL_BindToTMU( tr.whiteImage, 0 );
+ else if ( pStage->bundle[TB_COLORMAP].image[0] != 0 )
+ R_BindAnimatedImageToTMU( &pStage->bundle[TB_COLORMAP], TB_COLORMAP );
+ }
+ else if ( pStage->glslShaderGroup )
+ {
+ int i;
+
+ if ((r_lightmap->integer == 1 || r_lightmap->integer == 2) && pStage->bundle[TB_LIGHTMAP].image[0])
+ {
+ for (i = 0; i < NUM_TEXTURE_BUNDLES; i++)
+ {
+ if (i == TB_LIGHTMAP)
+ {
+ R_BindAnimatedImageToTMU( &pStage->bundle[i], i);
+ }
+ else if (pStage->bundle[i].image[0])
+ {
+ GL_BindToTMU( tr.whiteImage, i);
+ }
+ }
+ }
+ else if (r_lightmap->integer == 3 && pStage->bundle[TB_DELUXEMAP].image[0])
+ {
+ for (i = 0; i < NUM_TEXTURE_BUNDLES; i++)
+ {
+ if (i == TB_LIGHTMAP)
+ {
+ R_BindAnimatedImageToTMU( &pStage->bundle[TB_DELUXEMAP], i);
+ }
+ else if (pStage->bundle[i].image[0])
+ {
+ GL_BindToTMU( tr.whiteImage, i);
+ }
+ }
+ }
+ else
+ {
+ for (i = 0; i < NUM_TEXTURE_BUNDLES; i++)
+ {
+ if (pStage->bundle[i].image[0])
+ {
+ R_BindAnimatedImageToTMU( &pStage->bundle[i], i);
+ }
+ }
+ }
+ }
+ else if ( pStage->bundle[1].image[0] != 0 )
+ {
+ R_BindAnimatedImageToTMU( &pStage->bundle[0], 0 );
+
+ //
+ // lightmap/secondary pass
+ //
+ if ( r_lightmap->integer ) {
+ GLSL_SetUniformInt(sp, GENERIC_UNIFORM_TEXTURE1ENV, GL_REPLACE);
+ } else {
+ GLSL_SetUniformInt(sp, GENERIC_UNIFORM_TEXTURE1ENV, tess.shader->multitextureEnv);
+ }
+
+ R_BindAnimatedImageToTMU( &pStage->bundle[1], 1 );
+ }
+ else
+ {
+ //
+ // set state
+ //
+ if ( pStage->bundle[0].vertexLightmap && ( (r_vertexLight->integer && !r_uiFullScreen->integer) || glConfig.hardwareType == GLHW_PERMEDIA2 ) && r_lightmap->integer )
+ {
+ GL_BindToTMU( tr.whiteImage, 0 );
+ }
+ else
+ R_BindAnimatedImageToTMU( &pStage->bundle[0], 0 );
+
+ GLSL_SetUniformInt(sp, GENERIC_UNIFORM_TEXTURE1ENV, 0);
+ }
+
+ //
+ // draw
+ //
+ if (input->multiDrawPrimitives)
+ {
+ R_DrawMultiElementsVBO(input->multiDrawPrimitives, (const GLvoid **)input->multiDrawFirstIndex, input->multiDrawNumIndexes);
+ }
+ else
+ {
+ R_DrawElementsVBO(input->numIndexes, input->firstIndex);
+ }
+
+ // allow skipping out to show just lightmaps during development
+ if ( r_lightmap->integer && ( pStage->bundle[0].isLightmap || pStage->bundle[1].isLightmap || pStage->bundle[0].vertexLightmap ) )
+ {
+ break;
+ }
+
+ if (backEnd.depthFill)
+ break;
+ }
+}
+
+
+static void RB_RenderShadowmap( shaderCommands_t *input )
+{
+ int deformGen;
+ vec5_t deformParams;
+
+ ComputeDeformValues(&deformGen, deformParams);
+
+ {
+ shaderProgram_t *sp = &tr.shadowmapShader;
+
+ vec4_t vector;
+
+ GLSL_BindProgram(sp);
+
+ GLSL_SetUniformMatrix16(sp, GENERIC_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
+
+ GLSL_SetUniformMatrix16(sp, GENERIC_UNIFORM_MODELMATRIX, backEnd.or.transformMatrix);
+
+ GLSL_SetUniformFloat(sp, GENERIC_UNIFORM_VERTEXLERP, glState.vertexAttribsInterpolation);
+
+ GLSL_SetUniformInt(sp, GENERIC_UNIFORM_DEFORMGEN, deformGen);
+ if (deformGen != DGEN_NONE)
+ {
+ GLSL_SetUniformFloat5(sp, GENERIC_UNIFORM_DEFORMPARAMS, deformParams);
+ GLSL_SetUniformFloat(sp, GENERIC_UNIFORM_TIME, tess.shaderTime);
+ }
+
+ VectorCopy(backEnd.viewParms.or.origin, vector);
+ vector[3] = 1.0f;
+ GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_LIGHTORIGIN, vector);
+ GLSL_SetUniformFloat(sp, GENERIC_UNIFORM_LIGHTRADIUS, backEnd.viewParms.zFar);
+
+ GL_State( 0 );
+
+ //
+ // do multitexture
+ //
+ //if ( pStage->glslShaderGroup )
+ {
+ //
+ // draw
+ //
+
+ if (input->multiDrawPrimitives)
+ {
+ R_DrawMultiElementsVBO(input->multiDrawPrimitives, (const GLvoid **)input->multiDrawFirstIndex, input->multiDrawNumIndexes);
+ }
+ else
+ {
+ R_DrawElementsVBO(input->numIndexes, input->firstIndex);
+ }
+ }
+ }
+}
+
+
+
+/*
+** RB_StageIteratorGeneric
+*/
+void RB_StageIteratorGeneric( void )
+{
+ shaderCommands_t *input;
+ unsigned int vertexAttribs = 0;
+
+ input = &tess;
+
+ if (!input->numVertexes || !input->numIndexes)
+ {
+ return;
+ }
+
+ if (tess.useInternalVBO)
+ {
+ RB_DeformTessGeometry();
+ }
+
+ vertexAttribs = RB_CalcShaderVertexAttribs( input );
+
+ if (tess.useInternalVBO)
+ {
+ RB_UpdateVBOs(vertexAttribs);
+ }
+ else
+ {
+ backEnd.pc.c_staticVboDraws++;
+ }
+
+ //
+ // log this call
+ //
+ if ( r_logFile->integer )
+ {
+ // don't just call LogComment, or we will get
+ // a call to va() every frame!
+ GLimp_LogComment( va("--- RB_StageIteratorGeneric( %s ) ---\n", tess.shader->name) );
+ }
+
+ //
+ // set face culling appropriately
+ //
+ if ((backEnd.viewParms.flags & VPF_DEPTHSHADOW))
+ {
+ //GL_Cull( CT_TWO_SIDED );
+
+ if (input->shader->cullType == CT_TWO_SIDED)
+ GL_Cull( CT_TWO_SIDED );
+ else if (input->shader->cullType == CT_FRONT_SIDED)
+ GL_Cull( CT_BACK_SIDED );
+ else
+ GL_Cull( CT_FRONT_SIDED );
+
+ }
+ else
+ GL_Cull( input->shader->cullType );
+
+ // set polygon offset if necessary
+ if ( input->shader->polygonOffset )
+ {
+ qglEnable( GL_POLYGON_OFFSET_FILL );
+ qglPolygonOffset( r_offsetFactor->value, r_offsetUnits->value );
+ }
+
+ //
+ // Set vertex attribs and pointers
+ //
+ GLSL_VertexAttribsState(vertexAttribs);
+
+ //
+ // render depth if in depthfill mode
+ //
+ if (backEnd.depthFill)
+ {
+ RB_IterateStagesGeneric( input );
+
+ //
+ // reset polygon offset
+ //
+ if ( input->shader->polygonOffset )
+ {
+ qglDisable( GL_POLYGON_OFFSET_FILL );
+ }
+
+ return;
+ }
+
+ //
+ // render shadowmap if in shadowmap mode
+ //
+ if (backEnd.viewParms.flags & VPF_SHADOWMAP)
+ {
+ if ( input->shader->sort == SS_OPAQUE )
+ {
+ RB_RenderShadowmap( input );
+ }
+ //
+ // reset polygon offset
+ //
+ if ( input->shader->polygonOffset )
+ {
+ qglDisable( GL_POLYGON_OFFSET_FILL );
+ }
+
+ return;
+ }
+
+ //
+ //
+ // call shader function
+ //
+ RB_IterateStagesGeneric( input );
+
+ //
+ // pshadows!
+ //
+ if ( tess.pshadowBits && tess.shader->sort <= SS_OPAQUE
+ && !(tess.shader->surfaceFlags & (SURF_NODLIGHT | SURF_SKY) ) ) {
+ ProjectPshadowVBOGLSL();
+ }
+
+
+ //
+ // now do any dynamic lighting needed
+ //
+ if ( tess.dlightBits && tess.shader->sort <= SS_OPAQUE
+ && !(tess.shader->surfaceFlags & (SURF_NODLIGHT | SURF_SKY) ) ) {
+ if (tess.shader->numUnfoggedPasses == 1 && tess.xstages[0]->glslShaderGroup == tr.lightallShader
+ && (tess.xstages[0]->glslShaderIndex & LIGHTDEF_LIGHTTYPE_MASK) && r_dlightMode->integer)
+ {
+ ForwardDlight();
+ }
+ else
+ {
+ ProjectDlightTexture();
+ }
+ }
+
+ if ((backEnd.viewParms.flags & VPF_USESUNLIGHT) && tess.shader->sort <= SS_OPAQUE
+ //if ((tr.sunShadows || r_forceSunlight->value > 0.0f) && tess.shader->sort <= SS_OPAQUE
+ && !(tess.shader->surfaceFlags & (SURF_NODLIGHT | SURF_SKY) ) && tess.xstages[0]->glslShaderGroup == tr.lightallShader) {
+ ForwardSunlight();
+ }
+
+ //
+ // now do fog
+ //
+ if ( tess.fogNum && tess.shader->fogPass ) {
+ RB_FogPass();
+ }
+
+ //
+ // reset polygon offset
+ //
+ if ( input->shader->polygonOffset )
+ {
+ qglDisable( GL_POLYGON_OFFSET_FILL );
+ }
+}
+
+
+/*
+** RB_EndSurface
+*/
+void RB_EndSurface( void ) {
+ shaderCommands_t *input;
+
+ input = &tess;
+
+ if (input->numIndexes == 0 || input->numVertexes == 0) {
+ return;
+ }
+
+ if (input->indexes[SHADER_MAX_INDEXES-1] != 0) {
+ ri.Error (ERR_DROP, "RB_EndSurface() - SHADER_MAX_INDEXES hit");
+ }
+ if (input->xyz[SHADER_MAX_VERTEXES-1][0] != 0) {
+ ri.Error (ERR_DROP, "RB_EndSurface() - SHADER_MAX_VERTEXES hit");
+ }
+
+ if ( tess.shader == tr.shadowShader ) {
+ RB_ShadowTessEnd();
+ return;
+ }
+
+ // for debugging of sort order issues, stop rendering after a given sort value
+ if ( r_debugSort->integer && r_debugSort->integer < tess.shader->sort ) {
+ return;
+ }
+
+ //
+ // update performance counters
+ //
+ backEnd.pc.c_shaders++;
+ backEnd.pc.c_vertexes += tess.numVertexes;
+ backEnd.pc.c_indexes += tess.numIndexes;
+ backEnd.pc.c_totalIndexes += tess.numIndexes * tess.numPasses;
+
+ //
+ // call off to shader specific tess end function
+ //
+ tess.currentStageIteratorFunc();
+
+ //
+ // draw debugging stuff
+ //
+ if ( r_showtris->integer ) {
+ DrawTris (input);
+ }
+ if ( r_shownormals->integer ) {
+ DrawNormals (input);
+ }
+ // clear shader so we can tell we don't have any unclosed surfaces
+ tess.numIndexes = 0;
+ tess.numVertexes = 0;
+ tess.firstIndex = 0;
+ tess.multiDrawPrimitives = 0;
+
+ GLimp_LogComment( "----------\n" );
+}
Added: trunk/code/rend2/tr_shade_calc.c
===================================================================
--- trunk/code/rend2/tr_shade_calc.c (rev 0)
+++ trunk/code/rend2/tr_shade_calc.c 2012-10-26 01:23:06 UTC (rev 2329)
@@ -0,0 +1,1339 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Quake III Arena source code is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Quake III Arena source code; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+// tr_shade_calc.c
+
+#include "tr_local.h"
+#if idppc_altivec && !defined(MACOS_X)
+#include <altivec.h>
+#endif
+
+
+#define WAVEVALUE( table, base, amplitude, phase, freq ) ((base) + table[ ri.ftol( ( ( (phase) + tess.shaderTime * (freq) ) * FUNCTABLE_SIZE ) ) & FUNCTABLE_MASK ] * (amplitude))
+
+static float *TableForFunc( genFunc_t func )
+{
+ switch ( func )
+ {
+ case GF_SIN:
+ return tr.sinTable;
+ case GF_TRIANGLE:
+ return tr.triangleTable;
+ case GF_SQUARE:
+ return tr.squareTable;
+ case GF_SAWTOOTH:
+ return tr.sawToothTable;
+ case GF_INVERSE_SAWTOOTH:
+ return tr.inverseSawToothTable;
+ case GF_NONE:
+ default:
+ break;
+ }
+
+ ri.Error( ERR_DROP, "TableForFunc called with invalid function '%d' in shader '%s'", func, tess.shader->name );
+ return NULL;
+}
+
+/*
+** EvalWaveForm
+**
+** Evaluates a given waveForm_t, referencing backEnd.refdef.time directly
+*/
+static float EvalWaveForm( const waveForm_t *wf )
+{
+ float *table;
+
+ table = TableForFunc( wf->func );
+
+ return WAVEVALUE( table, wf->base, wf->amplitude, wf->phase, wf->frequency );
+}
+
+static float EvalWaveFormClamped( const waveForm_t *wf )
+{
+ float glow = EvalWaveForm( wf );
+
+ if ( glow < 0 )
+ {
+ return 0;
+ }
+
+ if ( glow > 1 )
+ {
+ return 1;
+ }
+
+ return glow;
+}
+
+/*
+** RB_CalcStretchTexCoords
+*/
+void RB_CalcStretchTexCoords( const waveForm_t *wf, float *st )
+{
+ float p;
+ texModInfo_t tmi;
+
+ p = 1.0f / EvalWaveForm( wf );
+
+ tmi.matrix[0][0] = p;
+ tmi.matrix[1][0] = 0;
+ tmi.translate[0] = 0.5f - 0.5f * p;
+
+ tmi.matrix[0][1] = 0;
+ tmi.matrix[1][1] = p;
+ tmi.translate[1] = 0.5f - 0.5f * p;
+
+ RB_CalcTransformTexCoords( &tmi, st );
+}
+
+void RB_CalcStretchTexMatrix( const waveForm_t *wf, float *matrix )
+{
+ float p;
+ texModInfo_t tmi;
+
+ p = 1.0f / EvalWaveForm( wf );
+
+ tmi.matrix[0][0] = p;
+ tmi.matrix[1][0] = 0;
+ tmi.translate[0] = 0.5f - 0.5f * p;
+
+ tmi.matrix[0][1] = 0;
+ tmi.matrix[1][1] = p;
+ tmi.translate[1] = 0.5f - 0.5f * p;
+
+ RB_CalcTransformTexMatrix( &tmi, matrix );
+}
+
+/*
+====================================================================
+
+DEFORMATIONS
+
+====================================================================
+*/
+
+/*
+========================
+RB_CalcDeformVertexes
+
+========================
+*/
+void RB_CalcDeformVertexes( deformStage_t *ds )
+{
+ int i;
+ vec3_t offset;
+ float scale;
+ float *xyz = ( float * ) tess.xyz;
+ float *normal = ( float * ) tess.normal;
+ float *table;
+
+ if ( ds->deformationWave.frequency == 0 )
+ {
+ scale = EvalWaveForm( &ds->deformationWave );
+
+ for ( i = 0; i < tess.numVertexes; i++, xyz += 4, normal += 4 )
+ {
+ VectorScale( normal, scale, offset );
+
+ xyz[0] += offset[0];
+ xyz[1] += offset[1];
+ xyz[2] += offset[2];
+ }
+ }
+ else
+ {
+ table = TableForFunc( ds->deformationWave.func );
+
+ for ( i = 0; i < tess.numVertexes; i++, xyz += 4, normal += 4 )
+ {
+ float off = ( xyz[0] + xyz[1] + xyz[2] ) * ds->deformationSpread;
+
+ scale = WAVEVALUE( table, ds->deformationWave.base,
+ ds->deformationWave.amplitude,
+ ds->deformationWave.phase + off,
+ ds->deformationWave.frequency );
+
+ VectorScale( normal, scale, offset );
+
+ xyz[0] += offset[0];
+ xyz[1] += offset[1];
+ xyz[2] += offset[2];
+ }
+ }
+}
+
+/*
+=========================
+RB_CalcDeformNormals
+
+Wiggle the normals for wavy environment mapping
+=========================
+*/
+void RB_CalcDeformNormals( deformStage_t *ds ) {
+ int i;
+ float scale;
+ float *xyz = ( float * ) tess.xyz;
+ float *normal = ( float * ) tess.normal;
+
+ for ( i = 0; i < tess.numVertexes; i++, xyz += 4, normal += 4 ) {
+ scale = 0.98f;
+ scale = R_NoiseGet4f( xyz[0] * scale, xyz[1] * scale, xyz[2] * scale,
+ tess.shaderTime * ds->deformationWave.frequency );
+ normal[ 0 ] += ds->deformationWave.amplitude * scale;
+
+ scale = 0.98f;
+ scale = R_NoiseGet4f( 100 + xyz[0] * scale, xyz[1] * scale, xyz[2] * scale,
+ tess.shaderTime * ds->deformationWave.frequency );
+ normal[ 1 ] += ds->deformationWave.amplitude * scale;
+
+ scale = 0.98f;
+ scale = R_NoiseGet4f( 200 + xyz[0] * scale, xyz[1] * scale, xyz[2] * scale,
+ tess.shaderTime * ds->deformationWave.frequency );
+ normal[ 2 ] += ds->deformationWave.amplitude * scale;
+
+ VectorNormalizeFast( normal );
+ }
+}
+
+/*
+========================
+RB_CalcBulgeVertexes
+
+========================
+*/
+void RB_CalcBulgeVertexes( deformStage_t *ds ) {
+ int i;
+ const float *st = ( const float * ) tess.texCoords[0];
+ float *xyz = ( float * ) tess.xyz;
+ float *normal = ( float * ) tess.normal;
+ float now;
+
+ now = backEnd.refdef.time * ds->bulgeSpeed * 0.001f;
+
+ for ( i = 0; i < tess.numVertexes; i++, xyz += 4, st += 4, normal += 4 ) {
+ int off;
+ float scale;
+
+ off = (float)( FUNCTABLE_SIZE / (M_PI*2) ) * ( st[0] * ds->bulgeWidth + now );
+
+ scale = tr.sinTable[ off & FUNCTABLE_MASK ] * ds->bulgeHeight;
+
+ xyz[0] += normal[0] * scale;
+ xyz[1] += normal[1] * scale;
+ xyz[2] += normal[2] * scale;
+ }
+}
+
+
+/*
+======================
+RB_CalcMoveVertexes
+
+A deformation that can move an entire surface along a wave path
+======================
+*/
+void RB_CalcMoveVertexes( deformStage_t *ds ) {
+ int i;
+ float *xyz;
+ float *table;
+ float scale;
+ vec3_t offset;
+
+ table = TableForFunc( ds->deformationWave.func );
+
+ scale = WAVEVALUE( table, ds->deformationWave.base,
+ ds->deformationWave.amplitude,
+ ds->deformationWave.phase,
+ ds->deformationWave.frequency );
+
+ VectorScale( ds->moveVector, scale, offset );
+
+ xyz = ( float * ) tess.xyz;
+ for ( i = 0; i < tess.numVertexes; i++, xyz += 4 ) {
+ VectorAdd( xyz, offset, xyz );
+ }
+}
+
+
+/*
+=============
+DeformText
+
+Change a polygon into a bunch of text polygons
+=============
+*/
+void DeformText( const char *text ) {
+ int i;
+ vec3_t origin, width, height;
+ int len;
+ int ch;
+ float color[4];
+ float bottom, top;
+ vec3_t mid;
+
+ height[0] = 0;
+ height[1] = 0;
+ height[2] = -1;
+ CrossProduct( tess.normal[0], height, width );
+
+ // find the midpoint of the box
+ VectorClear( mid );
+ bottom = 999999;
+ top = -999999;
+ for ( i = 0 ; i < 4 ; i++ ) {
+ VectorAdd( tess.xyz[i], mid, mid );
+ if ( tess.xyz[i][2] < bottom ) {
+ bottom = tess.xyz[i][2];
+ }
+ if ( tess.xyz[i][2] > top ) {
+ top = tess.xyz[i][2];
+ }
+ }
+ VectorScale( mid, 0.25f, origin );
+
+ // determine the individual character size
+ height[0] = 0;
+ height[1] = 0;
+ height[2] = ( top - bottom ) * 0.5f;
+
+ VectorScale( width, height[2] * -0.75f, width );
+
+ // determine the starting position
+ len = strlen( text );
+ VectorMA( origin, (len-1), width, origin );
+
+ // clear the shader indexes
+ tess.numIndexes = 0;
+ tess.numVertexes = 0;
+ tess.firstIndex = 0;
+
+ color[0] = color[1] = color[2] = color[3] = 1.0f;
+
+ // draw each character
+ for ( i = 0 ; i < len ; i++ ) {
+ ch = text[i];
+ ch &= 255;
+
+ if ( ch != ' ' ) {
+ int row, col;
+ float frow, fcol, size;
+
+ row = ch>>4;
+ col = ch&15;
+
+ frow = row*0.0625f;
+ fcol = col*0.0625f;
+ size = 0.0625f;
+
+ RB_AddQuadStampExt( origin, width, height, color, fcol, frow, fcol + size, frow + size );
+ }
+ VectorMA( origin, -2, width, origin );
+ }
+}
+
+/*
+==================
+GlobalVectorToLocal
+==================
+*/
+static void GlobalVectorToLocal( const vec3_t in, vec3_t out ) {
+ out[0] = DotProduct( in, backEnd.or.axis[0] );
+ out[1] = DotProduct( in, backEnd.or.axis[1] );
+ out[2] = DotProduct( in, backEnd.or.axis[2] );
+}
+
+/*
+=====================
+AutospriteDeform
+
+Assuming all the triangles for this shader are independant
+quads, rebuild them as forward facing sprites
+=====================
+*/
+static void AutospriteDeform( void ) {
+ int i;
+ int oldVerts;
+ float *xyz;
+ vec3_t mid, delta;
+ float radius;
+ vec3_t left, up;
+ vec3_t leftDir, upDir;
+
+ if ( tess.numVertexes & 3 ) {
+ ri.Printf( PRINT_WARNING, "Autosprite shader %s had odd vertex count\n", tess.shader->name );
+ }
+ if ( tess.numIndexes != ( tess.numVertexes >> 2 ) * 6 ) {
+ ri.Printf( PRINT_WARNING, "Autosprite shader %s had odd index count\n", tess.shader->name );
+ }
+
+ oldVerts = tess.numVertexes;
+ tess.numVertexes = 0;
+ tess.numIndexes = 0;
+ tess.firstIndex = 0;
+
+ if ( backEnd.currentEntity != &tr.worldEntity ) {
+ GlobalVectorToLocal( backEnd.viewParms.or.axis[1], leftDir );
+ GlobalVectorToLocal( backEnd.viewParms.or.axis[2], upDir );
+ } else {
+ VectorCopy( backEnd.viewParms.or.axis[1], leftDir );
+ VectorCopy( backEnd.viewParms.or.axis[2], upDir );
+ }
+
+ for ( i = 0 ; i < oldVerts ; i+=4 ) {
+ // find the midpoint
+ xyz = tess.xyz[i];
+
+ mid[0] = 0.25f * (xyz[0] + xyz[4] + xyz[8] + xyz[12]);
+ mid[1] = 0.25f * (xyz[1] + xyz[5] + xyz[9] + xyz[13]);
+ mid[2] = 0.25f * (xyz[2] + xyz[6] + xyz[10] + xyz[14]);
+
+ VectorSubtract( xyz, mid, delta );
+ radius = VectorLength( delta ) * 0.707f; // / sqrt(2)
+
+ VectorScale( leftDir, radius, left );
+ VectorScale( upDir, radius, up );
+
+ if ( backEnd.viewParms.isMirror ) {
+ VectorSubtract( vec3_origin, left, left );
+ }
+
+ // compensate for scale in the axes if necessary
+ if ( backEnd.currentEntity->e.nonNormalizedAxes ) {
+ float axisLength;
+ axisLength = VectorLength( backEnd.currentEntity->e.axis[0] );
+ if ( !axisLength ) {
+ axisLength = 0;
+ } else {
+ axisLength = 1.0f / axisLength;
+ }
+ VectorScale(left, axisLength, left);
+ VectorScale(up, axisLength, up);
+ }
+
+ RB_AddQuadStamp( mid, left, up, tess.vertexColors[i] );
+ }
+}
+
+
+/*
+=====================
+Autosprite2Deform
+
+Autosprite2 will pivot a rectangular quad along the center of its long axis
+=====================
+*/
+int edgeVerts[6][2] = {
+ { 0, 1 },
+ { 0, 2 },
+ { 0, 3 },
+ { 1, 2 },
+ { 1, 3 },
+ { 2, 3 }
+};
+
+static void Autosprite2Deform( void ) {
+ int i, j, k;
+ int indexes;
+ float *xyz;
+ vec3_t forward;
+
+ if ( tess.numVertexes & 3 ) {
+ ri.Printf( PRINT_WARNING, "Autosprite2 shader %s had odd vertex count", tess.shader->name );
+ }
+ if ( tess.numIndexes != ( tess.numVertexes >> 2 ) * 6 ) {
+ ri.Printf( PRINT_WARNING, "Autosprite2 shader %s had odd index count", tess.shader->name );
+ }
+
+ if ( backEnd.currentEntity != &tr.worldEntity ) {
+ GlobalVectorToLocal( backEnd.viewParms.or.axis[0], forward );
+ } else {
+ VectorCopy( backEnd.viewParms.or.axis[0], forward );
+ }
+
+ // this is a lot of work for two triangles...
+ // we could precalculate a lot of it is an issue, but it would mess up
+ // the shader abstraction
+ for ( i = 0, indexes = 0 ; i < tess.numVertexes ; i+=4, indexes+=6 ) {
+ float lengths[2];
+ int nums[2];
+ vec3_t mid[2];
+ vec3_t major, minor;
+ float *v1, *v2;
+
+ // find the midpoint
+ xyz = tess.xyz[i];
+
+ // identify the two shortest edges
+ nums[0] = nums[1] = 0;
+ lengths[0] = lengths[1] = 999999;
+
+ for ( j = 0 ; j < 6 ; j++ ) {
+ float l;
+ vec3_t temp;
+
+ v1 = xyz + 4 * edgeVerts[j][0];
+ v2 = xyz + 4 * edgeVerts[j][1];
+
+ VectorSubtract( v1, v2, temp );
+
+ l = DotProduct( temp, temp );
+ if ( l < lengths[0] ) {
+ nums[1] = nums[0];
+ lengths[1] = lengths[0];
+ nums[0] = j;
+ lengths[0] = l;
+ } else if ( l < lengths[1] ) {
+ nums[1] = j;
+ lengths[1] = l;
+ }
+ }
+
+ for ( j = 0 ; j < 2 ; j++ ) {
+ v1 = xyz + 4 * edgeVerts[nums[j]][0];
+ v2 = xyz + 4 * edgeVerts[nums[j]][1];
+
+ mid[j][0] = 0.5f * (v1[0] + v2[0]);
+ mid[j][1] = 0.5f * (v1[1] + v2[1]);
+ mid[j][2] = 0.5f * (v1[2] + v2[2]);
+ }
+
+ // find the vector of the major axis
+ VectorSubtract( mid[1], mid[0], major );
+
+ // cross this with the view direction to get minor axis
+ CrossProduct( major, forward, minor );
+ VectorNormalize( minor );
+
+ // re-project the points
+ for ( j = 0 ; j < 2 ; j++ ) {
+ float l;
+
+ v1 = xyz + 4 * edgeVerts[nums[j]][0];
+ v2 = xyz + 4 * edgeVerts[nums[j]][1];
+
+ l = 0.5 * sqrt( lengths[j] );
+
+ // we need to see which direction this edge
+ // is used to determine direction of projection
+ for ( k = 0 ; k < 5 ; k++ ) {
+ if ( tess.indexes[ indexes + k ] == i + edgeVerts[nums[j]][0]
+ && tess.indexes[ indexes + k + 1 ] == i + edgeVerts[nums[j]][1] ) {
+ break;
+ }
+ }
+
+ if ( k == 5 ) {
+ VectorMA( mid[j], l, minor, v1 );
+ VectorMA( mid[j], -l, minor, v2 );
+ } else {
+ VectorMA( mid[j], -l, minor, v1 );
+ VectorMA( mid[j], l, minor, v2 );
+ }
+ }
+ }
+}
+
+
+/*
+=====================
+RB_DeformTessGeometry
+
+=====================
+*/
+void RB_DeformTessGeometry( void ) {
+ int i;
+ deformStage_t *ds;
+
+ if(!ShaderRequiresCPUDeforms(tess.shader))
+ {
+ // we don't need the following CPU deforms
+ return;
+ }
+
+ for ( i = 0 ; i < tess.shader->numDeforms ; i++ ) {
+ ds = &tess.shader->deforms[ i ];
+
+ switch ( ds->deformation ) {
+ case DEFORM_NONE:
+ break;
+ case DEFORM_NORMALS:
+ RB_CalcDeformNormals( ds );
+ break;
+ case DEFORM_WAVE:
+ RB_CalcDeformVertexes( ds );
+ break;
+ case DEFORM_BULGE:
+ RB_CalcBulgeVertexes( ds );
+ break;
+ case DEFORM_MOVE:
+ RB_CalcMoveVertexes( ds );
+ break;
+ case DEFORM_PROJECTION_SHADOW:
+ RB_ProjectionShadowDeform();
+ break;
+ case DEFORM_AUTOSPRITE:
+ AutospriteDeform();
+ break;
+ case DEFORM_AUTOSPRITE2:
+ Autosprite2Deform();
+ break;
+ case DEFORM_TEXT0:
+ case DEFORM_TEXT1:
+ case DEFORM_TEXT2:
+ case DEFORM_TEXT3:
+ case DEFORM_TEXT4:
+ case DEFORM_TEXT5:
+ case DEFORM_TEXT6:
+ case DEFORM_TEXT7:
+ DeformText( backEnd.refdef.text[ds->deformation - DEFORM_TEXT0] );
+ break;
+ }
+ }
+}
+
+/*
+====================================================================
+
+COLORS
+
+====================================================================
+*/
+
+
+/*
+** RB_CalcColorFromEntity
+*/
+void RB_CalcColorFromEntity( unsigned char *dstColors )
+{
+ int i;
+ int *pColors = ( int * ) dstColors;
+ int c;
+
+ if ( !backEnd.currentEntity )
+ return;
+
+ c = * ( int * ) backEnd.currentEntity->e.shaderRGBA;
+
+ for ( i = 0; i < tess.numVertexes; i++, pColors++ )
+ {
+ *pColors = c;
+ }
+}
+
+/*
+** RB_CalcColorFromOneMinusEntity
+*/
+void RB_CalcColorFromOneMinusEntity( unsigned char *dstColors )
+{
+ int i;
+ int *pColors = ( int * ) dstColors;
+ unsigned char invModulate[4];
+ int c;
+
+ if ( !backEnd.currentEntity )
+ return;
+
+ invModulate[0] = 255 - backEnd.currentEntity->e.shaderRGBA[0];
+ invModulate[1] = 255 - backEnd.currentEntity->e.shaderRGBA[1];
+ invModulate[2] = 255 - backEnd.currentEntity->e.shaderRGBA[2];
+ invModulate[3] = 255 - backEnd.currentEntity->e.shaderRGBA[3]; // this trashes alpha, but the AGEN block fixes it
+
+ c = * ( int * ) invModulate;
+
+ for ( i = 0; i < tess.numVertexes; i++, pColors++ )
+ {
+ *pColors = c;
+ }
+}
+
+/*
+** RB_CalcAlphaFromEntity
+*/
+void RB_CalcAlphaFromEntity( unsigned char *dstColors )
+{
+ int i;
+
+ if ( !backEnd.currentEntity )
+ return;
+
+ dstColors += 3;
+
+ for ( i = 0; i < tess.numVertexes; i++, dstColors += 4 )
+ {
+ *dstColors = backEnd.currentEntity->e.shaderRGBA[3];
+ }
+}
+
+/*
+** RB_CalcAlphaFromOneMinusEntity
+*/
+void RB_CalcAlphaFromOneMinusEntity( unsigned char *dstColors )
+{
+ int i;
+
+ if ( !backEnd.currentEntity )
+ return;
+
+ dstColors += 3;
+
+ for ( i = 0; i < tess.numVertexes; i++, dstColors += 4 )
+ {
+ *dstColors = 0xff - backEnd.currentEntity->e.shaderRGBA[3];
+ }
+}
+
+/*
+** RB_CalcWaveColorSingle
+*/
+float RB_CalcWaveColorSingle( const waveForm_t *wf )
+{
+ float glow;
+
+ if ( wf->func == GF_NOISE ) {
+ glow = wf->base + R_NoiseGet4f( 0, 0, 0, ( tess.shaderTime + wf->phase ) * wf->frequency ) * wf->amplitude;
+ } else {
+ glow = EvalWaveForm( wf ) * tr.identityLight;
+ }
+
+ if ( glow < 0 ) {
+ glow = 0;
+ }
+ else if ( glow > 1 ) {
+ glow = 1;
+ }
+
+ return glow;
+}
+
+/*
+** RB_CalcWaveColor
+*/
+void RB_CalcWaveColor( const waveForm_t *wf, unsigned char *dstColors )
+{
+ int i;
+ int v;
+ float glow;
+ int *colors = ( int * ) dstColors;
+ byte color[4];
+
+ glow = RB_CalcWaveColorSingle( wf );
+
+ v = ri.ftol(255 * glow);
+ color[0] = color[1] = color[2] = v;
+ color[3] = 255;
+ v = *(int *)color;
+
+ for ( i = 0; i < tess.numVertexes; i++, colors++ ) {
+ *colors = v;
+ }
+}
+
+/*
+** RB_CalcWaveAlphaSingle
+*/
+float RB_CalcWaveAlphaSingle( const waveForm_t *wf )
+{
+ return EvalWaveFormClamped( wf );
+}
+
+/*
+** RB_CalcWaveAlpha
+*/
+void RB_CalcWaveAlpha( const waveForm_t *wf, unsigned char *dstColors )
+{
+ int i;
+ int v;
+ float glow;
+
+ glow = EvalWaveFormClamped( wf );
+
+ v = 255 * glow;
+
+ for ( i = 0; i < tess.numVertexes; i++, dstColors += 4 )
+ {
+ dstColors[3] = v;
+ }
+}
+
+/*
+** RB_CalcModulateColorsByFog
+*/
+void RB_CalcModulateColorsByFog( unsigned char *colors ) {
+ int i;
+ float texCoords[SHADER_MAX_VERTEXES][2];
+
+ // calculate texcoords so we can derive density
+ // this is not wasted, because it would only have
+ // been previously called if the surface was opaque
+ RB_CalcFogTexCoords( texCoords[0] );
+
+ for ( i = 0; i < tess.numVertexes; i++, colors += 4 ) {
+ float f = 1.0 - R_FogFactor( texCoords[i][0], texCoords[i][1] );
+ colors[0] *= f;
+ colors[1] *= f;
+ colors[2] *= f;
+ }
+}
+
+/*
+** RB_CalcModulateAlphasByFog
+*/
+void RB_CalcModulateAlphasByFog( unsigned char *colors ) {
+ int i;
+ float texCoords[SHADER_MAX_VERTEXES][2];
+
+ // calculate texcoords so we can derive density
+ // this is not wasted, because it would only have
+ // been previously called if the surface was opaque
+ RB_CalcFogTexCoords( texCoords[0] );
+
+ for ( i = 0; i < tess.numVertexes; i++, colors += 4 ) {
+ float f = 1.0 - R_FogFactor( texCoords[i][0], texCoords[i][1] );
+ colors[3] *= f;
+ }
+}
+
+/*
+** RB_CalcModulateRGBAsByFog
+*/
+void RB_CalcModulateRGBAsByFog( unsigned char *colors ) {
+ int i;
+ float texCoords[SHADER_MAX_VERTEXES][2];
+
+ // calculate texcoords so we can derive density
+ // this is not wasted, because it would only have
+ // been previously called if the surface was opaque
+ RB_CalcFogTexCoords( texCoords[0] );
+
+ for ( i = 0; i < tess.numVertexes; i++, colors += 4 ) {
+ float f = 1.0 - R_FogFactor( texCoords[i][0], texCoords[i][1] );
+ colors[0] *= f;
+ colors[1] *= f;
+ colors[2] *= f;
+ colors[3] *= f;
+ }
+}
+
+
+/*
+====================================================================
+
+TEX COORDS
+
+====================================================================
+*/
+
+/*
+========================
+RB_CalcFogTexCoords
+
+To do the clipped fog plane really correctly, we should use
+projected textures, but I don't trust the drivers and it
+doesn't fit our shader data.
+========================
+*/
+void RB_CalcFogTexCoords( float *st ) {
+ int i;
+ float *v;
+ float s, t;
+ float eyeT;
+ qboolean eyeOutside;
+ fog_t *fog;
+ vec3_t local;
+ vec4_t fogDistanceVector, fogDepthVector = {0, 0, 0, 0};
+
+ fog = tr.world->fogs + tess.fogNum;
+
+ // all fogging distance is based on world Z units
+ VectorSubtract( backEnd.or.origin, backEnd.viewParms.or.origin, local );
+ fogDistanceVector[0] = -backEnd.or.modelMatrix[2];
+ fogDistanceVector[1] = -backEnd.or.modelMatrix[6];
+ fogDistanceVector[2] = -backEnd.or.modelMatrix[10];
+ fogDistanceVector[3] = DotProduct( local, backEnd.viewParms.or.axis[0] );
+
+ // scale the fog vectors based on the fog's thickness
+ fogDistanceVector[0] *= fog->tcScale;
+ fogDistanceVector[1] *= fog->tcScale;
+ fogDistanceVector[2] *= fog->tcScale;
+ fogDistanceVector[3] *= fog->tcScale;
+
+ // rotate the gradient vector for this orientation
+ if ( fog->hasSurface ) {
+ fogDepthVector[0] = fog->surface[0] * backEnd.or.axis[0][0] +
+ fog->surface[1] * backEnd.or.axis[0][1] + fog->surface[2] * backEnd.or.axis[0][2];
+ fogDepthVector[1] = fog->surface[0] * backEnd.or.axis[1][0] +
+ fog->surface[1] * backEnd.or.axis[1][1] + fog->surface[2] * backEnd.or.axis[1][2];
+ fogDepthVector[2] = fog->surface[0] * backEnd.or.axis[2][0] +
+ fog->surface[1] * backEnd.or.axis[2][1] + fog->surface[2] * backEnd.or.axis[2][2];
+ fogDepthVector[3] = -fog->surface[3] + DotProduct( backEnd.or.origin, fog->surface );
+
+ eyeT = DotProduct( backEnd.or.viewOrigin, fogDepthVector ) + fogDepthVector[3];
+ } else {
+ eyeT = 1; // non-surface fog always has eye inside
+ }
+
+ // see if the viewpoint is outside
+ // this is needed for clipping distance even for constant fog
+
+ if ( eyeT < 0 ) {
+ eyeOutside = qtrue;
+ } else {
+ eyeOutside = qfalse;
+ }
+
+ fogDistanceVector[3] += 1.0/512;
+
+ // calculate density for each point
+ for (i = 0, v = tess.xyz[0] ; i < tess.numVertexes ; i++, v += 4) {
+ // calculate the length in fog
+ s = DotProduct( v, fogDistanceVector ) + fogDistanceVector[3];
+ t = DotProduct( v, fogDepthVector ) + fogDepthVector[3];
+
+ // partially clipped fogs use the T axis
+ if ( eyeOutside ) {
+ if ( t < 1.0 ) {
+ t = 1.0/32; // point is outside, so no fogging
+ } else {
+ t = 1.0/32 + 30.0/32 * t / ( t - eyeT ); // cut the distance at the fog plane
+ }
+ } else {
+ if ( t < 0 ) {
+ t = 1.0/32; // point is outside, so no fogging
+ } else {
+ t = 31.0/32;
+ }
+ }
+
+ st[0] = s;
+ st[1] = t;
+ st += 2;
+ }
+}
+
+
+
+/*
+** RB_CalcEnvironmentTexCoords
+*/
+void RB_CalcEnvironmentTexCoords( float *st )
+{
+ int i;
+ float *v, *normal;
+ vec3_t viewer, reflected;
+ float d;
+
+ v = tess.xyz[0];
+ normal = tess.normal[0];
+
+ for (i = 0 ; i < tess.numVertexes ; i++, v += 4, normal += 4, st += 2 )
+ {
+ VectorSubtract (backEnd.or.viewOrigin, v, viewer);
+ VectorNormalizeFast (viewer);
+
+ d = DotProduct (normal, viewer);
+
+ reflected[0] = normal[0]*2*d - viewer[0];
+ reflected[1] = normal[1]*2*d - viewer[1];
+ reflected[2] = normal[2]*2*d - viewer[2];
+
+ st[0] = 0.5 + reflected[1] * 0.5;
+ st[1] = 0.5 - reflected[2] * 0.5;
+ }
+}
+
+/*
+** RB_CalcTurbulentTexCoords
+*/
+void RB_CalcTurbulentTexCoords( const waveForm_t *wf, float *st )
+{
+ int i;
+ float now;
+
+ now = ( wf->phase + tess.shaderTime * wf->frequency );
+
+ for ( i = 0; i < tess.numVertexes; i++, st += 2 )
+ {
+ float s = st[0];
+ float t = st[1];
+
+ st[0] = s + tr.sinTable[ ( ( int ) ( ( ( tess.xyz[i][0] + tess.xyz[i][2] )* 1.0/128 * 0.125 + now ) * FUNCTABLE_SIZE ) ) & ( FUNCTABLE_MASK ) ] * wf->amplitude;
+ st[1] = t + tr.sinTable[ ( ( int ) ( ( tess.xyz[i][1] * 1.0/128 * 0.125 + now ) * FUNCTABLE_SIZE ) ) & ( FUNCTABLE_MASK ) ] * wf->amplitude;
+ }
+}
+
+void RB_CalcTurbulentTexMatrix( const waveForm_t *wf, matrix_t matrix )
+{
+ float now;
+
+ now = ( wf->phase + tess.shaderTime * wf->frequency );
+
+ // bit of a hack here, hide amplitude and now in the matrix
+ // the vertex program will extract them and perform a turbulent pass last if it's nonzero
+
+ matrix[ 0] = 1.0f; matrix[ 4] = 0.0f; matrix[ 8] = 0.0f; matrix[12] = wf->amplitude;
+ matrix[ 1] = 0.0f; matrix[ 5] = 1.0f; matrix[ 9] = 0.0f; matrix[13] = now;
+ matrix[ 2] = 0.0f; matrix[ 6] = 0.0f; matrix[10] = 1.0f; matrix[14] = 0.0f;
+ matrix[ 3] = 0.0f; matrix[ 7] = 0.0f; matrix[11] = 0.0f; matrix[15] = 1.0f;
+}
+
+/*
+** RB_CalcScaleTexCoords
+*/
+void RB_CalcScaleTexCoords( const float scale[2], float *st )
+{
+ int i;
+
+ for ( i = 0; i < tess.numVertexes; i++, st += 2 )
+ {
+ st[0] *= scale[0];
+ st[1] *= scale[1];
+ }
+}
+
+void RB_CalcScaleTexMatrix( const float scale[2], float *matrix )
+{
+ matrix[ 0] = scale[0]; matrix[ 4] = 0.0f; matrix[ 8] = 0.0f; matrix[12] = 0.0f;
+ matrix[ 1] = 0.0f; matrix[ 5] = scale[1]; matrix[ 9] = 0.0f; matrix[13] = 0.0f;
+ matrix[ 2] = 0.0f; matrix[ 6] = 0.0f; matrix[10] = 1.0f; matrix[14] = 0.0f;
+ matrix[ 3] = 0.0f; matrix[ 7] = 0.0f; matrix[11] = 0.0f; matrix[15] = 1.0f;
+}
+
+/*
+** RB_CalcScrollTexCoords
+*/
+void RB_CalcScrollTexCoords( const float scrollSpeed[2], float *st )
+{
+ int i;
+ float timeScale = tess.shaderTime;
+ float adjustedScrollS, adjustedScrollT;
+
+ adjustedScrollS = scrollSpeed[0] * timeScale;
+ adjustedScrollT = scrollSpeed[1] * timeScale;
+
+ // clamp so coordinates don't continuously get larger, causing problems
+ // with hardware limits
+ adjustedScrollS = adjustedScrollS - floor( adjustedScrollS );
+ adjustedScrollT = adjustedScrollT - floor( adjustedScrollT );
+
+ for ( i = 0; i < tess.numVertexes; i++, st += 2 )
+ {
+ st[0] += adjustedScrollS;
+ st[1] += adjustedScrollT;
+ }
+}
+
+void RB_CalcScrollTexMatrix( const float scrollSpeed[2], float *matrix )
+{
+ float timeScale = tess.shaderTime;
+ float adjustedScrollS, adjustedScrollT;
+
+ adjustedScrollS = scrollSpeed[0] * timeScale;
+ adjustedScrollT = scrollSpeed[1] * timeScale;
+
+ // clamp so coordinates don't continuously get larger, causing problems
+ // with hardware limits
+ adjustedScrollS = adjustedScrollS - floor( adjustedScrollS );
+ adjustedScrollT = adjustedScrollT - floor( adjustedScrollT );
+
+
+ matrix[ 0] = 1.0f; matrix[ 4] = 0.0f; matrix[ 8] = adjustedScrollS; matrix[12] = 0.0f;
+ matrix[ 1] = 0.0f; matrix[ 5] = 1.0f; matrix[ 9] = adjustedScrollT; matrix[13] = 0.0f;
+ matrix[ 2] = 0.0f; matrix[ 6] = 0.0f; matrix[10] = 1.0f; matrix[14] = 0.0f;
+ matrix[ 3] = 0.0f; matrix[ 7] = 0.0f; matrix[11] = 0.0f; matrix[15] = 1.0f;
+}
+
+/*
+** RB_CalcTransformTexCoords
+*/
+void RB_CalcTransformTexCoords( const texModInfo_t *tmi, float *st )
+{
+ int i;
+
+ for ( i = 0; i < tess.numVertexes; i++, st += 2 )
+ {
+ float s = st[0];
+ float t = st[1];
+
+ st[0] = s * tmi->matrix[0][0] + t * tmi->matrix[1][0] + tmi->translate[0];
+ st[1] = s * tmi->matrix[0][1] + t * tmi->matrix[1][1] + tmi->translate[1];
+ }
+}
+
+void RB_CalcTransformTexMatrix( const texModInfo_t *tmi, float *matrix )
+{
+ matrix[ 0] = tmi->matrix[0][0]; matrix[ 4] = tmi->matrix[1][0]; matrix[ 8] = tmi->translate[0]; matrix[12] = 0.0f;
+ matrix[ 1] = tmi->matrix[0][1]; matrix[ 5] = tmi->matrix[1][1]; matrix[ 9] = tmi->translate[1]; matrix[13] = 0.0f;
+ matrix[ 2] = 0.0f; matrix[ 6] = 0.0f; matrix[10] = 1.0f; matrix[14] = 0.0f;
+ matrix[ 3] = 0.0f; matrix[ 7] = 0.0f; matrix[11] = 0.0f; matrix[15] = 1.0f;
+}
+
+/*
+** RB_CalcRotateTexCoords
+*/
+void RB_CalcRotateTexCoords( float degsPerSecond, float *st )
+{
+ float timeScale = tess.shaderTime;
+ float degs;
+ int index;
+ float sinValue, cosValue;
+ texModInfo_t tmi;
+
+ degs = -degsPerSecond * timeScale;
+ index = degs * ( FUNCTABLE_SIZE / 360.0f );
+
+ sinValue = tr.sinTable[ index & FUNCTABLE_MASK ];
+ cosValue = tr.sinTable[ ( index + FUNCTABLE_SIZE / 4 ) & FUNCTABLE_MASK ];
+
+ tmi.matrix[0][0] = cosValue;
+ tmi.matrix[1][0] = -sinValue;
+ tmi.translate[0] = 0.5 - 0.5 * cosValue + 0.5 * sinValue;
+
+ tmi.matrix[0][1] = sinValue;
+ tmi.matrix[1][1] = cosValue;
+ tmi.translate[1] = 0.5 - 0.5 * sinValue - 0.5 * cosValue;
+
+ RB_CalcTransformTexCoords( &tmi, st );
+}
+
+void RB_CalcRotateTexMatrix( float degsPerSecond, float *matrix )
+{
+ float timeScale = tess.shaderTime;
+ float degs;
+ int index;
+ float sinValue, cosValue;
+ texModInfo_t tmi;
+
+ degs = -degsPerSecond * timeScale;
+ index = degs * ( FUNCTABLE_SIZE / 360.0f );
+
+ sinValue = tr.sinTable[ index & FUNCTABLE_MASK ];
+ cosValue = tr.sinTable[ ( index + FUNCTABLE_SIZE / 4 ) & FUNCTABLE_MASK ];
+
+ tmi.matrix[0][0] = cosValue;
+ tmi.matrix[1][0] = -sinValue;
+ tmi.translate[0] = 0.5 - 0.5 * cosValue + 0.5 * sinValue;
+
+ tmi.matrix[0][1] = sinValue;
+ tmi.matrix[1][1] = cosValue;
+ tmi.translate[1] = 0.5 - 0.5 * sinValue - 0.5 * cosValue;
+
+ RB_CalcTransformTexMatrix( &tmi, matrix );
+}
+/*
+** RB_CalcSpecularAlpha
+**
+** Calculates specular coefficient and places it in the alpha channel
+*/
+vec3_t lightOrigin = { -960, 1980, 96 }; // FIXME: track dynamically
+
+void RB_CalcSpecularAlpha( unsigned char *alphas ) {
+ int i;
+ float *v, *normal;
+ vec3_t viewer, reflected;
+ float l, d;
+ int b;
+ vec3_t lightDir;
+ int numVertexes;
+
+ v = tess.xyz[0];
+ normal = tess.normal[0];
+
+ alphas += 3;
+
+ numVertexes = tess.numVertexes;
+ for (i = 0 ; i < numVertexes ; i++, v += 4, normal += 4, alphas += 4) {
+ float ilength;
+
+ VectorSubtract( lightOrigin, v, lightDir );
+// ilength = Q_rsqrt( DotProduct( lightDir, lightDir ) );
+ VectorNormalizeFast( lightDir );
+
+ // calculate the specular color
+ d = DotProduct (normal, lightDir);
+// d *= ilength;
+
+ // we don't optimize for the d < 0 case since this tends to
+ // cause visual artifacts such as faceted "snapping"
+ reflected[0] = normal[0]*2*d - lightDir[0];
+ reflected[1] = normal[1]*2*d - lightDir[1];
+ reflected[2] = normal[2]*2*d - lightDir[2];
+
+ VectorSubtract (backEnd.or.viewOrigin, v, viewer);
+ ilength = Q_rsqrt( DotProduct( viewer, viewer ) );
+ l = DotProduct (reflected, viewer);
+ l *= ilength;
+
+ if (l < 0) {
+ b = 0;
+ } else {
+ l = l*l;
+ l = l*l;
+ b = l * 255;
+ if (b > 255) {
+ b = 255;
+ }
+ }
+
+ *alphas = b;
+ }
+}
+
+/*
+** RB_CalcDiffuseColor
+**
+** The basic vertex lighting calc
+*/
+#if idppc_altivec
+static void RB_CalcDiffuseColor_altivec( unsigned char *colors )
+{
+ int i;
+ float *v, *normal;
+ trRefEntity_t *ent;
+ int ambientLightInt;
+ vec3_t lightDir;
+ int numVertexes;
+ vector unsigned char vSel = VECCONST_UINT8(0x00, 0x00, 0x00, 0xff,
+ 0x00, 0x00, 0x00, 0xff,
+ 0x00, 0x00, 0x00, 0xff,
+ 0x00, 0x00, 0x00, 0xff);
+ vector float ambientLightVec;
+ vector float directedLightVec;
+ vector float lightDirVec;
+ vector float normalVec0, normalVec1;
+ vector float incomingVec0, incomingVec1, incomingVec2;
+ vector float zero, jVec;
+ vector signed int jVecInt;
+ vector signed short jVecShort;
+ vector unsigned char jVecChar, normalPerm;
+ ent = backEnd.currentEntity;
+ ambientLightInt = ent->ambientLightInt;
+ // A lot of this could be simplified if we made sure
+ // entities light info was 16-byte aligned.
+ jVecChar = vec_lvsl(0, ent->ambientLight);
+ ambientLightVec = vec_ld(0, (vector float *)ent->ambientLight);
+ jVec = vec_ld(11, (vector float *)ent->ambientLight);
+ ambientLightVec = vec_perm(ambientLightVec,jVec,jVecChar);
+
+ jVecChar = vec_lvsl(0, ent->directedLight);
+ directedLightVec = vec_ld(0,(vector float *)ent->directedLight);
+ jVec = vec_ld(11,(vector float *)ent->directedLight);
+ directedLightVec = vec_perm(directedLightVec,jVec,jVecChar);
+
+ jVecChar = vec_lvsl(0, ent->lightDir);
+ lightDirVec = vec_ld(0,(vector float *)ent->lightDir);
+ jVec = vec_ld(11,(vector float *)ent->lightDir);
+ lightDirVec = vec_perm(lightDirVec,jVec,jVecChar);
+
+ zero = (vector float)vec_splat_s8(0);
+ VectorCopy( ent->lightDir, lightDir );
+
+ v = tess.xyz[0];
+ normal = tess.normal[0];
+
+ normalPerm = vec_lvsl(0,normal);
+ numVertexes = tess.numVertexes;
+ for (i = 0 ; i < numVertexes ; i++, v += 4, normal += 4) {
+ normalVec0 = vec_ld(0,(vector float *)normal);
+ normalVec1 = vec_ld(11,(vector float *)normal);
+ normalVec0 = vec_perm(normalVec0,normalVec1,normalPerm);
+ incomingVec0 = vec_madd(normalVec0, lightDirVec, zero);
+ incomingVec1 = vec_sld(incomingVec0,incomingVec0,4);
+ incomingVec2 = vec_add(incomingVec0,incomingVec1);
+ incomingVec1 = vec_sld(incomingVec1,incomingVec1,4);
+ incomingVec2 = vec_add(incomingVec2,incomingVec1);
+ incomingVec0 = vec_splat(incomingVec2,0);
+ incomingVec0 = vec_max(incomingVec0,zero);
+ normalPerm = vec_lvsl(12,normal);
+ jVec = vec_madd(incomingVec0, directedLightVec, ambientLightVec);
+ jVecInt = vec_cts(jVec,0); // RGBx
+ jVecShort = vec_pack(jVecInt,jVecInt); // RGBxRGBx
+ jVecChar = vec_packsu(jVecShort,jVecShort); // RGBxRGBxRGBxRGBx
+ jVecChar = vec_sel(jVecChar,vSel,vSel); // RGBARGBARGBARGBA replace alpha with 255
+ vec_ste((vector unsigned int)jVecChar,0,(unsigned int *)&colors[i*4]); // store color
+ }
+}
+#endif
+
+static void RB_CalcDiffuseColor_scalar( unsigned char *colors )
+{
+ int i, j;
+ float *v, *normal;
+ float incoming;
+ trRefEntity_t *ent;
+ int ambientLightInt;
+ vec3_t ambientLight;
+ vec3_t lightDir;
+ vec3_t directedLight;
+ int numVertexes;
+ ent = backEnd.currentEntity;
+ ambientLightInt = ent->ambientLightInt;
+ VectorCopy( ent->ambientLight, ambientLight );
+ VectorCopy( ent->directedLight, directedLight );
+ VectorCopy( ent->lightDir, lightDir );
+
+ v = tess.xyz[0];
+ normal = tess.normal[0];
+
+ numVertexes = tess.numVertexes;
+ for (i = 0 ; i < numVertexes ; i++, v += 4, normal += 4) {
+ incoming = DotProduct (normal, lightDir);
+ if ( incoming <= 0 ) {
+ *(int *)&colors[i*4] = ambientLightInt;
+ continue;
+ }
+ j = ri.ftol(ambientLight[0] + incoming * directedLight[0]);
+ if ( j > 255 ) {
+ j = 255;
+ }
+ colors[i*4+0] = j;
+
+ j = ri.ftol(ambientLight[1] + incoming * directedLight[1]);
+ if ( j > 255 ) {
+ j = 255;
+ }
+ colors[i*4+1] = j;
+
+ j = ri.ftol(ambientLight[2] + incoming * directedLight[2]);
+ if ( j > 255 ) {
+ j = 255;
+ }
+ colors[i*4+2] = j;
+
+ colors[i*4+3] = 255;
+ }
+}
+
+void RB_CalcDiffuseColor( unsigned char *colors )
+{
+#if idppc_altivec
+ if (com_altivec->integer) {
+ // must be in a seperate function or G3 systems will crash.
+ RB_CalcDiffuseColor_altivec( colors );
+ return;
+ }
+#endif
+ RB_CalcDiffuseColor_scalar( colors );
+}
+
+
+
+
+
Added: trunk/code/rend2/tr_shader.c
===================================================================
--- trunk/code/rend2/tr_shader.c (rev 0)
+++ trunk/code/rend2/tr_shader.c 2012-10-26 01:23:06 UTC (rev 2329)
@@ -0,0 +1,3728 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Quake III Arena source code is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Quake III Arena source code; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+#include "tr_local.h"
+
+// tr_shader.c -- this file deals with the parsing and definition of shaders
+
+static char *s_shaderText;
+
+// the shader is parsed into these global variables, then copied into
+// dynamically allocated memory if it is valid.
+static shaderStage_t stages[MAX_SHADER_STAGES];
+static shader_t shader;
+static texModInfo_t texMods[MAX_SHADER_STAGES][TR_MAX_TEXMODS];
+
+#define FILE_HASH_SIZE 1024
+static shader_t* hashTable[FILE_HASH_SIZE];
+
+#define MAX_SHADERTEXT_HASH 2048
+static char **shaderTextHashTable[MAX_SHADERTEXT_HASH];
+
+/*
+================
+return a hash value for the filename
+================
+*/
+#ifdef __GNUCC__
+ #warning TODO: check if long is ok here
+#endif
+static long generateHashValue( const char *fname, const int size ) {
+ int i;
+ long hash;
+ char letter;
+
+ hash = 0;
+ i = 0;
+ while (fname[i] != '\0') {
+ letter = tolower(fname[i]);
+ if (letter =='.') break; // don't include extension
+ if (letter =='\\') letter = '/'; // damn path names
+ if (letter == PATH_SEP) letter = '/'; // damn path names
+ hash+=(long)(letter)*(i+119);
+ i++;
+ }
+ hash = (hash ^ (hash >> 10) ^ (hash >> 20));
+ hash &= (size-1);
+ return hash;
+}
+
+void R_RemapShader(const char *shaderName, const char *newShaderName, const char *timeOffset) {
+ char strippedName[MAX_QPATH];
+ int hash;
+ shader_t *sh, *sh2;
+ qhandle_t h;
+
+ sh = R_FindShaderByName( shaderName );
+ if (sh == NULL || sh == tr.defaultShader) {
+ h = RE_RegisterShaderLightMap(shaderName, 0);
+ sh = R_GetShaderByHandle(h);
+ }
+ if (sh == NULL || sh == tr.defaultShader) {
+ ri.Printf( PRINT_WARNING, "WARNING: R_RemapShader: shader %s not found\n", shaderName );
+ return;
+ }
+
+ sh2 = R_FindShaderByName( newShaderName );
+ if (sh2 == NULL || sh2 == tr.defaultShader) {
+ h = RE_RegisterShaderLightMap(newShaderName, 0);
+ sh2 = R_GetShaderByHandle(h);
+ }
+
+ if (sh2 == NULL || sh2 == tr.defaultShader) {
+ ri.Printf( PRINT_WARNING, "WARNING: R_RemapShader: new shader %s not found\n", newShaderName );
+ return;
+ }
+
+ // remap all the shaders with the given name
+ // even tho they might have different lightmaps
+ COM_StripExtension(shaderName, strippedName, sizeof(strippedName));
+ hash = generateHashValue(strippedName, FILE_HASH_SIZE);
+ for (sh = hashTable[hash]; sh; sh = sh->next) {
+ if (Q_stricmp(sh->name, strippedName) == 0) {
+ if (sh != sh2) {
+ sh->remappedShader = sh2;
+ } else {
+ sh->remappedShader = NULL;
+ }
+ }
+ }
+ if (timeOffset) {
+ sh2->timeOffset = atof(timeOffset);
+ }
+}
+
+/*
+===============
+ParseVector
+===============
+*/
+static qboolean ParseVector( char **text, int count, float *v ) {
+ char *token;
+ int i;
+
+ // FIXME: spaces are currently required after parens, should change parseext...
+ token = COM_ParseExt( text, qfalse );
+ if ( strcmp( token, "(" ) ) {
+ ri.Printf( PRINT_WARNING, "WARNING: missing parenthesis in shader '%s'\n", shader.name );
+ return qfalse;
+ }
+
+ for ( i = 0 ; i < count ; i++ ) {
+ token = COM_ParseExt( text, qfalse );
+ if ( !token[0] ) {
+ ri.Printf( PRINT_WARNING, "WARNING: missing vector element in shader '%s'\n", shader.name );
+ return qfalse;
+ }
+ v[i] = atof( token );
+ }
+
+ token = COM_ParseExt( text, qfalse );
+ if ( strcmp( token, ")" ) ) {
+ ri.Printf( PRINT_WARNING, "WARNING: missing parenthesis in shader '%s'\n", shader.name );
+ return qfalse;
+ }
+
+ return qtrue;
+}
+
+
+/*
+===============
+NameToAFunc
+===============
+*/
+static unsigned NameToAFunc( const char *funcname )
+{
+ if ( !Q_stricmp( funcname, "GT0" ) )
+ {
+ return GLS_ATEST_GT_0;
+ }
+ else if ( !Q_stricmp( funcname, "LT128" ) )
+ {
+ return GLS_ATEST_LT_80;
+ }
+ else if ( !Q_stricmp( funcname, "GE128" ) )
+ {
+ return GLS_ATEST_GE_80;
+ }
+
+ ri.Printf( PRINT_WARNING, "WARNING: invalid alphaFunc name '%s' in shader '%s'\n", funcname, shader.name );
+ return 0;
+}
+
+
+/*
+===============
+NameToSrcBlendMode
+===============
+*/
+static int NameToSrcBlendMode( const char *name )
+{
+ if ( !Q_stricmp( name, "GL_ONE" ) )
+ {
+ return GLS_SRCBLEND_ONE;
+ }
+ else if ( !Q_stricmp( name, "GL_ZERO" ) )
+ {
+ return GLS_SRCBLEND_ZERO;
+ }
+ else if ( !Q_stricmp( name, "GL_DST_COLOR" ) )
+ {
+ return GLS_SRCBLEND_DST_COLOR;
+ }
+ else if ( !Q_stricmp( name, "GL_ONE_MINUS_DST_COLOR" ) )
+ {
+ return GLS_SRCBLEND_ONE_MINUS_DST_COLOR;
+ }
+ else if ( !Q_stricmp( name, "GL_SRC_ALPHA" ) )
+ {
+ return GLS_SRCBLEND_SRC_ALPHA;
+ }
+ else if ( !Q_stricmp( name, "GL_ONE_MINUS_SRC_ALPHA" ) )
+ {
+ return GLS_SRCBLEND_ONE_MINUS_SRC_ALPHA;
+ }
+ else if ( !Q_stricmp( name, "GL_DST_ALPHA" ) )
+ {
+ return GLS_SRCBLEND_DST_ALPHA;
+ }
+ else if ( !Q_stricmp( name, "GL_ONE_MINUS_DST_ALPHA" ) )
+ {
+ return GLS_SRCBLEND_ONE_MINUS_DST_ALPHA;
+ }
+ else if ( !Q_stricmp( name, "GL_SRC_ALPHA_SATURATE" ) )
+ {
+ return GLS_SRCBLEND_ALPHA_SATURATE;
+ }
+
+ ri.Printf( PRINT_WARNING, "WARNING: unknown blend mode '%s' in shader '%s', substituting GL_ONE\n", name, shader.name );
+ return GLS_SRCBLEND_ONE;
+}
+
+/*
+===============
+NameToDstBlendMode
+===============
+*/
+static int NameToDstBlendMode( const char *name )
+{
+ if ( !Q_stricmp( name, "GL_ONE" ) )
+ {
+ return GLS_DSTBLEND_ONE;
+ }
+ else if ( !Q_stricmp( name, "GL_ZERO" ) )
+ {
+ return GLS_DSTBLEND_ZERO;
+ }
+ else if ( !Q_stricmp( name, "GL_SRC_ALPHA" ) )
+ {
+ return GLS_DSTBLEND_SRC_ALPHA;
+ }
+ else if ( !Q_stricmp( name, "GL_ONE_MINUS_SRC_ALPHA" ) )
+ {
+ return GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA;
+ }
+ else if ( !Q_stricmp( name, "GL_DST_ALPHA" ) )
+ {
+ return GLS_DSTBLEND_DST_ALPHA;
+ }
+ else if ( !Q_stricmp( name, "GL_ONE_MINUS_DST_ALPHA" ) )
+ {
+ return GLS_DSTBLEND_ONE_MINUS_DST_ALPHA;
+ }
+ else if ( !Q_stricmp( name, "GL_SRC_COLOR" ) )
+ {
+ return GLS_DSTBLEND_SRC_COLOR;
+ }
+ else if ( !Q_stricmp( name, "GL_ONE_MINUS_SRC_COLOR" ) )
+ {
+ return GLS_DSTBLEND_ONE_MINUS_SRC_COLOR;
+ }
+
+ ri.Printf( PRINT_WARNING, "WARNING: unknown blend mode '%s' in shader '%s', substituting GL_ONE\n", name, shader.name );
+ return GLS_DSTBLEND_ONE;
+}
+
+/*
+===============
+NameToGenFunc
+===============
+*/
+static genFunc_t NameToGenFunc( const char *funcname )
+{
+ if ( !Q_stricmp( funcname, "sin" ) )
+ {
+ return GF_SIN;
+ }
+ else if ( !Q_stricmp( funcname, "square" ) )
+ {
+ return GF_SQUARE;
+ }
+ else if ( !Q_stricmp( funcname, "triangle" ) )
+ {
+ return GF_TRIANGLE;
+ }
+ else if ( !Q_stricmp( funcname, "sawtooth" ) )
+ {
+ return GF_SAWTOOTH;
+ }
+ else if ( !Q_stricmp( funcname, "inversesawtooth" ) )
+ {
+ return GF_INVERSE_SAWTOOTH;
+ }
+ else if ( !Q_stricmp( funcname, "noise" ) )
+ {
+ return GF_NOISE;
+ }
+
+ ri.Printf( PRINT_WARNING, "WARNING: invalid genfunc name '%s' in shader '%s'\n", funcname, shader.name );
+ return GF_SIN;
+}
+
+
+/*
+===================
+ParseWaveForm
+===================
+*/
+static void ParseWaveForm( char **text, waveForm_t *wave )
+{
+ char *token;
+
+ token = COM_ParseExt( text, qfalse );
+ if ( token[0] == 0 )
+ {
+ ri.Printf( PRINT_WARNING, "WARNING: missing waveform parm in shader '%s'\n", shader.name );
+ return;
+ }
+ wave->func = NameToGenFunc( token );
+
+ // BASE, AMP, PHASE, FREQ
+ token = COM_ParseExt( text, qfalse );
+ if ( token[0] == 0 )
+ {
+ ri.Printf( PRINT_WARNING, "WARNING: missing waveform parm in shader '%s'\n", shader.name );
+ return;
+ }
+ wave->base = atof( token );
+
+ token = COM_ParseExt( text, qfalse );
+ if ( token[0] == 0 )
+ {
+ ri.Printf( PRINT_WARNING, "WARNING: missing waveform parm in shader '%s'\n", shader.name );
+ return;
+ }
+ wave->amplitude = atof( token );
+
+ token = COM_ParseExt( text, qfalse );
+ if ( token[0] == 0 )
+ {
+ ri.Printf( PRINT_WARNING, "WARNING: missing waveform parm in shader '%s'\n", shader.name );
+ return;
+ }
+ wave->phase = atof( token );
+
+ token = COM_ParseExt( text, qfalse );
+ if ( token[0] == 0 )
+ {
+ ri.Printf( PRINT_WARNING, "WARNING: missing waveform parm in shader '%s'\n", shader.name );
+ return;
+ }
+ wave->frequency = atof( token );
+}
+
+
+/*
+===================
+ParseTexMod
+===================
+*/
+static void ParseTexMod( char *_text, shaderStage_t *stage )
+{
+ const char *token;
+ char **text = &_text;
+ texModInfo_t *tmi;
+
+ if ( stage->bundle[0].numTexMods == TR_MAX_TEXMODS ) {
+ ri.Error( ERR_DROP, "ERROR: too many tcMod stages in shader '%s'", shader.name );
+ return;
+ }
+
+ tmi = &stage->bundle[0].texMods[stage->bundle[0].numTexMods];
+ stage->bundle[0].numTexMods++;
+
+ token = COM_ParseExt( text, qfalse );
+
+ //
+ // turb
+ //
+ if ( !Q_stricmp( token, "turb" ) )
+ {
+ token = COM_ParseExt( text, qfalse );
+ if ( token[0] == 0 )
+ {
+ ri.Printf( PRINT_WARNING, "WARNING: missing tcMod turb parms in shader '%s'\n", shader.name );
+ return;
+ }
+ tmi->wave.base = atof( token );
+ token = COM_ParseExt( text, qfalse );
+ if ( token[0] == 0 )
+ {
+ ri.Printf( PRINT_WARNING, "WARNING: missing tcMod turb in shader '%s'\n", shader.name );
+ return;
+ }
+ tmi->wave.amplitude = atof( token );
+ token = COM_ParseExt( text, qfalse );
+ if ( token[0] == 0 )
+ {
+ ri.Printf( PRINT_WARNING, "WARNING: missing tcMod turb in shader '%s'\n", shader.name );
+ return;
+ }
+ tmi->wave.phase = atof( token );
+ token = COM_ParseExt( text, qfalse );
+ if ( token[0] == 0 )
+ {
+ ri.Printf( PRINT_WARNING, "WARNING: missing tcMod turb in shader '%s'\n", shader.name );
+ return;
+ }
+ tmi->wave.frequency = atof( token );
+
+ tmi->type = TMOD_TURBULENT;
+ }
+ //
+ // scale
+ //
+ else if ( !Q_stricmp( token, "scale" ) )
+ {
+ token = COM_ParseExt( text, qfalse );
+ if ( token[0] == 0 )
+ {
+ ri.Printf( PRINT_WARNING, "WARNING: missing scale parms in shader '%s'\n", shader.name );
+ return;
+ }
+ tmi->scale[0] = atof( token );
+
+ token = COM_ParseExt( text, qfalse );
+ if ( token[0] == 0 )
+ {
+ ri.Printf( PRINT_WARNING, "WARNING: missing scale parms in shader '%s'\n", shader.name );
+ return;
+ }
+ tmi->scale[1] = atof( token );
+ tmi->type = TMOD_SCALE;
+ }
+ //
+ // scroll
+ //
+ else if ( !Q_stricmp( token, "scroll" ) )
+ {
+ token = COM_ParseExt( text, qfalse );
+ if ( token[0] == 0 )
+ {
+ ri.Printf( PRINT_WARNING, "WARNING: missing scale scroll parms in shader '%s'\n", shader.name );
+ return;
+ }
+ tmi->scroll[0] = atof( token );
+ token = COM_ParseExt( text, qfalse );
+ if ( token[0] == 0 )
+ {
+ ri.Printf( PRINT_WARNING, "WARNING: missing scale scroll parms in shader '%s'\n", shader.name );
+ return;
+ }
+ tmi->scroll[1] = atof( token );
+ tmi->type = TMOD_SCROLL;
+ }
+ //
+ // stretch
+ //
+ else if ( !Q_stricmp( token, "stretch" ) )
+ {
+ token = COM_ParseExt( text, qfalse );
+ if ( token[0] == 0 )
+ {
+ ri.Printf( PRINT_WARNING, "WARNING: missing stretch parms in shader '%s'\n", shader.name );
+ return;
+ }
+ tmi->wave.func = NameToGenFunc( token );
+
+ token = COM_ParseExt( text, qfalse );
+ if ( token[0] == 0 )
+ {
+ ri.Printf( PRINT_WARNING, "WARNING: missing stretch parms in shader '%s'\n", shader.name );
+ return;
+ }
+ tmi->wave.base = atof( token );
+
+ token = COM_ParseExt( text, qfalse );
+ if ( token[0] == 0 )
+ {
+ ri.Printf( PRINT_WARNING, "WARNING: missing stretch parms in shader '%s'\n", shader.name );
+ return;
+ }
+ tmi->wave.amplitude = atof( token );
+
+ token = COM_ParseExt( text, qfalse );
+ if ( token[0] == 0 )
+ {
+ ri.Printf( PRINT_WARNING, "WARNING: missing stretch parms in shader '%s'\n", shader.name );
+ return;
+ }
+ tmi->wave.phase = atof( token );
+
+ token = COM_ParseExt( text, qfalse );
+ if ( token[0] == 0 )
+ {
+ ri.Printf( PRINT_WARNING, "WARNING: missing stretch parms in shader '%s'\n", shader.name );
+ return;
+ }
+ tmi->wave.frequency = atof( token );
+
+ tmi->type = TMOD_STRETCH;
+ }
+ //
+ // transform
+ //
+ else if ( !Q_stricmp( token, "transform" ) )
+ {
+ token = COM_ParseExt( text, qfalse );
+ if ( token[0] == 0 )
+ {
+ ri.Printf( PRINT_WARNING, "WARNING: missing transform parms in shader '%s'\n", shader.name );
+ return;
+ }
+ tmi->matrix[0][0] = atof( token );
+
+ token = COM_ParseExt( text, qfalse );
+ if ( token[0] == 0 )
+ {
+ ri.Printf( PRINT_WARNING, "WARNING: missing transform parms in shader '%s'\n", shader.name );
+ return;
+ }
+ tmi->matrix[0][1] = atof( token );
+
+ token = COM_ParseExt( text, qfalse );
+ if ( token[0] == 0 )
+ {
+ ri.Printf( PRINT_WARNING, "WARNING: missing transform parms in shader '%s'\n", shader.name );
+ return;
+ }
+ tmi->matrix[1][0] = atof( token );
+
+ token = COM_ParseExt( text, qfalse );
+ if ( token[0] == 0 )
+ {
+ ri.Printf( PRINT_WARNING, "WARNING: missing transform parms in shader '%s'\n", shader.name );
+ return;
+ }
+ tmi->matrix[1][1] = atof( token );
+
+ token = COM_ParseExt( text, qfalse );
+ if ( token[0] == 0 )
+ {
+ ri.Printf( PRINT_WARNING, "WARNING: missing transform parms in shader '%s'\n", shader.name );
+ return;
+ }
+ tmi->translate[0] = atof( token );
+
+ token = COM_ParseExt( text, qfalse );
+ if ( token[0] == 0 )
+ {
+ ri.Printf( PRINT_WARNING, "WARNING: missing transform parms in shader '%s'\n", shader.name );
+ return;
+ }
+ tmi->translate[1] = atof( token );
+
+ tmi->type = TMOD_TRANSFORM;
+ }
+ //
+ // rotate
+ //
+ else if ( !Q_stricmp( token, "rotate" ) )
+ {
+ token = COM_ParseExt( text, qfalse );
+ if ( token[0] == 0 )
+ {
+ ri.Printf( PRINT_WARNING, "WARNING: missing tcMod rotate parms in shader '%s'\n", shader.name );
+ return;
+ }
+ tmi->rotateSpeed = atof( token );
+ tmi->type = TMOD_ROTATE;
+ }
+ //
+ // entityTranslate
+ //
+ else if ( !Q_stricmp( token, "entityTranslate" ) )
+ {
+ tmi->type = TMOD_ENTITY_TRANSLATE;
+ }
+ else
+ {
+ ri.Printf( PRINT_WARNING, "WARNING: unknown tcMod '%s' in shader '%s'\n", token, shader.name );
+ }
+}
+
+
+/*
+===================
+ParseStage
+===================
+*/
+static qboolean ParseStage( shaderStage_t *stage, char **text )
+{
+ char *token;
+ int depthMaskBits = GLS_DEPTHMASK_TRUE, blendSrcBits = 0, blendDstBits = 0, atestBits = 0, depthFuncBits = 0;
+ qboolean depthMaskExplicit = qfalse;
+
+ stage->active = qtrue;
+
+ while ( 1 )
+ {
+ token = COM_ParseExt( text, qtrue );
+ if ( !token[0] )
+ {
+ ri.Printf( PRINT_WARNING, "WARNING: no matching '}' found\n" );
+ return qfalse;
+ }
+
+ if ( token[0] == '}' )
+ {
+ break;
+ }
+ //
+ // map <name>
+ //
+ else if ( !Q_stricmp( token, "map" ) )
+ {
+ token = COM_ParseExt( text, qfalse );
+ if ( !token[0] )
+ {
+ ri.Printf( PRINT_WARNING, "WARNING: missing parameter for 'map' keyword in shader '%s'\n", shader.name );
+ return qfalse;
+ }
+
+ if ( !Q_stricmp( token, "$whiteimage" ) )
+ {
+ stage->bundle[0].image[0] = tr.whiteImage;
+ continue;
+ }
+ else if ( !Q_stricmp( token, "$lightmap" ) )
+ {
+ stage->bundle[0].isLightmap = qtrue;
+ if ( shader.lightmapIndex < 0 ) {
+ stage->bundle[0].image[0] = tr.whiteImage;
+ } else {
+ stage->bundle[0].image[0] = tr.lightmaps[shader.lightmapIndex];
+ }
+ continue;
+ }
+ else if ( !Q_stricmp( token, "$deluxemap" ) )
+ {
+ if (!tr.worldDeluxeMapping)
+ {
+ ri.Printf( PRINT_WARNING, "WARNING: shader '%s' wants a deluxe map in a map compiled without them\n", shader.name );
+ return qfalse;
+ }
+
+ stage->bundle[0].isLightmap = qtrue;
+ if ( shader.lightmapIndex < 0 ) {
+ stage->bundle[0].image[0] = tr.whiteImage;
+ } else {
+ stage->bundle[0].image[0] = tr.deluxemaps[shader.lightmapIndex];
+ }
+ continue;
+ }
+ else
+ {
+ imgType_t type = IMGTYPE_COLORALPHA;
+ imgFlags_t flags = IMGFLAG_NONE;
+
+ if (!shader.noMipMaps)
+ flags |= IMGFLAG_MIPMAP;
+
+ if (!shader.noPicMip)
+ flags |= IMGFLAG_PICMIP;
+
+ if (stage->type == ST_NORMALMAP || stage->type == ST_NORMALPARALLAXMAP)
+ {
+ type = IMGTYPE_NORMAL;
+ flags |= IMGFLAG_NOLIGHTSCALE;
+
+ if (stage->type == ST_NORMALPARALLAXMAP)
+ type = IMGTYPE_NORMALHEIGHT;
+ }
+ else
+ {
+ if (r_genNormalMaps->integer)
+ flags |= IMGFLAG_GENNORMALMAP;
+
+ if (r_srgb->integer)
+ flags |= IMGFLAG_SRGB;
+ }
+
+ stage->bundle[0].image[0] = R_FindImageFile( token, type, flags );
+
+ if ( !stage->bundle[0].image[0] )
+ {
+ ri.Printf( PRINT_WARNING, "WARNING: R_FindImageFile could not find '%s' in shader '%s'\n", token, shader.name );
+ return qfalse;
+ }
+ }
+ }
+ //
+ // clampmap <name>
+ //
+ else if ( !Q_stricmp( token, "clampmap" ) )
+ {
+ imgType_t type = IMGTYPE_COLORALPHA;
+ imgFlags_t flags = IMGFLAG_CLAMPTOEDGE | IMGFLAG_SRGB;
+
+ token = COM_ParseExt( text, qfalse );
+ if ( !token[0] )
+ {
+ ri.Printf( PRINT_WARNING, "WARNING: missing parameter for 'clampmap' keyword in shader '%s'\n", shader.name );
+ return qfalse;
+ }
+
+ if (!shader.noMipMaps)
+ flags |= IMGFLAG_MIPMAP;
+
+ if (!shader.noPicMip)
+ flags |= IMGFLAG_PICMIP;
+
+ if (stage->type == ST_NORMALMAP || stage->type == ST_NORMALPARALLAXMAP)
+ {
+ type = IMGTYPE_NORMAL;
+ flags |= IMGFLAG_NOLIGHTSCALE;
+
+ if (stage->type == ST_NORMALPARALLAXMAP)
+ type = IMGTYPE_NORMALHEIGHT;
+ }
+ else
+ {
+ if (r_genNormalMaps->integer)
+ flags |= IMGFLAG_GENNORMALMAP;
+
+ if (r_srgb->integer)
+ flags |= IMGFLAG_SRGB;
+ }
+
+
+ stage->bundle[0].image[0] = R_FindImageFile( token, type, flags );
+ if ( !stage->bundle[0].image[0] )
+ {
+ ri.Printf( PRINT_WARNING, "WARNING: R_FindImageFile could not find '%s' in shader '%s'\n", token, shader.name );
+ return qfalse;
+ }
+ }
+ //
+ // animMap <frequency> <image1> .... <imageN>
+ //
+ else if ( !Q_stricmp( token, "animMap" ) )
+ {
+ token = COM_ParseExt( text, qfalse );
+ if ( !token[0] )
+ {
+ ri.Printf( PRINT_WARNING, "WARNING: missing parameter for 'animMmap' keyword in shader '%s'\n", shader.name );
+ return qfalse;
+ }
+ stage->bundle[0].imageAnimationSpeed = atof( token );
+
+ // parse up to MAX_IMAGE_ANIMATIONS animations
+ while ( 1 ) {
+ int num;
+
+ token = COM_ParseExt( text, qfalse );
+ if ( !token[0] ) {
+ break;
+ }
+ num = stage->bundle[0].numImageAnimations;
+ if ( num < MAX_IMAGE_ANIMATIONS ) {
+ imgFlags_t flags = IMGFLAG_SRGB;
+
+ if (!shader.noMipMaps)
+ flags |= IMGFLAG_MIPMAP;
+
+ if (!shader.noPicMip)
+ flags |= IMGFLAG_PICMIP;
+
+ stage->bundle[0].image[num] = R_FindImageFile( token, IMGTYPE_COLORALPHA, flags );
+ if ( !stage->bundle[0].image[num] )
+ {
+ ri.Printf( PRINT_WARNING, "WARNING: R_FindImageFile could not find '%s' in shader '%s'\n", token, shader.name );
+ return qfalse;
+ }
+ stage->bundle[0].numImageAnimations++;
+ }
+ }
+ }
+ else if ( !Q_stricmp( token, "videoMap" ) )
+ {
+ token = COM_ParseExt( text, qfalse );
+ if ( !token[0] )
+ {
+ ri.Printf( PRINT_WARNING, "WARNING: missing parameter for 'videoMmap' keyword in shader '%s'\n", shader.name );
+ return qfalse;
+ }
+ stage->bundle[0].videoMapHandle = ri.CIN_PlayCinematic( token, 0, 0, 256, 256, (CIN_loop | CIN_silent | CIN_shader));
+ if (stage->bundle[0].videoMapHandle != -1) {
+ stage->bundle[0].isVideoMap = qtrue;
+ stage->bundle[0].image[0] = tr.scratchImage[stage->bundle[0].videoMapHandle];
+ }
+ }
+ //
+ // alphafunc <func>
+ //
+ else if ( !Q_stricmp( token, "alphaFunc" ) )
+ {
+ token = COM_ParseExt( text, qfalse );
+ if ( !token[0] )
+ {
+ ri.Printf( PRINT_WARNING, "WARNING: missing parameter for 'alphaFunc' keyword in shader '%s'\n", shader.name );
+ return qfalse;
+ }
+
+ atestBits = NameToAFunc( token );
+ }
+ //
+ // depthFunc <func>
+ //
+ else if ( !Q_stricmp( token, "depthfunc" ) )
+ {
+ token = COM_ParseExt( text, qfalse );
+
+ if ( !token[0] )
+ {
+ ri.Printf( PRINT_WARNING, "WARNING: missing parameter for 'depthfunc' keyword in shader '%s'\n", shader.name );
+ return qfalse;
+ }
+
+ if ( !Q_stricmp( token, "lequal" ) )
+ {
+ depthFuncBits = 0;
+ }
+ else if ( !Q_stricmp( token, "equal" ) )
+ {
+ depthFuncBits = GLS_DEPTHFUNC_EQUAL;
+ }
+ else
+ {
+ ri.Printf( PRINT_WARNING, "WARNING: unknown depthfunc '%s' in shader '%s'\n", token, shader.name );
+ continue;
+ }
+ }
+ //
+ // detail
+ //
+ else if ( !Q_stricmp( token, "detail" ) )
+ {
+ stage->isDetail = qtrue;
+ }
+ //
+ // blendfunc <srcFactor> <dstFactor>
+ // or blendfunc <add|filter|blend>
+ //
+ else if ( !Q_stricmp( token, "blendfunc" ) )
+ {
+ token = COM_ParseExt( text, qfalse );
+ if ( token[0] == 0 )
+ {
+ ri.Printf( PRINT_WARNING, "WARNING: missing parm for blendFunc in shader '%s'\n", shader.name );
+ continue;
+ }
+ // check for "simple" blends first
+ if ( !Q_stricmp( token, "add" ) ) {
+ blendSrcBits = GLS_SRCBLEND_ONE;
+ blendDstBits = GLS_DSTBLEND_ONE;
+ } else if ( !Q_stricmp( token, "filter" ) ) {
+ blendSrcBits = GLS_SRCBLEND_DST_COLOR;
+ blendDstBits = GLS_DSTBLEND_ZERO;
+ } else if ( !Q_stricmp( token, "blend" ) ) {
+ blendSrcBits = GLS_SRCBLEND_SRC_ALPHA;
+ blendDstBits = GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA;
+ } else {
+ // complex double blends
+ blendSrcBits = NameToSrcBlendMode( token );
+
+ token = COM_ParseExt( text, qfalse );
+ if ( token[0] == 0 )
+ {
+ ri.Printf( PRINT_WARNING, "WARNING: missing parm for blendFunc in shader '%s'\n", shader.name );
+ continue;
+ }
+ blendDstBits = NameToDstBlendMode( token );
+ }
+
+ // clear depth mask for blended surfaces
+ if ( !depthMaskExplicit )
+ {
+ depthMaskBits = 0;
+ }
+ }
+ //
+ // stage <type>
+ //
+ else if(!Q_stricmp(token, "stage"))
+ {
+ token = COM_ParseExt(text, qfalse);
+ if(token[0] == 0)
+ {
+ ri.Printf(PRINT_WARNING, "WARNING: missing parameters for stage in shader '%s'\n", shader.name);
+ continue;
+ }
+
+ if(!Q_stricmp(token, "diffuseMap"))
+ {
+ stage->type = ST_DIFFUSEMAP;
+ }
+ else if(!Q_stricmp(token, "normalMap") || !Q_stricmp(token, "bumpMap"))
+ {
+ stage->type = ST_NORMALMAP;
+ }
+ else if(!Q_stricmp(token, "normalParallaxMap") || !Q_stricmp(token, "bumpParallaxMap"))
+ {
+ if (r_parallaxMapping->integer)
+ stage->type = ST_NORMALPARALLAXMAP;
+ else
+ stage->type = ST_NORMALMAP;
+ }
+ else if(!Q_stricmp(token, "specularMap"))
+ {
+ stage->type = ST_SPECULARMAP;
+ stage->materialInfo[0] = 0.04f;
+ stage->materialInfo[1] = 256.0f;
+ }
+ else
+ {
+ ri.Printf(PRINT_WARNING, "WARNING: unknown stage parameter '%s' in shader '%s'\n", token, shader.name);
+ continue;
+ }
+ }
+ //
+ // specularReflectance <value>
+ //
+ else if (!Q_stricmp(token, "specularreflectance"))
+ {
+ token = COM_ParseExt(text, qfalse);
+ if ( token[0] == 0 )
+ {
+ ri.Printf( PRINT_WARNING, "WARNING: missing parameter for specular reflectance in shader '%s'\n", shader.name );
+ continue;
+ }
+ stage->materialInfo[0] = atof( token );
+ }
+ //
+ // specularExponent <value>
+ //
+ else if (!Q_stricmp(token, "specularexponent"))
+ {
+ token = COM_ParseExt(text, qfalse);
+ if ( token[0] == 0 )
+ {
+ ri.Printf( PRINT_WARNING, "WARNING: missing parameter for specular exponent in shader '%s'\n", shader.name );
+ continue;
+ }
+ stage->materialInfo[1] = atof( token );
+ }
+ //
+ // rgbGen
+ //
+ else if ( !Q_stricmp( token, "rgbGen" ) )
+ {
+ token = COM_ParseExt( text, qfalse );
+ if ( token[0] == 0 )
+ {
+ ri.Printf( PRINT_WARNING, "WARNING: missing parameters for rgbGen in shader '%s'\n", shader.name );
+ continue;
+ }
+
+ if ( !Q_stricmp( token, "wave" ) )
+ {
+ ParseWaveForm( text, &stage->rgbWave );
+ stage->rgbGen = CGEN_WAVEFORM;
+ }
+ else if ( !Q_stricmp( token, "const" ) )
+ {
+ vec3_t color;
+
+ ParseVector( text, 3, color );
+ stage->constantColor[0] = 255 * color[0];
+ stage->constantColor[1] = 255 * color[1];
+ stage->constantColor[2] = 255 * color[2];
+
+ stage->rgbGen = CGEN_CONST;
+ }
+ else if ( !Q_stricmp( token, "identity" ) )
+ {
+ stage->rgbGen = CGEN_IDENTITY;
+ }
+ else if ( !Q_stricmp( token, "identityLighting" ) )
+ {
+ stage->rgbGen = CGEN_IDENTITY_LIGHTING;
+ }
+ else if ( !Q_stricmp( token, "entity" ) )
+ {
+ stage->rgbGen = CGEN_ENTITY;
+ }
+ else if ( !Q_stricmp( token, "oneMinusEntity" ) )
+ {
+ stage->rgbGen = CGEN_ONE_MINUS_ENTITY;
+ }
+ else if ( !Q_stricmp( token, "vertex" ) )
+ {
+ stage->rgbGen = CGEN_VERTEX;
+ if ( stage->alphaGen == 0 ) {
+ stage->alphaGen = AGEN_VERTEX;
+ }
+ }
+ else if ( !Q_stricmp( token, "exactVertex" ) )
+ {
+ stage->rgbGen = CGEN_EXACT_VERTEX;
+ }
+ else if ( !Q_stricmp( token, "vertexLit" ) )
+ {
+ stage->rgbGen = CGEN_VERTEX_LIT;
+ if ( stage->alphaGen == 0 ) {
+ stage->alphaGen = AGEN_VERTEX;
+ }
+ }
+ else if ( !Q_stricmp( token, "exactVertexLit" ) )
+ {
+ stage->rgbGen = CGEN_EXACT_VERTEX_LIT;
+ }
+ else if ( !Q_stricmp( token, "lightingDiffuse" ) )
+ {
+ stage->rgbGen = CGEN_LIGHTING_DIFFUSE;
+ }
+ else if ( !Q_stricmp( token, "oneMinusVertex" ) )
+ {
+ stage->rgbGen = CGEN_ONE_MINUS_VERTEX;
+ }
+ else
+ {
+ ri.Printf( PRINT_WARNING, "WARNING: unknown rgbGen parameter '%s' in shader '%s'\n", token, shader.name );
+ continue;
+ }
+ }
+ //
+ // alphaGen
+ //
+ else if ( !Q_stricmp( token, "alphaGen" ) )
+ {
+ token = COM_ParseExt( text, qfalse );
+ if ( token[0] == 0 )
+ {
+ ri.Printf( PRINT_WARNING, "WARNING: missing parameters for alphaGen in shader '%s'\n", shader.name );
+ continue;
+ }
+
+ if ( !Q_stricmp( token, "wave" ) )
+ {
+ ParseWaveForm( text, &stage->alphaWave );
+ stage->alphaGen = AGEN_WAVEFORM;
+ }
+ else if ( !Q_stricmp( token, "const" ) )
+ {
+ token = COM_ParseExt( text, qfalse );
+ stage->constantColor[3] = 255 * atof( token );
+ stage->alphaGen = AGEN_CONST;
+ }
+ else if ( !Q_stricmp( token, "identity" ) )
+ {
+ stage->alphaGen = AGEN_IDENTITY;
+ }
+ else if ( !Q_stricmp( token, "entity" ) )
+ {
+ stage->alphaGen = AGEN_ENTITY;
+ }
+ else if ( !Q_stricmp( token, "oneMinusEntity" ) )
+ {
+ stage->alphaGen = AGEN_ONE_MINUS_ENTITY;
+ }
+ else if ( !Q_stricmp( token, "vertex" ) )
+ {
+ stage->alphaGen = AGEN_VERTEX;
+ }
+ else if ( !Q_stricmp( token, "lightingSpecular" ) )
+ {
+ stage->alphaGen = AGEN_LIGHTING_SPECULAR;
+ }
+ else if ( !Q_stricmp( token, "oneMinusVertex" ) )
+ {
+ stage->alphaGen = AGEN_ONE_MINUS_VERTEX;
+ }
+ else if ( !Q_stricmp( token, "portal" ) )
+ {
+ stage->alphaGen = AGEN_PORTAL;
+ token = COM_ParseExt( text, qfalse );
+ if ( token[0] == 0 )
+ {
+ shader.portalRange = 256;
+ ri.Printf( PRINT_WARNING, "WARNING: missing range parameter for alphaGen portal in shader '%s', defaulting to 256\n", shader.name );
+ }
+ else
+ {
+ shader.portalRange = atof( token );
+ }
+ }
+ else if ( !Q_stricmp( token, "fresnel" ) )
+ {
+ stage->alphaGen = AGEN_FRESNEL;
+ }
+ else
+ {
+ ri.Printf( PRINT_WARNING, "WARNING: unknown alphaGen parameter '%s' in shader '%s'\n", token, shader.name );
+ continue;
+ }
+ }
+ //
+ // tcGen <function>
+ //
+ else if ( !Q_stricmp(token, "texgen") || !Q_stricmp( token, "tcGen" ) )
+ {
+ token = COM_ParseExt( text, qfalse );
+ if ( token[0] == 0 )
+ {
+ ri.Printf( PRINT_WARNING, "WARNING: missing texgen parm in shader '%s'\n", shader.name );
+ continue;
+ }
+
+ if ( !Q_stricmp( token, "environment" ) )
+ {
+ stage->bundle[0].tcGen = TCGEN_ENVIRONMENT_MAPPED;
+ }
+ else if ( !Q_stricmp( token, "lightmap" ) )
+ {
+ stage->bundle[0].tcGen = TCGEN_LIGHTMAP;
+ }
+ else if ( !Q_stricmp( token, "texture" ) || !Q_stricmp( token, "base" ) )
+ {
+ stage->bundle[0].tcGen = TCGEN_TEXTURE;
+ }
+ else if ( !Q_stricmp( token, "vector" ) )
+ {
+ ParseVector( text, 3, stage->bundle[0].tcGenVectors[0] );
+ ParseVector( text, 3, stage->bundle[0].tcGenVectors[1] );
+
+ stage->bundle[0].tcGen = TCGEN_VECTOR;
+ }
+ else
+ {
+ ri.Printf( PRINT_WARNING, "WARNING: unknown texgen parm in shader '%s'\n", shader.name );
+ }
+ }
+ //
+ // tcMod <type> <...>
+ //
+ else if ( !Q_stricmp( token, "tcMod" ) )
+ {
+ char buffer[1024] = "";
+
+ while ( 1 )
+ {
+ token = COM_ParseExt( text, qfalse );
+ if ( token[0] == 0 )
+ break;
+ strcat( buffer, token );
+ strcat( buffer, " " );
+ }
+
+ ParseTexMod( buffer, stage );
+
+ continue;
+ }
+ //
+ // depthmask
+ //
+ else if ( !Q_stricmp( token, "depthwrite" ) )
+ {
+ depthMaskBits = GLS_DEPTHMASK_TRUE;
+ depthMaskExplicit = qtrue;
+
+ continue;
+ }
+ else
+ {
+ ri.Printf( PRINT_WARNING, "WARNING: unknown parameter '%s' in shader '%s'\n", token, shader.name );
+ return qfalse;
+ }
+ }
+
+ //
+ // if cgen isn't explicitly specified, use either identity or identitylighting
+ //
+ if ( stage->rgbGen == CGEN_BAD ) {
+ if ( blendSrcBits == 0 ||
+ blendSrcBits == GLS_SRCBLEND_ONE ||
+ blendSrcBits == GLS_SRCBLEND_SRC_ALPHA ) {
+ stage->rgbGen = CGEN_IDENTITY_LIGHTING;
+ } else {
+ stage->rgbGen = CGEN_IDENTITY;
+ }
+ }
+
+
+ //
+ // implicitly assume that a GL_ONE GL_ZERO blend mask disables blending
+ //
+ if ( ( blendSrcBits == GLS_SRCBLEND_ONE ) &&
+ ( blendDstBits == GLS_DSTBLEND_ZERO ) )
+ {
+ blendDstBits = blendSrcBits = 0;
+ depthMaskBits = GLS_DEPTHMASK_TRUE;
+ }
+
+ // decide which agens we can skip
+ if ( stage->alphaGen == AGEN_IDENTITY ) {
+ if ( stage->rgbGen == CGEN_IDENTITY
+ || stage->rgbGen == CGEN_LIGHTING_DIFFUSE ) {
+ stage->alphaGen = AGEN_SKIP;
+ }
+ }
+
+ //
+ // compute state bits
+ //
+ stage->stateBits = depthMaskBits |
+ blendSrcBits | blendDstBits |
+ atestBits |
+ depthFuncBits;
+
+ return qtrue;
+}
+
+/*
+===============
+ParseDeform
+
+deformVertexes wave <spread> <waveform> <base> <amplitude> <phase> <frequency>
+deformVertexes normal <frequency> <amplitude>
+deformVertexes move <vector> <waveform> <base> <amplitude> <phase> <frequency>
+deformVertexes bulge <bulgeWidth> <bulgeHeight> <bulgeSpeed>
+deformVertexes projectionShadow
+deformVertexes autoSprite
+deformVertexes autoSprite2
+deformVertexes text[0-7]
+===============
+*/
+static void ParseDeform( char **text ) {
+ char *token;
+ deformStage_t *ds;
+
+ token = COM_ParseExt( text, qfalse );
+ if ( token[0] == 0 )
+ {
+ ri.Printf( PRINT_WARNING, "WARNING: missing deform parm in shader '%s'\n", shader.name );
+ return;
+ }
+
+ if ( shader.numDeforms == MAX_SHADER_DEFORMS ) {
+ ri.Printf( PRINT_WARNING, "WARNING: MAX_SHADER_DEFORMS in '%s'\n", shader.name );
+ return;
+ }
+
+ ds = &shader.deforms[ shader.numDeforms ];
+ shader.numDeforms++;
+
+ if ( !Q_stricmp( token, "projectionShadow" ) ) {
+ ds->deformation = DEFORM_PROJECTION_SHADOW;
+ return;
+ }
+
+ if ( !Q_stricmp( token, "autosprite" ) ) {
+ ds->deformation = DEFORM_AUTOSPRITE;
+ return;
+ }
+
+ if ( !Q_stricmp( token, "autosprite2" ) ) {
+ ds->deformation = DEFORM_AUTOSPRITE2;
+ return;
+ }
+
+ if ( !Q_stricmpn( token, "text", 4 ) ) {
+ int n;
+
+ n = token[4] - '0';
+ if ( n < 0 || n > 7 ) {
+ n = 0;
+ }
+ ds->deformation = DEFORM_TEXT0 + n;
+ return;
+ }
+
+ if ( !Q_stricmp( token, "bulge" ) ) {
+ token = COM_ParseExt( text, qfalse );
+ if ( token[0] == 0 )
+ {
+ ri.Printf( PRINT_WARNING, "WARNING: missing deformVertexes bulge parm in shader '%s'\n", shader.name );
+ return;
+ }
+ ds->bulgeWidth = atof( token );
+
+ token = COM_ParseExt( text, qfalse );
+ if ( token[0] == 0 )
+ {
+ ri.Printf( PRINT_WARNING, "WARNING: missing deformVertexes bulge parm in shader '%s'\n", shader.name );
+ return;
+ }
+ ds->bulgeHeight = atof( token );
+
+ token = COM_ParseExt( text, qfalse );
+ if ( token[0] == 0 )
+ {
+ ri.Printf( PRINT_WARNING, "WARNING: missing deformVertexes bulge parm in shader '%s'\n", shader.name );
+ return;
+ }
+ ds->bulgeSpeed = atof( token );
+
+ ds->deformation = DEFORM_BULGE;
+ return;
+ }
+
+ if ( !Q_stricmp( token, "wave" ) )
+ {
+ token = COM_ParseExt( text, qfalse );
+ if ( token[0] == 0 )
+ {
+ ri.Printf( PRINT_WARNING, "WARNING: missing deformVertexes parm in shader '%s'\n", shader.name );
+ return;
+ }
+
+ if ( atof( token ) != 0 )
+ {
+ ds->deformationSpread = 1.0f / atof( token );
+ }
+ else
+ {
+ ds->deformationSpread = 100.0f;
+ ri.Printf( PRINT_WARNING, "WARNING: illegal div value of 0 in deformVertexes command for shader '%s'\n", shader.name );
+ }
+
+ ParseWaveForm( text, &ds->deformationWave );
+ ds->deformation = DEFORM_WAVE;
+ return;
+ }
+
+ if ( !Q_stricmp( token, "normal" ) )
+ {
+ token = COM_ParseExt( text, qfalse );
+ if ( token[0] == 0 )
+ {
+ ri.Printf( PRINT_WARNING, "WARNING: missing deformVertexes parm in shader '%s'\n", shader.name );
+ return;
+ }
+ ds->deformationWave.amplitude = atof( token );
+
+ token = COM_ParseExt( text, qfalse );
+ if ( token[0] == 0 )
+ {
+ ri.Printf( PRINT_WARNING, "WARNING: missing deformVertexes parm in shader '%s'\n", shader.name );
+ return;
+ }
+ ds->deformationWave.frequency = atof( token );
+
+ ds->deformation = DEFORM_NORMALS;
+ return;
+ }
+
+ if ( !Q_stricmp( token, "move" ) ) {
+ int i;
+
+ for ( i = 0 ; i < 3 ; i++ ) {
+ token = COM_ParseExt( text, qfalse );
+ if ( token[0] == 0 ) {
+ ri.Printf( PRINT_WARNING, "WARNING: missing deformVertexes parm in shader '%s'\n", shader.name );
+ return;
+ }
+ ds->moveVector[i] = atof( token );
+ }
+
+ ParseWaveForm( text, &ds->deformationWave );
+ ds->deformation = DEFORM_MOVE;
+ return;
+ }
+
+ ri.Printf( PRINT_WARNING, "WARNING: unknown deformVertexes subtype '%s' found in shader '%s'\n", token, shader.name );
+}
+
+
+/*
+===============
+ParseSkyParms
+
+skyParms <outerbox> <cloudheight> <innerbox>
+===============
+*/
+static void ParseSkyParms( char **text ) {
+ char *token;
+ static char *suf[6] = {"rt", "bk", "lf", "ft", "up", "dn"};
+ char pathname[MAX_QPATH];
+ int i;
+
+ // outerbox
+ token = COM_ParseExt( text, qfalse );
+ if ( token[0] == 0 ) {
+ ri.Printf( PRINT_WARNING, "WARNING: 'skyParms' missing parameter in shader '%s'\n", shader.name );
+ return;
+ }
+ if ( strcmp( token, "-" ) ) {
+ for (i=0 ; i<6 ; i++) {
+ Com_sprintf( pathname, sizeof(pathname), "%s_%s.tga"
+ , token, suf[i] );
+ shader.sky.outerbox[i] = R_FindImageFile( ( char * ) pathname, IMGTYPE_COLORALPHA, IMGFLAG_SRGB | IMGFLAG_MIPMAP | IMGFLAG_PICMIP | IMGFLAG_CLAMPTOEDGE );
+
+ if ( !shader.sky.outerbox[i] ) {
+ shader.sky.outerbox[i] = tr.defaultImage;
+ }
+ }
+ }
+
+ // cloudheight
+ token = COM_ParseExt( text, qfalse );
+ if ( token[0] == 0 ) {
+ ri.Printf( PRINT_WARNING, "WARNING: 'skyParms' missing parameter in shader '%s'\n", shader.name );
+ return;
+ }
+ shader.sky.cloudHeight = atof( token );
+ if ( !shader.sky.cloudHeight ) {
+ shader.sky.cloudHeight = 512;
+ }
+ R_InitSkyTexCoords( shader.sky.cloudHeight );
+
+
+ // innerbox
+ token = COM_ParseExt( text, qfalse );
+ if ( token[0] == 0 ) {
+ ri.Printf( PRINT_WARNING, "WARNING: 'skyParms' missing parameter in shader '%s'\n", shader.name );
+ return;
+ }
+ if ( strcmp( token, "-" ) ) {
+ for (i=0 ; i<6 ; i++) {
+ Com_sprintf( pathname, sizeof(pathname), "%s_%s.tga"
+ , token, suf[i] );
+ shader.sky.innerbox[i] = R_FindImageFile( ( char * ) pathname, IMGTYPE_COLORALPHA, IMGFLAG_SRGB | IMGFLAG_MIPMAP | IMGFLAG_PICMIP );
+ if ( !shader.sky.innerbox[i] ) {
+ shader.sky.innerbox[i] = tr.defaultImage;
+ }
+ }
+ }
+
+ shader.isSky = qtrue;
+}
+
+
+/*
+=================
+ParseSort
+=================
+*/
+void ParseSort( char **text ) {
+ char *token;
+
+ token = COM_ParseExt( text, qfalse );
+ if ( token[0] == 0 ) {
+ ri.Printf( PRINT_WARNING, "WARNING: missing sort parameter in shader '%s'\n", shader.name );
+ return;
+ }
+
+ if ( !Q_stricmp( token, "portal" ) ) {
+ shader.sort = SS_PORTAL;
+ } else if ( !Q_stricmp( token, "sky" ) ) {
+ shader.sort = SS_ENVIRONMENT;
+ } else if ( !Q_stricmp( token, "opaque" ) ) {
+ shader.sort = SS_OPAQUE;
+ }else if ( !Q_stricmp( token, "decal" ) ) {
+ shader.sort = SS_DECAL;
+ } else if ( !Q_stricmp( token, "seeThrough" ) ) {
+ shader.sort = SS_SEE_THROUGH;
+ } else if ( !Q_stricmp( token, "banner" ) ) {
+ shader.sort = SS_BANNER;
+ } else if ( !Q_stricmp( token, "additive" ) ) {
+ shader.sort = SS_BLEND1;
+ } else if ( !Q_stricmp( token, "nearest" ) ) {
+ shader.sort = SS_NEAREST;
+ } else if ( !Q_stricmp( token, "underwater" ) ) {
+ shader.sort = SS_UNDERWATER;
+ } else {
+ shader.sort = atof( token );
+ }
+}
+
+
+
+// this table is also present in q3map
+
+typedef struct {
+ char *name;
+ int clearSolid, surfaceFlags, contents;
+} infoParm_t;
+
+infoParm_t infoParms[] = {
+ // server relevant contents
+ {"water", 1, 0, CONTENTS_WATER },
+ {"slime", 1, 0, CONTENTS_SLIME }, // mildly damaging
+ {"lava", 1, 0, CONTENTS_LAVA }, // very damaging
+ {"playerclip", 1, 0, CONTENTS_PLAYERCLIP },
+ {"monsterclip", 1, 0, CONTENTS_MONSTERCLIP },
+ {"nodrop", 1, 0, CONTENTS_NODROP }, // don't drop items or leave bodies (death fog, lava, etc)
+ {"nonsolid", 1, SURF_NONSOLID, 0}, // clears the solid flag
+
+ // utility relevant attributes
+ {"origin", 1, 0, CONTENTS_ORIGIN }, // center of rotating brushes
+ {"trans", 0, 0, CONTENTS_TRANSLUCENT }, // don't eat contained surfaces
+ {"detail", 0, 0, CONTENTS_DETAIL }, // don't include in structural bsp
+ {"structural", 0, 0, CONTENTS_STRUCTURAL }, // force into structural bsp even if trnas
+ {"areaportal", 1, 0, CONTENTS_AREAPORTAL }, // divides areas
+ {"clusterportal", 1,0, CONTENTS_CLUSTERPORTAL }, // for bots
+ {"donotenter", 1, 0, CONTENTS_DONOTENTER }, // for bots
+
+ {"fog", 1, 0, CONTENTS_FOG}, // carves surfaces entering
+ {"sky", 0, SURF_SKY, 0 }, // emit light from an environment map
+ {"lightfilter", 0, SURF_LIGHTFILTER, 0 }, // filter light going through it
+ {"alphashadow", 0, SURF_ALPHASHADOW, 0 }, // test light on a per-pixel basis
+ {"hint", 0, SURF_HINT, 0 }, // use as a primary splitter
+
+ // server attributes
+ {"slick", 0, SURF_SLICK, 0 },
+ {"noimpact", 0, SURF_NOIMPACT, 0 }, // don't make impact explosions or marks
+ {"nomarks", 0, SURF_NOMARKS, 0 }, // don't make impact marks, but still explode
+ {"ladder", 0, SURF_LADDER, 0 },
+ {"nodamage", 0, SURF_NODAMAGE, 0 },
+ {"metalsteps", 0, SURF_METALSTEPS,0 },
+ {"flesh", 0, SURF_FLESH, 0 },
+ {"nosteps", 0, SURF_NOSTEPS, 0 },
+
+ // drawsurf attributes
+ {"nodraw", 0, SURF_NODRAW, 0 }, // don't generate a drawsurface (or a lightmap)
+ {"pointlight", 0, SURF_POINTLIGHT, 0 }, // sample lighting at vertexes
+ {"nolightmap", 0, SURF_NOLIGHTMAP,0 }, // don't generate a lightmap
+ {"nodlight", 0, SURF_NODLIGHT, 0 }, // don't ever add dynamic lights
+ {"dust", 0, SURF_DUST, 0} // leave a dust trail when walking on this surface
+};
+
+
+/*
+===============
+ParseSurfaceParm
+
+surfaceparm <name>
+===============
+*/
+static void ParseSurfaceParm( char **text ) {
+ char *token;
+ int numInfoParms = ARRAY_LEN( infoParms );
+ int i;
+
+ token = COM_ParseExt( text, qfalse );
+ for ( i = 0 ; i < numInfoParms ; i++ ) {
+ if ( !Q_stricmp( token, infoParms[i].name ) ) {
+ shader.surfaceFlags |= infoParms[i].surfaceFlags;
+ shader.contentFlags |= infoParms[i].contents;
+#if 0
+ if ( infoParms[i].clearSolid ) {
+ si->contents &= ~CONTENTS_SOLID;
+ }
+#endif
+ break;
+ }
+ }
+}
+
+/*
+=================
+ParseShader
+
+The current text pointer is at the explicit text definition of the
+shader. Parse it into the global shader variable. Later functions
+will optimize it.
+=================
+*/
+static qboolean ParseShader( char **text )
+{
+ char *token;
+ int s;
+
+ s = 0;
+
+ token = COM_ParseExt( text, qtrue );
+ if ( token[0] != '{' )
+ {
+ ri.Printf( PRINT_WARNING, "WARNING: expecting '{', found '%s' instead in shader '%s'\n", token, shader.name );
+ return qfalse;
+ }
+
+ while ( 1 )
+ {
+ token = COM_ParseExt( text, qtrue );
+ if ( !token[0] )
+ {
+ ri.Printf( PRINT_WARNING, "WARNING: no concluding '}' in shader %s\n", shader.name );
+ return qfalse;
+ }
+
+ // end of shader definition
+ if ( token[0] == '}' )
+ {
+ break;
+ }
+ // stage definition
+ else if ( token[0] == '{' )
+ {
+ if ( s >= MAX_SHADER_STAGES ) {
+ ri.Printf( PRINT_WARNING, "WARNING: too many stages in shader %s\n", shader.name );
+ return qfalse;
+ }
+
+ if ( !ParseStage( &stages[s], text ) )
+ {
+ return qfalse;
+ }
+ stages[s].active = qtrue;
+ s++;
+
+ continue;
+ }
+ // skip stuff that only the QuakeEdRadient needs
+ else if ( !Q_stricmpn( token, "qer", 3 ) ) {
+ SkipRestOfLine( text );
+ continue;
+ }
+ // sun parms
+ else if ( !Q_stricmp( token, "q3map_sun" ) || !Q_stricmp( token, "q3map_sunExt" ) || !Q_stricmp( token, "q3gl2_sun" ) ) {
+ float a, b;
+ qboolean isGL2Sun = qfalse;
+
+ if (!Q_stricmp( token, "q3gl2_sun" ) && r_sunShadows->integer )
+ {
+ isGL2Sun = qtrue;
+ tr.sunShadows = qtrue;
+ }
+
+ token = COM_ParseExt( text, qfalse );
+ tr.sunLight[0] = atof( token );
+ token = COM_ParseExt( text, qfalse );
+ tr.sunLight[1] = atof( token );
+ token = COM_ParseExt( text, qfalse );
+ tr.sunLight[2] = atof( token );
+
+ VectorNormalize( tr.sunLight );
+
+ token = COM_ParseExt( text, qfalse );
+ a = atof( token );
+ VectorScale( tr.sunLight, a, tr.sunLight);
+
+ VectorSet( tr.sunAmbient, 0.0f, 0.0f, 0.0f);
+
+ token = COM_ParseExt( text, qfalse );
+ a = atof( token );
+ a = a / 180 * M_PI;
+
+ token = COM_ParseExt( text, qfalse );
+ b = atof( token );
+ b = b / 180 * M_PI;
+
+ tr.sunDirection[0] = cos( a ) * cos( b );
+ tr.sunDirection[1] = sin( a ) * cos( b );
+ tr.sunDirection[2] = sin( b );
+
+ if (isGL2Sun)
+ {
+ token = COM_ParseExt( text, qfalse );
+ tr.mapLightScale = atof(token);
+
+ token = COM_ParseExt( text, qfalse );
+ VectorScale( tr.sunLight, atof(token), tr.sunAmbient );
+ }
+
+ SkipRestOfLine( text );
+ continue;
+ }
+ // tonemap parms
+ else if ( !Q_stricmp( token, "q3gl2_tonemap" ) ) {
+ token = COM_ParseExt( text, qfalse );
+ tr.toneMinAvgMaxLevel[0] = atof( token );
+ token = COM_ParseExt( text, qfalse );
+ tr.toneMinAvgMaxLevel[1] = atof( token );
+ token = COM_ParseExt( text, qfalse );
+ tr.toneMinAvgMaxLevel[2] = atof( token );
+
+ token = COM_ParseExt( text, qfalse );
+ tr.autoExposureMinMax[0] = atof( token );
+ token = COM_ParseExt( text, qfalse );
+ tr.autoExposureMinMax[1] = atof( token );
+
+ SkipRestOfLine( text );
+ continue;
+ }
+ else if ( !Q_stricmp( token, "deformVertexes" ) ) {
+ ParseDeform( text );
+ continue;
+ }
+ else if ( !Q_stricmp( token, "tesssize" ) ) {
+ SkipRestOfLine( text );
+ continue;
+ }
+ else if ( !Q_stricmp( token, "clampTime" ) ) {
+ token = COM_ParseExt( text, qfalse );
+ if (token[0]) {
+ shader.clampTime = atof(token);
+ }
+ }
+ // skip stuff that only the q3map needs
+ else if ( !Q_stricmpn( token, "q3map", 5 ) ) {
+ SkipRestOfLine( text );
+ continue;
+ }
+ // skip stuff that only q3map or the server needs
+ else if ( !Q_stricmp( token, "surfaceParm" ) ) {
+ ParseSurfaceParm( text );
+ continue;
+ }
+ // no mip maps
+ else if ( !Q_stricmp( token, "nomipmaps" ) )
+ {
+ shader.noMipMaps = qtrue;
+ shader.noPicMip = qtrue;
+ continue;
+ }
+ // no picmip adjustment
+ else if ( !Q_stricmp( token, "nopicmip" ) )
+ {
+ shader.noPicMip = qtrue;
+ continue;
+ }
+ // polygonOffset
+ else if ( !Q_stricmp( token, "polygonOffset" ) )
+ {
+ shader.polygonOffset = qtrue;
+ continue;
+ }
+ // entityMergable, allowing sprite surfaces from multiple entities
+ // to be merged into one batch. This is a savings for smoke
+ // puffs and blood, but can't be used for anything where the
+ // shader calcs (not the surface function) reference the entity color or scroll
+ else if ( !Q_stricmp( token, "entityMergable" ) )
+ {
+ shader.entityMergable = qtrue;
+ continue;
+ }
+ // fogParms
+ else if ( !Q_stricmp( token, "fogParms" ) )
+ {
+ if ( !ParseVector( text, 3, shader.fogParms.color ) ) {
+ return qfalse;
+ }
+
+ token = COM_ParseExt( text, qfalse );
+ if ( !token[0] )
+ {
+ ri.Printf( PRINT_WARNING, "WARNING: missing parm for 'fogParms' keyword in shader '%s'\n", shader.name );
+ continue;
+ }
+ shader.fogParms.depthForOpaque = atof( token );
+
+ // skip any old gradient directions
+ SkipRestOfLine( text );
+ continue;
+ }
+ // portal
+ else if ( !Q_stricmp(token, "portal") )
+ {
+ shader.sort = SS_PORTAL;
+ shader.isPortal = qtrue;
+ continue;
+ }
+ // skyparms <cloudheight> <outerbox> <innerbox>
+ else if ( !Q_stricmp( token, "skyparms" ) )
+ {
+ ParseSkyParms( text );
+ continue;
+ }
+ // light <value> determines flaring in q3map, not needed here
+ else if ( !Q_stricmp(token, "light") )
+ {
+ token = COM_ParseExt( text, qfalse );
+ continue;
+ }
+ // cull <face>
+ else if ( !Q_stricmp( token, "cull") )
+ {
+ token = COM_ParseExt( text, qfalse );
+ if ( token[0] == 0 )
+ {
+ ri.Printf( PRINT_WARNING, "WARNING: missing cull parms in shader '%s'\n", shader.name );
+ continue;
+ }
+
+ if ( !Q_stricmp( token, "none" ) || !Q_stricmp( token, "twosided" ) || !Q_stricmp( token, "disable" ) )
+ {
+ shader.cullType = CT_TWO_SIDED;
+ }
+ else if ( !Q_stricmp( token, "back" ) || !Q_stricmp( token, "backside" ) || !Q_stricmp( token, "backsided" ) )
+ {
+ shader.cullType = CT_BACK_SIDED;
+ }
+ else
+ {
+ ri.Printf( PRINT_WARNING, "WARNING: invalid cull parm '%s' in shader '%s'\n", token, shader.name );
+ }
+ continue;
+ }
+ // sort
+ else if ( !Q_stricmp( token, "sort" ) )
+ {
+ ParseSort( text );
+ continue;
+ }
+ else
+ {
+ ri.Printf( PRINT_WARNING, "WARNING: unknown general shader parameter '%s' in '%s'\n", token, shader.name );
+ return qfalse;
+ }
+ }
+
+ //
+ // ignore shaders that don't have any stages, unless it is a sky or fog
+ //
+ if ( s == 0 && !shader.isSky && !(shader.contentFlags & CONTENTS_FOG ) ) {
+ return qfalse;
+ }
+
+ shader.explicitlyDefined = qtrue;
+
+ return qtrue;
+}
+
+/*
+========================================================================================
+
+SHADER OPTIMIZATION AND FOGGING
+
+========================================================================================
+*/
+
+/*
+===================
+ComputeStageIteratorFunc
+
+See if we can use on of the simple fastpath stage functions,
+otherwise set to the generic stage function
+===================
+*/
+static void ComputeStageIteratorFunc( void )
+{
+ shader.optimalStageIteratorFunc = RB_StageIteratorGeneric;
+
+ //
+ // see if this should go into the sky path
+ //
+ if ( shader.isSky )
+ {
+ shader.optimalStageIteratorFunc = RB_StageIteratorSky;
+ return;
+ }
+}
+
+/*
+===================
+ComputeVertexAttribs
+
+Check which vertex attributes we only need, so we
+don't need to submit/copy all of them.
+===================
+*/
+static void ComputeVertexAttribs(void)
+{
+ int i, stage;
+
+ // dlights always need ATTR_NORMAL
+ shader.vertexAttribs = ATTR_POSITION | ATTR_NORMAL;
+
+ // portals always need normals, for SurfIsOffscreen()
+ if (shader.isPortal)
+ {
+ shader.vertexAttribs |= ATTR_NORMAL;
+ }
+
+ if (shader.defaultShader)
+ {
+ shader.vertexAttribs |= ATTR_TEXCOORD;
+ return;
+ }
+
+ if(shader.numDeforms)
+ {
+ for ( i = 0; i < shader.numDeforms; i++)
+ {
+ deformStage_t *ds = &shader.deforms[i];
+
+ switch (ds->deformation)
+ {
+ case DEFORM_BULGE:
+ shader.vertexAttribs |= ATTR_NORMAL | ATTR_TEXCOORD;
+ break;
+
+ case DEFORM_AUTOSPRITE:
+ shader.vertexAttribs |= ATTR_NORMAL | ATTR_COLOR;
+ break;
+
+ case DEFORM_WAVE:
+ case DEFORM_NORMALS:
+ case DEFORM_TEXT0:
+ case DEFORM_TEXT1:
+ case DEFORM_TEXT2:
+ case DEFORM_TEXT3:
+ case DEFORM_TEXT4:
+ case DEFORM_TEXT5:
+ case DEFORM_TEXT6:
+ case DEFORM_TEXT7:
+ shader.vertexAttribs |= ATTR_NORMAL;
+ break;
+
+ default:
+ case DEFORM_NONE:
+ case DEFORM_MOVE:
+ case DEFORM_PROJECTION_SHADOW:
+ case DEFORM_AUTOSPRITE2:
+ break;
+ }
+ }
+ }
+
+ for ( stage = 0; stage < MAX_SHADER_STAGES; stage++ )
+ {
+ shaderStage_t *pStage = &stages[stage];
+
+ if ( !pStage->active )
+ {
+ break;
+ }
+
+ if (pStage->glslShaderGroup == tr.lightallShader)
+ {
+ shader.vertexAttribs |= ATTR_NORMAL;
+
+#ifdef USE_VERT_TANGENT_SPACE
+ if (pStage->glslShaderIndex & LIGHTDEF_USE_NORMALMAP)
+ {
+ shader.vertexAttribs |= ATTR_BITANGENT | ATTR_TANGENT;
+ }
+#endif
+
+ switch (pStage->glslShaderIndex & LIGHTDEF_LIGHTTYPE_MASK)
+ {
+ case LIGHTDEF_USE_LIGHTMAP:
+ case LIGHTDEF_USE_LIGHT_VERTEX:
+ shader.vertexAttribs |= ATTR_LIGHTDIRECTION;
+ break;
+ default:
+ break;
+ }
+ }
+
+ for (i = 0; i < NUM_TEXTURE_BUNDLES; i++)
+ {
+ if ( pStage->bundle[i].image[0] == 0 )
+ {
+ continue;
+ }
+
+ switch(pStage->bundle[i].tcGen)
+ {
+ case TCGEN_TEXTURE:
+ shader.vertexAttribs |= ATTR_TEXCOORD;
+ break;
+ case TCGEN_LIGHTMAP:
+ shader.vertexAttribs |= ATTR_LIGHTCOORD;
+ break;
+ case TCGEN_ENVIRONMENT_MAPPED:
+ shader.vertexAttribs |= ATTR_NORMAL;
+ break;
+
+ default:
+ break;
+ }
+ }
+
+ switch(pStage->rgbGen)
+ {
+ case CGEN_EXACT_VERTEX:
+ case CGEN_VERTEX:
+ case CGEN_EXACT_VERTEX_LIT:
+ case CGEN_VERTEX_LIT:
+ case CGEN_ONE_MINUS_VERTEX:
+ shader.vertexAttribs |= ATTR_COLOR;
+ break;
+
+ case CGEN_LIGHTING_DIFFUSE:
+ shader.vertexAttribs |= ATTR_NORMAL;
+ break;
+
+ default:
+ break;
+ }
+
+ switch(pStage->alphaGen)
+ {
+ case AGEN_LIGHTING_SPECULAR:
+ case AGEN_FRESNEL:
+ shader.vertexAttribs |= ATTR_NORMAL;
+ break;
+
+ case AGEN_VERTEX:
+ case AGEN_ONE_MINUS_VERTEX:
+ shader.vertexAttribs |= ATTR_COLOR;
+ break;
+
+ default:
+ break;
+ }
+ }
+}
+
+typedef struct {
+ int blendA;
+ int blendB;
+
+ int multitextureEnv;
+ int multitextureBlend;
+} collapse_t;
+
+static collapse_t collapse[] = {
+ { 0, GLS_DSTBLEND_SRC_COLOR | GLS_SRCBLEND_ZERO,
+ GL_MODULATE, 0 },
+
+ { 0, GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR,
+ GL_MODULATE, 0 },
+
+ { GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR, GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR,
+ GL_MODULATE, GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR },
+
+ { GLS_DSTBLEND_SRC_COLOR | GLS_SRCBLEND_ZERO, GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR,
+ GL_MODULATE, GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR },
+
+ { GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR, GLS_DSTBLEND_SRC_COLOR | GLS_SRCBLEND_ZERO,
+ GL_MODULATE, GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR },
+
+ { GLS_DSTBLEND_SRC_COLOR | GLS_SRCBLEND_ZERO, GLS_DSTBLEND_SRC_COLOR | GLS_SRCBLEND_ZERO,
+ GL_MODULATE, GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR },
+
+ { 0, GLS_DSTBLEND_ONE | GLS_SRCBLEND_ONE,
+ GL_ADD, 0 },
+
+ { GLS_DSTBLEND_ONE | GLS_SRCBLEND_ONE, GLS_DSTBLEND_ONE | GLS_SRCBLEND_ONE,
+ GL_ADD, GLS_DSTBLEND_ONE | GLS_SRCBLEND_ONE },
+#if 0
+ { 0, GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA | GLS_SRCBLEND_SRC_ALPHA,
+ GL_DECAL, 0 },
+#endif
+ { -1 }
+};
+
+/*
+================
+CollapseMultitexture
+
+Attempt to combine two stages into a single multitexture stage
+FIXME: I think modulated add + modulated add collapses incorrectly
+=================
+*/
+static qboolean CollapseMultitexture( void ) {
+ int abits, bbits;
+ int i;
+ textureBundle_t tmpBundle;
+
+ if ( !qglActiveTextureARB ) {
+ return qfalse;
+ }
+
+ // make sure both stages are active
+ if ( !stages[0].active || !stages[1].active ) {
+ return qfalse;
+ }
+
+ // on voodoo2, don't combine different tmus
+ if ( glConfig.driverType == GLDRV_VOODOO ) {
+ if ( stages[0].bundle[0].image[0]->TMU ==
+ stages[1].bundle[0].image[0]->TMU ) {
+ return qfalse;
+ }
+ }
+
+ abits = stages[0].stateBits;
+ bbits = stages[1].stateBits;
+
+ // make sure that both stages have identical state other than blend modes
+ if ( ( abits & ~( GLS_DSTBLEND_BITS | GLS_SRCBLEND_BITS | GLS_DEPTHMASK_TRUE ) ) !=
+ ( bbits & ~( GLS_DSTBLEND_BITS | GLS_SRCBLEND_BITS | GLS_DEPTHMASK_TRUE ) ) ) {
+ return qfalse;
+ }
+
+ abits &= ( GLS_DSTBLEND_BITS | GLS_SRCBLEND_BITS );
+ bbits &= ( GLS_DSTBLEND_BITS | GLS_SRCBLEND_BITS );
+
+ // search for a valid multitexture blend function
+ for ( i = 0; collapse[i].blendA != -1 ; i++ ) {
+ if ( abits == collapse[i].blendA
+ && bbits == collapse[i].blendB ) {
+ break;
+ }
+ }
+
+ // nothing found
+ if ( collapse[i].blendA == -1 ) {
+ return qfalse;
+ }
+
+ // GL_ADD is a separate extension
+ if ( collapse[i].multitextureEnv == GL_ADD && !glConfig.textureEnvAddAvailable ) {
+ return qfalse;
+ }
+
+ // make sure waveforms have identical parameters
+ if ( ( stages[0].rgbGen != stages[1].rgbGen ) ||
+ ( stages[0].alphaGen != stages[1].alphaGen ) ) {
+ return qfalse;
+ }
+
+ // an add collapse can only have identity colors
+ if ( collapse[i].multitextureEnv == GL_ADD && stages[0].rgbGen != CGEN_IDENTITY ) {
+ return qfalse;
+ }
+
+ if ( stages[0].rgbGen == CGEN_WAVEFORM )
+ {
+ if ( memcmp( &stages[0].rgbWave,
+ &stages[1].rgbWave,
+ sizeof( stages[0].rgbWave ) ) )
+ {
+ return qfalse;
+ }
+ }
+ if ( stages[0].alphaGen == AGEN_WAVEFORM )
+ {
+ if ( memcmp( &stages[0].alphaWave,
+ &stages[1].alphaWave,
+ sizeof( stages[0].alphaWave ) ) )
+ {
+ return qfalse;
+ }
+ }
+
+
+ // make sure that lightmaps are in bundle 1 for 3dfx
+ if ( stages[0].bundle[0].isLightmap )
+ {
+ tmpBundle = stages[0].bundle[0];
+ stages[0].bundle[0] = stages[1].bundle[0];
+ stages[0].bundle[1] = tmpBundle;
+ }
+ else
+ {
+ stages[0].bundle[1] = stages[1].bundle[0];
+ }
+
+ // set the new blend state bits
+ shader.multitextureEnv = collapse[i].multitextureEnv;
+ stages[0].stateBits &= ~( GLS_DSTBLEND_BITS | GLS_SRCBLEND_BITS );
+ stages[0].stateBits |= collapse[i].multitextureBlend;
+
+ //
+ // move down subsequent shaders
+ //
+ memmove( &stages[1], &stages[2], sizeof( stages[0] ) * ( MAX_SHADER_STAGES - 2 ) );
+ Com_Memset( &stages[MAX_SHADER_STAGES-1], 0, sizeof( stages[0] ) );
+
+ return qtrue;
+}
+
+static void CollapseStagesToLightall(shaderStage_t *diffuse,
+ shaderStage_t *normal, shaderStage_t *specular, shaderStage_t *lightmap,
+ qboolean useLightVector, qboolean useLightVertex, qboolean parallax, qboolean environment)
+{
+ int defs = 0;
+
+ //ri.Printf(PRINT_ALL, "shader %s has diffuse %s", shader.name, diffuse->bundle[0].image[0]->imgName);
+
+ // reuse diffuse, mark others inactive
+ diffuse->type = ST_GLSL;
+
+ if (lightmap)
+ {
+ //ri.Printf(PRINT_ALL, ", lightmap");
+ diffuse->bundle[TB_LIGHTMAP] = lightmap->bundle[0];
+ defs |= LIGHTDEF_USE_LIGHTMAP;
+ }
+ else if (useLightVector)
+ {
+ defs |= LIGHTDEF_USE_LIGHT_VECTOR;
+ }
+ else if (useLightVertex)
+ {
+ defs |= LIGHTDEF_USE_LIGHT_VERTEX;
+ }
+
+ if (r_deluxeMapping->integer && tr.worldDeluxeMapping && lightmap)
+ {
+ //ri.Printf(PRINT_ALL, ", deluxemap");
+ diffuse->bundle[TB_DELUXEMAP] = lightmap->bundle[0];
+ diffuse->bundle[TB_DELUXEMAP].image[0] = tr.deluxemaps[shader.lightmapIndex];
+ defs |= LIGHTDEF_USE_DELUXEMAP;
+ }
+
+ if (r_normalMapping->integer)
+ {
+ image_t *diffuseImg;
+ if (normal)
+ {
+ //ri.Printf(PRINT_ALL, ", normalmap %s", normal->bundle[0].image[0]->imgName);
+ diffuse->bundle[TB_NORMALMAP] = normal->bundle[0];
+ defs |= LIGHTDEF_USE_NORMALMAP;
+ if (parallax && r_parallaxMapping->integer)
+ defs |= LIGHTDEF_USE_PARALLAXMAP;
+ }
+ else if ((lightmap || useLightVector || useLightVertex) && (diffuseImg = diffuse->bundle[TB_DIFFUSEMAP].image[0]))
+ {
+ char normalName[MAX_QPATH];
+ image_t *normalImg;
+ imgFlags_t normalFlags = (diffuseImg->flags & ~(IMGFLAG_GENNORMALMAP | IMGFLAG_SRGB)) | IMGFLAG_NOLIGHTSCALE;
+
+ COM_StripExtension(diffuseImg->imgName, normalName, MAX_QPATH);
+ Q_strcat(normalName, MAX_QPATH, "_n");
+
+ normalImg = R_FindImageFile(normalName, IMGTYPE_NORMAL, normalFlags);
+
+ if (normalImg)
+ {
+ diffuse->bundle[TB_NORMALMAP] = diffuse->bundle[0];
+ diffuse->bundle[TB_NORMALMAP].image[0] = normalImg;
+
+ defs |= LIGHTDEF_USE_NORMALMAP;
+ if (parallax && r_parallaxMapping->integer)
+ defs |= LIGHTDEF_USE_PARALLAXMAP;
+ }
+ }
+ }
+
+ if (r_specularMapping->integer)
+ {
+ if (specular)
+ {
+ //ri.Printf(PRINT_ALL, ", specularmap %s", specular->bundle[0].image[0]->imgName);
+ diffuse->bundle[TB_SPECULARMAP] = specular->bundle[0];
+ diffuse->materialInfo[0] = specular->materialInfo[0];
+ diffuse->materialInfo[1] = specular->materialInfo[1];
+ defs |= LIGHTDEF_USE_SPECULARMAP;
+ }
+ }
+
+ if (environment)
+ {
+ defs |= LIGHTDEF_TCGEN_ENVIRONMENT;
+ }
+
+ //ri.Printf(PRINT_ALL, ".\n");
+
+ diffuse->glslShaderGroup = tr.lightallShader;
+ diffuse->glslShaderIndex = defs;
+}
+
+
+static qboolean CollapseStagesToGLSL(void)
+{
+ int i, j, numStages;
+ qboolean skip = qfalse;
+
+ // skip shaders with deforms
+ if (shader.numDeforms != 0)
+ {
+ skip = qtrue;
+ }
+
+ if (!skip)
+ {
+ // if 2+ stages and first stage is lightmap, switch them
+ // this makes it easier for the later bits to process
+ if (stages[0].active && stages[0].bundle[0].isLightmap && stages[1].active)
+ {
+ int blendBits = stages[1].stateBits & ( GLS_DSTBLEND_BITS | GLS_SRCBLEND_BITS );
+
+ if (blendBits == (GLS_DSTBLEND_SRC_COLOR | GLS_SRCBLEND_ZERO)
+ || blendBits == (GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR))
+ {
+ int stateBits0 = stages[0].stateBits;
+ int stateBits1 = stages[1].stateBits;
+ shaderStage_t swapStage;
+
+ swapStage = stages[0];
+ stages[0] = stages[1];
+ stages[1] = swapStage;
+
+ stages[0].stateBits = stateBits0;
+ stages[1].stateBits = stateBits1;
+ }
+ }
+ }
+
+ if (!skip)
+ {
+ // scan for shaders that aren't supported
+ for (i = 0; i < MAX_SHADER_STAGES; i++)
+ {
+ shaderStage_t *pStage = &stages[i];
+
+ if (!pStage->active)
+ continue;
+
+ if (pStage->adjustColorsForFog)
+ {
+ skip = qtrue;
+ break;
+ }
+
+ if (pStage->bundle[0].isLightmap)
+ {
+ int blendBits = pStage->stateBits & ( GLS_DSTBLEND_BITS | GLS_SRCBLEND_BITS );
+
+ if (blendBits != (GLS_DSTBLEND_SRC_COLOR | GLS_SRCBLEND_ZERO)
+ && blendBits != (GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR))
+ {
+ skip = qtrue;
+ break;
+ }
+ }
+
+ switch(pStage->bundle[0].tcGen)
+ {
+ case TCGEN_TEXTURE:
+ case TCGEN_LIGHTMAP:
+ case TCGEN_ENVIRONMENT_MAPPED:
+ break;
+ default:
+ skip = qtrue;
+ break;
+ }
+
+ switch(pStage->alphaGen)
+ {
+ case AGEN_LIGHTING_SPECULAR:
+ case AGEN_PORTAL:
+ case AGEN_FRESNEL:
+ skip = qtrue;
+ break;
+ default:
+ break;
+ }
+ }
+ }
+
+ if (!skip)
+ {
+ for (i = 0; i < MAX_SHADER_STAGES; i++)
+ {
+ shaderStage_t *pStage = &stages[i];
+ shaderStage_t *diffuse, *normal, *specular, *lightmap;
+ qboolean parallax, environment, diffuselit, vertexlit;
+
+ if (!pStage->active)
+ continue;
+
+ // skip normal and specular maps
+ if (pStage->type != ST_COLORMAP)
+ continue;
+
+ // skip lightmaps
+ if (pStage->bundle[0].isLightmap)
+ continue;
+
+ diffuse = pStage;
+ normal = NULL;
+ parallax = qfalse;
+ specular = NULL;
+ lightmap = NULL;
+
+ // we have a diffuse map, find matching normal, specular, and lightmap
+ for (j = i + 1; j < MAX_SHADER_STAGES; j++)
+ {
+ shaderStage_t *pStage2 = &stages[j];
+
+ if (!pStage2->active)
+ continue;
+
+ switch(pStage2->type)
+ {
+ case ST_NORMALMAP:
+ if (!normal)
+ {
+ normal = pStage2;
+ }
+ break;
+
+ case ST_NORMALPARALLAXMAP:
+ if (!normal)
+ {
+ normal = pStage2;
+ parallax = qtrue;
+ }
+ break;
+
+ case ST_SPECULARMAP:
+ if (!specular)
+ {
+ specular = pStage2;
+ }
+ break;
+
+ case ST_COLORMAP:
+ if (pStage2->bundle[0].isLightmap)
+ {
+ lightmap = pStage2;
+ }
+ break;
+
+ default:
+ break;
+ }
+ }
+
+ environment = qfalse;
+ if (diffuse->bundle[0].tcGen == TCGEN_ENVIRONMENT_MAPPED)
+ {
+ environment = qtrue;
+ }
+
+ diffuselit = qfalse;
+ if (diffuse->rgbGen == CGEN_LIGHTING_DIFFUSE)
+ {
+ diffuselit = qtrue;
+ }
+
+ vertexlit = qfalse;
+ if (diffuse->rgbGen == CGEN_VERTEX_LIT || diffuse->rgbGen == CGEN_EXACT_VERTEX_LIT)
+ {
+ vertexlit = qtrue;
+ }
+
+ CollapseStagesToLightall(diffuse, normal, specular, lightmap, diffuselit, vertexlit, parallax, environment);
+ }
+
+ // deactivate lightmap stages
+ for (i = 0; i < MAX_SHADER_STAGES; i++)
+ {
+ shaderStage_t *pStage = &stages[i];
+
+ if (!pStage->active)
+ continue;
+
+ if (pStage->bundle[0].isLightmap)
+ {
+ pStage->active = qfalse;
+ }
+ }
+ }
+
+ // deactivate normal and specular stages
+ for (i = 0; i < MAX_SHADER_STAGES; i++)
+ {
+ shaderStage_t *pStage = &stages[i];
+
+ if (!pStage->active)
+ continue;
+
+ if (pStage->type == ST_NORMALMAP)
+ {
+ pStage->active = qfalse;
+ }
+
+ if (pStage->type == ST_NORMALPARALLAXMAP)
+ {
+ pStage->active = qfalse;
+ }
+
+ if (pStage->type == ST_SPECULARMAP)
+ {
+ pStage->active = qfalse;
+ }
+ }
+
+ // remove inactive stages
+ numStages = 0;
+ for (i = 0; i < MAX_SHADER_STAGES; i++)
+ {
+ if (!stages[i].active)
+ continue;
+
+ if (i == numStages)
+ {
+ numStages++;
+ continue;
+ }
+
+ stages[numStages] = stages[i];
+ stages[i].active = qfalse;
+ numStages++;
+ }
+
+ if (numStages == i && i >= 2 && CollapseMultitexture())
+ numStages--;
+
+ return numStages;
+}
+
+/*
+=============
+
+FixRenderCommandList
+https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=493
+Arnout: this is a nasty issue. Shaders can be registered after drawsurfaces are generated
+but before the frame is rendered. This will, for the duration of one frame, cause drawsurfaces
+to be rendered with bad shaders. To fix this, need to go through all render commands and fix
+sortedIndex.
+==============
+*/
+static void FixRenderCommandList( int newShader ) {
+ renderCommandList_t *cmdList = &backEndData[tr.smpFrame]->commands;
+
+ if( cmdList ) {
+ const void *curCmd = cmdList->cmds;
+
+ while ( 1 ) {
+ curCmd = PADP(curCmd, sizeof(void *));
+
+ switch ( *(const int *)curCmd ) {
+ case RC_SET_COLOR:
+ {
+ const setColorCommand_t *sc_cmd = (const setColorCommand_t *)curCmd;
+ curCmd = (const void *)(sc_cmd + 1);
+ break;
+ }
+ case RC_STRETCH_PIC:
+ {
+ const stretchPicCommand_t *sp_cmd = (const stretchPicCommand_t *)curCmd;
+ curCmd = (const void *)(sp_cmd + 1);
+ break;
+ }
+ case RC_DRAW_SURFS:
+ {
+ int i;
+ drawSurf_t *drawSurf;
+ shader_t *shader;
+ int fogNum;
+ int entityNum;
+ int dlightMap;
+ int pshadowMap;
+ int sortedIndex;
+ const drawSurfsCommand_t *ds_cmd = (const drawSurfsCommand_t *)curCmd;
+
+ for( i = 0, drawSurf = ds_cmd->drawSurfs; i < ds_cmd->numDrawSurfs; i++, drawSurf++ ) {
+ R_DecomposeSort( drawSurf->sort, &entityNum, &shader, &fogNum, &dlightMap, &pshadowMap );
+ sortedIndex = (( drawSurf->sort >> QSORT_SHADERNUM_SHIFT ) & (MAX_SHADERS-1));
+ if( sortedIndex >= newShader ) {
+ sortedIndex++;
+ drawSurf->sort = (sortedIndex << QSORT_SHADERNUM_SHIFT) | entityNum | ( fogNum << QSORT_FOGNUM_SHIFT ) | ( (int)pshadowMap << QSORT_PSHADOW_SHIFT) | (int)dlightMap;
+ }
+ }
+ curCmd = (const void *)(ds_cmd + 1);
+ break;
+ }
+ case RC_DRAW_BUFFER:
+ {
+ const drawBufferCommand_t *db_cmd = (const drawBufferCommand_t *)curCmd;
+ curCmd = (const void *)(db_cmd + 1);
+ break;
+ }
+ case RC_SWAP_BUFFERS:
+ {
+ const swapBuffersCommand_t *sb_cmd = (const swapBuffersCommand_t *)curCmd;
+ curCmd = (const void *)(sb_cmd + 1);
+ break;
+ }
+ case RC_END_OF_LIST:
+ default:
+ return;
+ }
+ }
+ }
+}
+
+/*
+==============
+SortNewShader
+
+Positions the most recently created shader in the tr.sortedShaders[]
+array so that the shader->sort key is sorted reletive to the other
+shaders.
+
+Sets shader->sortedIndex
+==============
+*/
+static void SortNewShader( void ) {
+ int i;
+ float sort;
+ shader_t *newShader;
+
+ newShader = tr.shaders[ tr.numShaders - 1 ];
+ sort = newShader->sort;
+
+ for ( i = tr.numShaders - 2 ; i >= 0 ; i-- ) {
+ if ( tr.sortedShaders[ i ]->sort <= sort ) {
+ break;
+ }
+ tr.sortedShaders[i+1] = tr.sortedShaders[i];
+ tr.sortedShaders[i+1]->sortedIndex++;
+ }
+
+ // Arnout: fix rendercommandlist
+ // https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=493
+ FixRenderCommandList( i+1 );
+
+ newShader->sortedIndex = i+1;
+ tr.sortedShaders[i+1] = newShader;
+}
+
+
+/*
+====================
+GeneratePermanentShader
+====================
+*/
+static shader_t *GeneratePermanentShader( void ) {
+ shader_t *newShader;
+ int i, b;
+ int size, hash;
+
+ if ( tr.numShaders == MAX_SHADERS ) {
+ ri.Printf( PRINT_WARNING, "WARNING: GeneratePermanentShader - MAX_SHADERS hit\n");
+ return tr.defaultShader;
+ }
+
+ newShader = ri.Hunk_Alloc( sizeof( shader_t ), h_low );
+
+ *newShader = shader;
+
+ if ( shader.sort <= SS_OPAQUE ) {
+ newShader->fogPass = FP_EQUAL;
+ } else if ( shader.contentFlags & CONTENTS_FOG ) {
+ newShader->fogPass = FP_LE;
+ }
+
+ tr.shaders[ tr.numShaders ] = newShader;
+ newShader->index = tr.numShaders;
+
+ tr.sortedShaders[ tr.numShaders ] = newShader;
+ newShader->sortedIndex = tr.numShaders;
+
+ tr.numShaders++;
+
+ for ( i = 0 ; i < newShader->numUnfoggedPasses ; i++ ) {
+ if ( !stages[i].active ) {
+ break;
+ }
+ newShader->stages[i] = ri.Hunk_Alloc( sizeof( stages[i] ), h_low );
+ *newShader->stages[i] = stages[i];
+
+ for ( b = 0 ; b < NUM_TEXTURE_BUNDLES ; b++ ) {
+ size = newShader->stages[i]->bundle[b].numTexMods * sizeof( texModInfo_t );
+ newShader->stages[i]->bundle[b].texMods = ri.Hunk_Alloc( size, h_low );
+ Com_Memcpy( newShader->stages[i]->bundle[b].texMods, stages[i].bundle[b].texMods, size );
+ }
+ }
+
+ SortNewShader();
+
+ hash = generateHashValue(newShader->name, FILE_HASH_SIZE);
+ newShader->next = hashTable[hash];
+ hashTable[hash] = newShader;
+
+ return newShader;
+}
+
+/*
+=================
+VertexLightingCollapse
+
+If vertex lighting is enabled, only render a single
+pass, trying to guess which is the correct one to best aproximate
+what it is supposed to look like.
+=================
+*/
+static void VertexLightingCollapse( void ) {
+ int stage;
+ shaderStage_t *bestStage;
+ int bestImageRank;
+ int rank;
+
+ // if we aren't opaque, just use the first pass
+ if ( shader.sort == SS_OPAQUE ) {
+
+ // pick the best texture for the single pass
+ bestStage = &stages[0];
+ bestImageRank = -999999;
+
+ for ( stage = 0; stage < MAX_SHADER_STAGES; stage++ ) {
+ shaderStage_t *pStage = &stages[stage];
+
+ if ( !pStage->active ) {
+ break;
+ }
+ rank = 0;
+
+ if ( pStage->bundle[0].isLightmap ) {
+ rank -= 100;
+ }
+ if ( pStage->bundle[0].tcGen != TCGEN_TEXTURE ) {
+ rank -= 5;
+ }
+ if ( pStage->bundle[0].numTexMods ) {
+ rank -= 5;
+ }
+ if ( pStage->rgbGen != CGEN_IDENTITY && pStage->rgbGen != CGEN_IDENTITY_LIGHTING ) {
+ rank -= 3;
+ }
+
+ if ( rank > bestImageRank ) {
+ bestImageRank = rank;
+ bestStage = pStage;
+ }
+ }
+
+ stages[0].bundle[0] = bestStage->bundle[0];
+ stages[0].stateBits &= ~( GLS_DSTBLEND_BITS | GLS_SRCBLEND_BITS );
+ stages[0].stateBits |= GLS_DEPTHMASK_TRUE;
+ if ( shader.lightmapIndex == LIGHTMAP_NONE ) {
+ stages[0].rgbGen = CGEN_LIGHTING_DIFFUSE;
+ } else {
+ stages[0].rgbGen = CGEN_EXACT_VERTEX;
+ }
+ stages[0].alphaGen = AGEN_SKIP;
+ } else {
+ // don't use a lightmap (tesla coils)
+ if ( stages[0].bundle[0].isLightmap ) {
+ stages[0] = stages[1];
+ }
+
+ // if we were in a cross-fade cgen, hack it to normal
+ if ( stages[0].rgbGen == CGEN_ONE_MINUS_ENTITY || stages[1].rgbGen == CGEN_ONE_MINUS_ENTITY ) {
+ stages[0].rgbGen = CGEN_IDENTITY_LIGHTING;
+ }
+ if ( ( stages[0].rgbGen == CGEN_WAVEFORM && stages[0].rgbWave.func == GF_SAWTOOTH )
+ && ( stages[1].rgbGen == CGEN_WAVEFORM && stages[1].rgbWave.func == GF_INVERSE_SAWTOOTH ) ) {
+ stages[0].rgbGen = CGEN_IDENTITY_LIGHTING;
+ }
+ if ( ( stages[0].rgbGen == CGEN_WAVEFORM && stages[0].rgbWave.func == GF_INVERSE_SAWTOOTH )
+ && ( stages[1].rgbGen == CGEN_WAVEFORM && stages[1].rgbWave.func == GF_SAWTOOTH ) ) {
+ stages[0].rgbGen = CGEN_IDENTITY_LIGHTING;
+ }
+ }
+
+ for ( stage = 1; stage < MAX_SHADER_STAGES; stage++ ) {
+ shaderStage_t *pStage = &stages[stage];
+
+ if ( !pStage->active ) {
+ break;
+ }
+
+ Com_Memset( pStage, 0, sizeof( *pStage ) );
+ }
+}
+
+/*
+=========================
+FinishShader
+
+Returns a freshly allocated shader with all the needed info
+from the current global working shader
+=========================
+*/
+static shader_t *FinishShader( void ) {
+ int stage;
+ qboolean hasLightmapStage;
+ qboolean vertexLightmap;
+
+ hasLightmapStage = qfalse;
+ vertexLightmap = qfalse;
+
+ //
+ // set sky stuff appropriate
+ //
+ if ( shader.isSky ) {
+ shader.sort = SS_ENVIRONMENT;
+ }
+
+ //
+ // set polygon offset
+ //
+ if ( shader.polygonOffset && !shader.sort ) {
+ shader.sort = SS_DECAL;
+ }
+
+ //
+ // set appropriate stage information
+ //
+ for ( stage = 0; stage < MAX_SHADER_STAGES; ) {
+ shaderStage_t *pStage = &stages[stage];
+
+ if ( !pStage->active ) {
+ break;
+ }
+
+ // check for a missing texture
+ if ( !pStage->bundle[0].image[0] ) {
+ ri.Printf( PRINT_WARNING, "Shader %s has a stage with no image\n", shader.name );
+ pStage->active = qfalse;
+ stage++;
+ continue;
+ }
+
+ //
+ // ditch this stage if it's detail and detail textures are disabled
+ //
+ if ( pStage->isDetail && !r_detailTextures->integer )
+ {
+ int index;
+
+ for(index = stage + 1; index < MAX_SHADER_STAGES; index++)
+ {
+ if(!stages[index].active)
+ break;
+ }
+
+ if(index < MAX_SHADER_STAGES)
+ memmove(pStage, pStage + 1, sizeof(*pStage) * (index - stage));
+ else
+ {
+ if(stage + 1 < MAX_SHADER_STAGES)
+ memmove(pStage, pStage + 1, sizeof(*pStage) * (index - stage - 1));
+
+ Com_Memset(&stages[index - 1], 0, sizeof(*stages));
+ }
+
+ continue;
+ }
+
+ //
+ // default texture coordinate generation
+ //
+ if ( pStage->bundle[0].isLightmap ) {
+ if ( pStage->bundle[0].tcGen == TCGEN_BAD ) {
+ pStage->bundle[0].tcGen = TCGEN_LIGHTMAP;
+ }
+ hasLightmapStage = qtrue;
+ } else {
+ if ( pStage->bundle[0].tcGen == TCGEN_BAD ) {
+ pStage->bundle[0].tcGen = TCGEN_TEXTURE;
+ }
+ }
+
+
+ // not a true lightmap but we want to leave existing
+ // behaviour in place and not print out a warning
+ //if (pStage->rgbGen == CGEN_VERTEX) {
+ // vertexLightmap = qtrue;
+ //}
+
+
+
+ //
+ // determine sort order and fog color adjustment
+ //
+ if ( ( pStage->stateBits & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ) ) &&
+ ( stages[0].stateBits & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ) ) ) {
+ int blendSrcBits = pStage->stateBits & GLS_SRCBLEND_BITS;
+ int blendDstBits = pStage->stateBits & GLS_DSTBLEND_BITS;
+
+ // fog color adjustment only works for blend modes that have a contribution
+ // that aproaches 0 as the modulate values aproach 0 --
+ // GL_ONE, GL_ONE
+ // GL_ZERO, GL_ONE_MINUS_SRC_COLOR
+ // GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA
+
+ // modulate, additive
+ if ( ( ( blendSrcBits == GLS_SRCBLEND_ONE ) && ( blendDstBits == GLS_DSTBLEND_ONE ) ) ||
+ ( ( blendSrcBits == GLS_SRCBLEND_ZERO ) && ( blendDstBits == GLS_DSTBLEND_ONE_MINUS_SRC_COLOR ) ) ) {
+ pStage->adjustColorsForFog = ACFF_MODULATE_RGB;
+ }
+ // strict blend
+ else if ( ( blendSrcBits == GLS_SRCBLEND_SRC_ALPHA ) && ( blendDstBits == GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA ) )
+ {
+ pStage->adjustColorsForFog = ACFF_MODULATE_ALPHA;
+ }
+ // premultiplied alpha
+ else if ( ( blendSrcBits == GLS_SRCBLEND_ONE ) && ( blendDstBits == GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA ) )
+ {
+ pStage->adjustColorsForFog = ACFF_MODULATE_RGBA;
+ } else {
+ // we can't adjust this one correctly, so it won't be exactly correct in fog
+ }
+
+ // don't screw with sort order if this is a portal or environment
+ if ( !shader.sort ) {
+ // see through item, like a grill or grate
+ if ( pStage->stateBits & GLS_DEPTHMASK_TRUE ) {
+ shader.sort = SS_SEE_THROUGH;
+ } else {
+ shader.sort = SS_BLEND0;
+ }
+ }
+ }
+
+ stage++;
+ }
+
+ // there are times when you will need to manually apply a sort to
+ // opaque alpha tested shaders that have later blend passes
+ if ( !shader.sort ) {
+ shader.sort = SS_OPAQUE;
+ }
+
+ //
+ // if we are in r_vertexLight mode, never use a lightmap texture
+ //
+ if ( stage > 1 && ( (r_vertexLight->integer && !r_uiFullScreen->integer) || glConfig.hardwareType == GLHW_PERMEDIA2 ) ) {
+ VertexLightingCollapse();
+ stage = 1;
+ hasLightmapStage = qfalse;
+ }
+
+ //
+ // look for multitexture potential
+ //
+ stage = CollapseStagesToGLSL();
+
+ if ( shader.lightmapIndex >= 0 && !hasLightmapStage ) {
+ if (vertexLightmap) {
+ ri.Printf( PRINT_DEVELOPER, "WARNING: shader '%s' has VERTEX forced lightmap!\n", shader.name );
+ } else {
+ ri.Printf( PRINT_DEVELOPER, "WARNING: shader '%s' has lightmap but no lightmap stage!\n", shader.name );
+ // Don't set this, it will just add duplicate shaders to the hash
+ //shader.lightmapIndex = LIGHTMAP_NONE;
+ }
+ }
+
+
+ //
+ // compute number of passes
+ //
+ shader.numUnfoggedPasses = stage;
+
+ // fogonly shaders don't have any normal passes
+ if (stage == 0 && !shader.isSky)
+ shader.sort = SS_FOG;
+
+ // determine which stage iterator function is appropriate
+ ComputeStageIteratorFunc();
+
+ // determine which vertex attributes this shader needs
+ ComputeVertexAttribs();
+
+ return GeneratePermanentShader();
+}
+
+//========================================================================================
+
+/*
+====================
+FindShaderInShaderText
+
+Scans the combined text description of all the shader files for
+the given shader name.
+
+return NULL if not found
+
+If found, it will return a valid shader
+=====================
+*/
+static char *FindShaderInShaderText( const char *shadername ) {
+
+ char *token, *p;
+
+ int i, hash;
+
+ hash = generateHashValue(shadername, MAX_SHADERTEXT_HASH);
+
+ if(shaderTextHashTable[hash])
+ {
+ for (i = 0; shaderTextHashTable[hash][i]; i++)
+ {
+ p = shaderTextHashTable[hash][i];
+ token = COM_ParseExt(&p, qtrue);
+
+ if(!Q_stricmp(token, shadername))
+ return p;
+ }
+ }
+
+ p = s_shaderText;
+
+ if ( !p ) {
+ return NULL;
+ }
+
+ // look for label
+ while ( 1 ) {
+ token = COM_ParseExt( &p, qtrue );
+ if ( token[0] == 0 ) {
+ break;
+ }
+
+ if ( !Q_stricmp( token, shadername ) ) {
+ return p;
+ }
+ else {
+ // skip the definition
+ SkipBracedSection( &p );
+ }
+ }
+
+ return NULL;
+}
+
+
+/*
+==================
+R_FindShaderByName
+
+Will always return a valid shader, but it might be the
+default shader if the real one can't be found.
+==================
+*/
+shader_t *R_FindShaderByName( const char *name ) {
+ char strippedName[MAX_QPATH];
+ int hash;
+ shader_t *sh;
+
+ if ( (name==NULL) || (name[0] == 0) ) {
+ return tr.defaultShader;
+ }
+
+ COM_StripExtension(name, strippedName, sizeof(strippedName));
+
+ hash = generateHashValue(strippedName, FILE_HASH_SIZE);
+
+ //
+ // see if the shader is already loaded
+ //
+ for (sh=hashTable[hash]; sh; sh=sh->next) {
+ // NOTE: if there was no shader or image available with the name strippedName
+ // then a default shader is created with lightmapIndex == LIGHTMAP_NONE, so we
+ // have to check all default shaders otherwise for every call to R_FindShader
+ // with that same strippedName a new default shader is created.
+ if (Q_stricmp(sh->name, strippedName) == 0) {
+ // match found
+ return sh;
+ }
+ }
+
+ return tr.defaultShader;
+}
+
+
+/*
+===============
+R_FindShader
+
+Will always return a valid shader, but it might be the
+default shader if the real one can't be found.
+
+In the interest of not requiring an explicit shader text entry to
+be defined for every single image used in the game, three default
+shader behaviors can be auto-created for any image:
+
+If lightmapIndex == LIGHTMAP_NONE, then the image will have
+dynamic diffuse lighting applied to it, as apropriate for most
+entity skin surfaces.
+
+If lightmapIndex == LIGHTMAP_2D, then the image will be used
+for 2D rendering unless an explicit shader is found
+
+If lightmapIndex == LIGHTMAP_BY_VERTEX, then the image will use
+the vertex rgba modulate values, as apropriate for misc_model
+pre-lit surfaces.
+
+Other lightmapIndex values will have a lightmap stage created
+and src*dest blending applied with the texture, as apropriate for
+most world construction surfaces.
+
+===============
+*/
+shader_t *R_FindShader( const char *name, int lightmapIndex, qboolean mipRawImage ) {
+ char strippedName[MAX_QPATH];
+ int i, hash;
+ char *shaderText;
+ image_t *image;
+ shader_t *sh;
+
+ if ( name[0] == 0 ) {
+ return tr.defaultShader;
+ }
+
+ // use (fullbright) vertex lighting if the bsp file doesn't have
+ // lightmaps
+ if ( lightmapIndex >= 0 && lightmapIndex >= tr.numLightmaps ) {
+ lightmapIndex = LIGHTMAP_BY_VERTEX;
+ } else if ( lightmapIndex < LIGHTMAP_2D ) {
+ // negative lightmap indexes cause stray pointers (think tr.lightmaps[lightmapIndex])
+ ri.Printf( PRINT_WARNING, "WARNING: shader '%s' has invalid lightmap index of %d\n", name, lightmapIndex );
+ lightmapIndex = LIGHTMAP_BY_VERTEX;
+ }
+
+ COM_StripExtension(name, strippedName, sizeof(strippedName));
+
+ hash = generateHashValue(strippedName, FILE_HASH_SIZE);
+
+ //
+ // see if the shader is already loaded
+ //
+ for (sh = hashTable[hash]; sh; sh = sh->next) {
+ // NOTE: if there was no shader or image available with the name strippedName
+ // then a default shader is created with lightmapIndex == LIGHTMAP_NONE, so we
+ // have to check all default shaders otherwise for every call to R_FindShader
+ // with that same strippedName a new default shader is created.
+ if ( (sh->lightmapIndex == lightmapIndex || sh->defaultShader) &&
+ !Q_stricmp(sh->name, strippedName)) {
+ // match found
+ return sh;
+ }
+ }
+
+ // make sure the render thread is stopped, because we are probably
+ // going to have to upload an image
+ if (r_smp->integer) {
+ R_SyncRenderThread();
+ }
+
+ // clear the global shader
+ Com_Memset( &shader, 0, sizeof( shader ) );
+ Com_Memset( &stages, 0, sizeof( stages ) );
+ Q_strncpyz(shader.name, strippedName, sizeof(shader.name));
+ shader.lightmapIndex = lightmapIndex;
+ for ( i = 0 ; i < MAX_SHADER_STAGES ; i++ ) {
+ stages[i].bundle[0].texMods = texMods[i];
+ }
+
+ //
+ // attempt to define shader from an explicit parameter file
+ //
+ shaderText = FindShaderInShaderText( strippedName );
+ if ( shaderText ) {
+ // enable this when building a pak file to get a global list
+ // of all explicit shaders
+ if ( r_printShaders->integer ) {
+ ri.Printf( PRINT_ALL, "*SHADER* %s\n", name );
+ }
+
+ if ( !ParseShader( &shaderText ) ) {
+ // had errors, so use default shader
+ shader.defaultShader = qtrue;
+ }
+ sh = FinishShader();
+ return sh;
+ }
+
+
+ //
+ // if not defined in the in-memory shader descriptions,
+ // look for a single supported image file
+ //
+ {
+ imgFlags_t flags;
+
+ flags = IMGFLAG_NONE;
+
+ if (r_srgb->integer)
+ flags |= IMGFLAG_SRGB;
+
+ if (mipRawImage)
+ {
+ flags |= IMGFLAG_MIPMAP | IMGFLAG_PICMIP;
+
+ if (r_genNormalMaps->integer)
+ flags |= IMGFLAG_GENNORMALMAP;
+ }
+ else
+ {
+ flags |= IMGFLAG_CLAMPTOEDGE;
+ }
+
+ image = R_FindImageFile( name, IMGTYPE_COLORALPHA, flags );
+ if ( !image ) {
+ ri.Printf( PRINT_DEVELOPER, "Couldn't find image file for shader %s\n", name );
+ shader.defaultShader = qtrue;
+ return FinishShader();
+ }
+ }
+
+ //
+ // create the default shading commands
+ //
+ if ( shader.lightmapIndex == LIGHTMAP_NONE ) {
+ // dynamic colors at vertexes
+ stages[0].bundle[0].image[0] = image;
+ stages[0].active = qtrue;
+ stages[0].rgbGen = CGEN_LIGHTING_DIFFUSE;
+ stages[0].stateBits = GLS_DEFAULT;
+ } else if ( shader.lightmapIndex == LIGHTMAP_BY_VERTEX ) {
+ // explicit colors at vertexes
+ stages[0].bundle[0].image[0] = image;
+ stages[0].active = qtrue;
+ stages[0].rgbGen = CGEN_EXACT_VERTEX;
+ stages[0].alphaGen = AGEN_SKIP;
+ stages[0].stateBits = GLS_DEFAULT;
+ } else if ( shader.lightmapIndex == LIGHTMAP_2D ) {
+ // GUI elements
+ stages[0].bundle[0].image[0] = image;
+ stages[0].active = qtrue;
+ stages[0].rgbGen = CGEN_VERTEX;
+ stages[0].alphaGen = AGEN_VERTEX;
+ stages[0].stateBits = GLS_DEPTHTEST_DISABLE |
+ GLS_SRCBLEND_SRC_ALPHA |
+ GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA;
+ } else if ( shader.lightmapIndex == LIGHTMAP_WHITEIMAGE ) {
+ // fullbright level
+ stages[0].bundle[0].image[0] = tr.whiteImage;
+ stages[0].active = qtrue;
+ stages[0].rgbGen = CGEN_IDENTITY_LIGHTING;
+ stages[0].stateBits = GLS_DEFAULT;
+
+ stages[1].bundle[0].image[0] = image;
+ stages[1].active = qtrue;
+ stages[1].rgbGen = CGEN_IDENTITY;
+ stages[1].stateBits |= GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO;
+ } else {
+ // two pass lightmap
+ stages[0].bundle[0].image[0] = tr.lightmaps[shader.lightmapIndex];
+ stages[0].bundle[0].isLightmap = qtrue;
+ stages[0].active = qtrue;
+ stages[0].rgbGen = CGEN_IDENTITY; // lightmaps are scaled on creation
+ // for identitylight
+ stages[0].stateBits = GLS_DEFAULT;
+
+ stages[1].bundle[0].image[0] = image;
+ stages[1].active = qtrue;
+ stages[1].rgbGen = CGEN_IDENTITY;
+ stages[1].stateBits |= GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO;
+ }
+
+ return FinishShader();
+}
+
+
+qhandle_t RE_RegisterShaderFromImage(const char *name, int lightmapIndex, image_t *image, qboolean mipRawImage) {
+ int i, hash;
+ shader_t *sh;
+
+ hash = generateHashValue(name, FILE_HASH_SIZE);
+
+ // probably not necessary since this function
+ // only gets called from tr_font.c with lightmapIndex == LIGHTMAP_2D
+ // but better safe than sorry.
+ if ( lightmapIndex >= tr.numLightmaps ) {
+ lightmapIndex = LIGHTMAP_WHITEIMAGE;
+ }
+
+ //
+ // see if the shader is already loaded
+ //
+ for (sh=hashTable[hash]; sh; sh=sh->next) {
+ // NOTE: if there was no shader or image available with the name strippedName
+ // then a default shader is created with lightmapIndex == LIGHTMAP_NONE, so we
+ // have to check all default shaders otherwise for every call to R_FindShader
+ // with that same strippedName a new default shader is created.
+ if ( (sh->lightmapIndex == lightmapIndex || sh->defaultShader) &&
+ // index by name
+ !Q_stricmp(sh->name, name)) {
+ // match found
+ return sh->index;
+ }
+ }
+
+ // make sure the render thread is stopped, because we are probably
+ // going to have to upload an image
+ if (r_smp->integer) {
+ R_SyncRenderThread();
+ }
+
+ // clear the global shader
+ Com_Memset( &shader, 0, sizeof( shader ) );
+ Com_Memset( &stages, 0, sizeof( stages ) );
+ Q_strncpyz(shader.name, name, sizeof(shader.name));
+ shader.lightmapIndex = lightmapIndex;
+ for ( i = 0 ; i < MAX_SHADER_STAGES ; i++ ) {
+ stages[i].bundle[0].texMods = texMods[i];
+ }
+
+ //
+ // create the default shading commands
+ //
+ if ( shader.lightmapIndex == LIGHTMAP_NONE ) {
+ // dynamic colors at vertexes
+ stages[0].bundle[0].image[0] = image;
+ stages[0].active = qtrue;
+ stages[0].rgbGen = CGEN_LIGHTING_DIFFUSE;
+ stages[0].stateBits = GLS_DEFAULT;
+ } else if ( shader.lightmapIndex == LIGHTMAP_BY_VERTEX ) {
+ // explicit colors at vertexes
+ stages[0].bundle[0].image[0] = image;
+ stages[0].active = qtrue;
+ stages[0].rgbGen = CGEN_EXACT_VERTEX;
+ stages[0].alphaGen = AGEN_SKIP;
+ stages[0].stateBits = GLS_DEFAULT;
+ } else if ( shader.lightmapIndex == LIGHTMAP_2D ) {
+ // GUI elements
+ stages[0].bundle[0].image[0] = image;
+ stages[0].active = qtrue;
+ stages[0].rgbGen = CGEN_VERTEX;
+ stages[0].alphaGen = AGEN_VERTEX;
+ stages[0].stateBits = GLS_DEPTHTEST_DISABLE |
+ GLS_SRCBLEND_SRC_ALPHA |
+ GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA;
+ } else if ( shader.lightmapIndex == LIGHTMAP_WHITEIMAGE ) {
+ // fullbright level
+ stages[0].bundle[0].image[0] = tr.whiteImage;
+ stages[0].active = qtrue;
+ stages[0].rgbGen = CGEN_IDENTITY_LIGHTING;
+ stages[0].stateBits = GLS_DEFAULT;
+
+ stages[1].bundle[0].image[0] = image;
+ stages[1].active = qtrue;
+ stages[1].rgbGen = CGEN_IDENTITY;
+ stages[1].stateBits |= GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO;
+ } else {
+ // two pass lightmap
+ stages[0].bundle[0].image[0] = tr.lightmaps[shader.lightmapIndex];
+ stages[0].bundle[0].isLightmap = qtrue;
+ stages[0].active = qtrue;
+ stages[0].rgbGen = CGEN_IDENTITY; // lightmaps are scaled on creation
+ // for identitylight
+ stages[0].stateBits = GLS_DEFAULT;
+
+ stages[1].bundle[0].image[0] = image;
+ stages[1].active = qtrue;
+ stages[1].rgbGen = CGEN_IDENTITY;
+ stages[1].stateBits |= GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO;
+ }
+
+ sh = FinishShader();
+ return sh->index;
+}
+
+
+/*
+====================
+RE_RegisterShader
+
+This is the exported shader entry point for the rest of the system
+It will always return an index that will be valid.
+
+This should really only be used for explicit shaders, because there is no
+way to ask for different implicit lighting modes (vertex, lightmap, etc)
+====================
+*/
+qhandle_t RE_RegisterShaderLightMap( const char *name, int lightmapIndex ) {
+ shader_t *sh;
+
+ if ( strlen( name ) >= MAX_QPATH ) {
+ ri.Printf( PRINT_ALL, "Shader name exceeds MAX_QPATH\n" );
+ return 0;
+ }
+
+ sh = R_FindShader( name, lightmapIndex, qtrue );
+
+ // we want to return 0 if the shader failed to
+ // load for some reason, but R_FindShader should
+ // still keep a name allocated for it, so if
+ // something calls RE_RegisterShader again with
+ // the same name, we don't try looking for it again
+ if ( sh->defaultShader ) {
+ return 0;
+ }
+
+ return sh->index;
+}
+
+
+/*
+====================
+RE_RegisterShader
+
+This is the exported shader entry point for the rest of the system
+It will always return an index that will be valid.
+
+This should really only be used for explicit shaders, because there is no
+way to ask for different implicit lighting modes (vertex, lightmap, etc)
+====================
+*/
+qhandle_t RE_RegisterShader( const char *name ) {
+ shader_t *sh;
+
+ if ( strlen( name ) >= MAX_QPATH ) {
+ ri.Printf( PRINT_ALL, "Shader name exceeds MAX_QPATH\n" );
+ return 0;
+ }
+
+ sh = R_FindShader( name, LIGHTMAP_2D, qtrue );
+
+ // we want to return 0 if the shader failed to
+ // load for some reason, but R_FindShader should
+ // still keep a name allocated for it, so if
+ // something calls RE_RegisterShader again with
+ // the same name, we don't try looking for it again
+ if ( sh->defaultShader ) {
+ return 0;
+ }
+
+ return sh->index;
+}
+
+
+/*
+====================
+RE_RegisterShaderNoMip
+
+For menu graphics that should never be picmiped
+====================
+*/
+qhandle_t RE_RegisterShaderNoMip( const char *name ) {
+ shader_t *sh;
+
+ if ( strlen( name ) >= MAX_QPATH ) {
+ ri.Printf( PRINT_ALL, "Shader name exceeds MAX_QPATH\n" );
+ return 0;
+ }
+
+ sh = R_FindShader( name, LIGHTMAP_2D, qfalse );
+
+ // we want to return 0 if the shader failed to
+ // load for some reason, but R_FindShader should
+ // still keep a name allocated for it, so if
+ // something calls RE_RegisterShader again with
+ // the same name, we don't try looking for it again
+ if ( sh->defaultShader ) {
+ return 0;
+ }
+
+ return sh->index;
+}
+
+/*
+====================
+R_GetShaderByHandle
+
+When a handle is passed in by another module, this range checks
+it and returns a valid (possibly default) shader_t to be used internally.
+====================
+*/
+shader_t *R_GetShaderByHandle( qhandle_t hShader ) {
+ if ( hShader < 0 ) {
+ ri.Printf( PRINT_WARNING, "R_GetShaderByHandle: out of range hShader '%d'\n", hShader );
+ return tr.defaultShader;
+ }
+ if ( hShader >= tr.numShaders ) {
+ ri.Printf( PRINT_WARNING, "R_GetShaderByHandle: out of range hShader '%d'\n", hShader );
+ return tr.defaultShader;
+ }
+ return tr.shaders[hShader];
+}
+
+/*
+===============
+R_ShaderList_f
+
+Dump information on all valid shaders to the console
+A second parameter will cause it to print in sorted order
+===============
+*/
+void R_ShaderList_f (void) {
+ int i;
+ int count;
+ shader_t *shader;
+
+ ri.Printf (PRINT_ALL, "-----------------------\n");
+
+ count = 0;
+ for ( i = 0 ; i < tr.numShaders ; i++ ) {
+ if ( ri.Cmd_Argc() > 1 ) {
+ shader = tr.sortedShaders[i];
+ } else {
+ shader = tr.shaders[i];
+ }
+
+ ri.Printf( PRINT_ALL, "%i ", shader->numUnfoggedPasses );
+
+ if (shader->lightmapIndex >= 0 ) {
+ ri.Printf (PRINT_ALL, "L ");
+ } else {
+ ri.Printf (PRINT_ALL, " ");
+ }
+ if ( shader->multitextureEnv == GL_ADD ) {
+ ri.Printf( PRINT_ALL, "MT(a) " );
+ } else if ( shader->multitextureEnv == GL_MODULATE ) {
+ ri.Printf( PRINT_ALL, "MT(m) " );
+ } else if ( shader->multitextureEnv == GL_DECAL ) {
+ ri.Printf( PRINT_ALL, "MT(d) " );
+ } else {
+ ri.Printf( PRINT_ALL, " " );
+ }
+ if ( shader->explicitlyDefined ) {
+ ri.Printf( PRINT_ALL, "E " );
+ } else {
+ ri.Printf( PRINT_ALL, " " );
+ }
+
+ if ( shader->optimalStageIteratorFunc == RB_StageIteratorGeneric ) {
+ ri.Printf( PRINT_ALL, "gen " );
+ } else if ( shader->optimalStageIteratorFunc == RB_StageIteratorSky ) {
+ ri.Printf( PRINT_ALL, "sky " );
+ } else {
+ ri.Printf( PRINT_ALL, " " );
+ }
+
+ if ( shader->defaultShader ) {
+ ri.Printf (PRINT_ALL, ": %s (DEFAULTED)\n", shader->name);
+ } else {
+ ri.Printf (PRINT_ALL, ": %s\n", shader->name);
+ }
+ count++;
+ }
+ ri.Printf (PRINT_ALL, "%i total shaders\n", count);
+ ri.Printf (PRINT_ALL, "------------------\n");
+}
+
+/*
+====================
+ScanAndLoadShaderFiles
+
+Finds and loads all .shader files, combining them into
+a single large text block that can be scanned for shader names
+=====================
+*/
+#define MAX_SHADER_FILES 4096
+static void ScanAndLoadShaderFiles( void )
+{
+ char **shaderFiles;
+ char *buffers[MAX_SHADER_FILES];
+ char *p;
+ int numShaderFiles;
+ int i;
+ char *oldp, *token, *hashMem, *textEnd;
+ int shaderTextHashTableSizes[MAX_SHADERTEXT_HASH], hash, size;
+
+ long sum = 0, summand;
+ // scan for shader files
+ shaderFiles = ri.FS_ListFiles( "scripts", ".shader", &numShaderFiles );
+
+ if ( !shaderFiles || !numShaderFiles )
+ {
+ ri.Printf( PRINT_WARNING, "WARNING: no shader files found\n" );
+ return;
+ }
+
+ if ( numShaderFiles > MAX_SHADER_FILES ) {
+ numShaderFiles = MAX_SHADER_FILES;
+ }
+
+ // load and parse shader files
+ for ( i = 0; i < numShaderFiles; i++ )
+ {
+ char filename[MAX_QPATH];
+
+ // look for a .mtr file first
+ {
+ char *ext;
+ Com_sprintf( filename, sizeof( filename ), "scripts/%s", shaderFiles[i] );
+ if ( (ext = strrchr(filename, '.')) )
+ {
+ strcpy(ext, ".mtr");
+ }
+
+ if ( ri.FS_ReadFile( filename, NULL ) <= 0 )
+ {
+ Com_sprintf( filename, sizeof( filename ), "scripts/%s", shaderFiles[i] );
+ }
+ }
+
+ ri.Printf( PRINT_DEVELOPER, "...loading '%s'\n", filename );
+ summand = ri.FS_ReadFile( filename, (void **)&buffers[i] );
+
+ if ( !buffers[i] )
+ ri.Error( ERR_DROP, "Couldn't load %s", filename );
+
+ // Do a simple check on the shader structure in that file to make sure one bad shader file cannot fuck up all other shaders.
+ p = buffers[i];
+ while(1)
+ {
+ token = COM_ParseExt(&p, qtrue);
+
+ if(!*token)
+ break;
+
+ oldp = p;
+
+ token = COM_ParseExt(&p, qtrue);
+ if(token[0] != '{' && token[1] != '\0')
+ {
+ ri.Printf(PRINT_WARNING, "WARNING: Bad shader file %s has incorrect syntax.\n", filename);
+ ri.FS_FreeFile(buffers[i]);
+ buffers[i] = NULL;
+ break;
+ }
+
+ SkipBracedSection(&oldp);
+ p = oldp;
+ }
+
+
+ if (buffers[i])
+ sum += summand;
+ }
+
+ // build single large buffer
+ s_shaderText = ri.Hunk_Alloc( sum + numShaderFiles*2, h_low );
+ s_shaderText[ 0 ] = '\0';
+ textEnd = s_shaderText;
+
+ // free in reverse order, so the temp files are all dumped
+ for ( i = numShaderFiles - 1; i >= 0 ; i-- )
+ {
+ if ( !buffers[i] )
+ continue;
+
+ strcat( textEnd, buffers[i] );
+ strcat( textEnd, "\n" );
+ textEnd += strlen( textEnd );
+ ri.FS_FreeFile( buffers[i] );
+ }
+
+ COM_Compress( s_shaderText );
+
+ // free up memory
+ ri.FS_FreeFileList( shaderFiles );
+
+ Com_Memset(shaderTextHashTableSizes, 0, sizeof(shaderTextHashTableSizes));
+ size = 0;
+
+ p = s_shaderText;
+ // look for shader names
+ while ( 1 ) {
+ token = COM_ParseExt( &p, qtrue );
+ if ( token[0] == 0 ) {
+ break;
+ }
+
+ hash = generateHashValue(token, MAX_SHADERTEXT_HASH);
+ shaderTextHashTableSizes[hash]++;
+ size++;
+ SkipBracedSection(&p);
+ }
+
+ size += MAX_SHADERTEXT_HASH;
+
+ hashMem = ri.Hunk_Alloc( size * sizeof(char *), h_low );
+
+ for (i = 0; i < MAX_SHADERTEXT_HASH; i++) {
+ shaderTextHashTable[i] = (char **) hashMem;
+ hashMem = ((char *) hashMem) + ((shaderTextHashTableSizes[i] + 1) * sizeof(char *));
+ }
+
+ Com_Memset(shaderTextHashTableSizes, 0, sizeof(shaderTextHashTableSizes));
+
+ p = s_shaderText;
+ // look for shader names
+ while ( 1 ) {
+ oldp = p;
+ token = COM_ParseExt( &p, qtrue );
+ if ( token[0] == 0 ) {
+ break;
+ }
+
+ hash = generateHashValue(token, MAX_SHADERTEXT_HASH);
+ shaderTextHashTable[hash][shaderTextHashTableSizes[hash]++] = oldp;
+
+ SkipBracedSection(&p);
+ }
+
+ return;
+
+}
+
+
+/*
+====================
+CreateInternalShaders
+====================
+*/
+static void CreateInternalShaders( void ) {
+ tr.numShaders = 0;
+
+ // init the default shader
+ Com_Memset( &shader, 0, sizeof( shader ) );
+ Com_Memset( &stages, 0, sizeof( stages ) );
+
+ Q_strncpyz( shader.name, "<default>", sizeof( shader.name ) );
+
+ shader.lightmapIndex = LIGHTMAP_NONE;
+ stages[0].bundle[0].image[0] = tr.defaultImage;
+ stages[0].active = qtrue;
+ stages[0].stateBits = GLS_DEFAULT;
+ tr.defaultShader = FinishShader();
+
+ // shadow shader is just a marker
+ Q_strncpyz( shader.name, "<stencil shadow>", sizeof( shader.name ) );
+ shader.sort = SS_STENCIL_SHADOW;
+ tr.shadowShader = FinishShader();
+}
+
+static void CreateExternalShaders( void ) {
+ tr.projectionShadowShader = R_FindShader( "projectionShadow", LIGHTMAP_NONE, qtrue );
+ tr.flareShader = R_FindShader( "flareShader", LIGHTMAP_NONE, qtrue );
+
+ // Hack to make fogging work correctly on flares. Fog colors are calculated
+ // in tr_flare.c already.
+ if(!tr.flareShader->defaultShader)
+ {
+ int index;
+
+ for(index = 0; index < tr.flareShader->numUnfoggedPasses; index++)
+ {
+ tr.flareShader->stages[index]->adjustColorsForFog = ACFF_NONE;
+ tr.flareShader->stages[index]->stateBits |= GLS_DEPTHTEST_DISABLE;
+ }
+ }
+
+ tr.sunShader = R_FindShader( "sun", LIGHTMAP_NONE, qtrue );
+}
+
+/*
+==================
+R_InitShaders
+==================
+*/
+void R_InitShaders( void ) {
+ ri.Printf( PRINT_ALL, "Initializing Shaders\n" );
+
+ Com_Memset(hashTable, 0, sizeof(hashTable));
+
+ CreateInternalShaders();
+
+ ScanAndLoadShaderFiles();
+
+ CreateExternalShaders();
+}
Added: trunk/code/rend2/tr_shadows.c
===================================================================
--- trunk/code/rend2/tr_shadows.c (rev 0)
+++ trunk/code/rend2/tr_shadows.c 2012-10-26 01:23:06 UTC (rev 2329)
@@ -0,0 +1,343 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Quake III Arena source code is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Quake III Arena source code; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+#include "tr_local.h"
+
+
+/*
+
+ for a projection shadow:
+
+ point[x] += light vector * ( z - shadow plane )
+ point[y] +=
+ point[z] = shadow plane
+
+ 1 0 light[x] / light[z]
+
+*/
+
+typedef struct {
+ int i2;
+ int facing;
+} edgeDef_t;
+
+#define MAX_EDGE_DEFS 32
+
+static edgeDef_t edgeDefs[SHADER_MAX_VERTEXES][MAX_EDGE_DEFS];
+static int numEdgeDefs[SHADER_MAX_VERTEXES];
+static int facing[SHADER_MAX_INDEXES/3];
+
+void R_AddEdgeDef( int i1, int i2, int facing ) {
+ int c;
+
+ c = numEdgeDefs[ i1 ];
+ if ( c == MAX_EDGE_DEFS ) {
+ return; // overflow
+ }
+ edgeDefs[ i1 ][ c ].i2 = i2;
+ edgeDefs[ i1 ][ c ].facing = facing;
+
+ numEdgeDefs[ i1 ]++;
+}
+
+void R_RenderShadowEdges( void ) {
+ int i;
+
+#if 0
+ int numTris;
+
+ // dumb way -- render every triangle's edges
+ numTris = tess.numIndexes / 3;
+
+ for ( i = 0 ; i < numTris ; i++ ) {
+ int i1, i2, i3;
+
+ if ( !facing[i] ) {
+ continue;
+ }
+
+ i1 = tess.indexes[ i*3 + 0 ];
+ i2 = tess.indexes[ i*3 + 1 ];
+ i3 = tess.indexes[ i*3 + 2 ];
+
+ qglBegin( GL_TRIANGLE_STRIP );
+ qglVertex3fv( tess.xyz[ i1 ] );
+ qglVertex3fv( tess.xyz[ i1 + tess.numVertexes ] );
+ qglVertex3fv( tess.xyz[ i2 ] );
+ qglVertex3fv( tess.xyz[ i2 + tess.numVertexes ] );
+ qglVertex3fv( tess.xyz[ i3 ] );
+ qglVertex3fv( tess.xyz[ i3 + tess.numVertexes ] );
+ qglVertex3fv( tess.xyz[ i1 ] );
+ qglVertex3fv( tess.xyz[ i1 + tess.numVertexes ] );
+ qglEnd();
+ }
+#else
+ int c, c2;
+ int j, k;
+ int i2;
+ int c_edges, c_rejected;
+ int hit[2];
+
+ // an edge is NOT a silhouette edge if its face doesn't face the light,
+ // or if it has a reverse paired edge that also faces the light.
+ // A well behaved polyhedron would have exactly two faces for each edge,
+ // but lots of models have dangling edges or overfanned edges
+ c_edges = 0;
+ c_rejected = 0;
+
+ for ( i = 0 ; i < tess.numVertexes ; i++ ) {
+ c = numEdgeDefs[ i ];
+ for ( j = 0 ; j < c ; j++ ) {
+ if ( !edgeDefs[ i ][ j ].facing ) {
+ continue;
+ }
+
+ hit[0] = 0;
+ hit[1] = 0;
+
+ i2 = edgeDefs[ i ][ j ].i2;
+ c2 = numEdgeDefs[ i2 ];
+ for ( k = 0 ; k < c2 ; k++ ) {
+ if ( edgeDefs[ i2 ][ k ].i2 == i ) {
+ hit[ edgeDefs[ i2 ][ k ].facing ]++;
+ }
+ }
+
+ // if it doesn't share the edge with another front facing
+ // triangle, it is a sil edge
+ if ( hit[ 1 ] == 0 ) {
+ qglBegin( GL_TRIANGLE_STRIP );
+ qglVertex3fv( tess.xyz[ i ] );
+ qglVertex3fv( tess.xyz[ i + tess.numVertexes ] );
+ qglVertex3fv( tess.xyz[ i2 ] );
+ qglVertex3fv( tess.xyz[ i2 + tess.numVertexes ] );
+ qglEnd();
+ c_edges++;
+ } else {
+ c_rejected++;
+ }
+ }
+ }
+#endif
+}
+
+/*
+=================
+RB_ShadowTessEnd
+
+triangleFromEdge[ v1 ][ v2 ]
+
+
+ set triangle from edge( v1, v2, tri )
+ if ( facing[ triangleFromEdge[ v1 ][ v2 ] ] && !facing[ triangleFromEdge[ v2 ][ v1 ] ) {
+ }
+=================
+*/
+void RB_ShadowTessEnd( void ) {
+ int i;
+ int numTris;
+ vec3_t lightDir;
+ GLboolean rgba[4];
+
+ // we can only do this if we have enough space in the vertex buffers
+ if ( tess.numVertexes >= SHADER_MAX_VERTEXES / 2 ) {
+ return;
+ }
+
+ if ( glConfig.stencilBits < 4 ) {
+ return;
+ }
+
+ VectorCopy( backEnd.currentEntity->lightDir, lightDir );
+
+ // project vertexes away from light direction
+ for ( i = 0 ; i < tess.numVertexes ; i++ ) {
+ VectorMA( tess.xyz[i], -512, lightDir, tess.xyz[i+tess.numVertexes] );
+ }
+
+ // decide which triangles face the light
+ Com_Memset( numEdgeDefs, 0, 4 * tess.numVertexes );
+
+ numTris = tess.numIndexes / 3;
+ for ( i = 0 ; i < numTris ; i++ ) {
+ int i1, i2, i3;
+ vec3_t d1, d2, normal;
+ float *v1, *v2, *v3;
+ float d;
+
+ i1 = tess.indexes[ i*3 + 0 ];
+ i2 = tess.indexes[ i*3 + 1 ];
+ i3 = tess.indexes[ i*3 + 2 ];
+
+ v1 = tess.xyz[ i1 ];
+ v2 = tess.xyz[ i2 ];
+ v3 = tess.xyz[ i3 ];
+
+ VectorSubtract( v2, v1, d1 );
+ VectorSubtract( v3, v1, d2 );
+ CrossProduct( d1, d2, normal );
+
+ d = DotProduct( normal, lightDir );
+ if ( d > 0 ) {
+ facing[ i ] = 1;
+ } else {
+ facing[ i ] = 0;
+ }
+
+ // create the edges
+ R_AddEdgeDef( i1, i2, facing[ i ] );
+ R_AddEdgeDef( i2, i3, facing[ i ] );
+ R_AddEdgeDef( i3, i1, facing[ i ] );
+ }
+
+ // draw the silhouette edges
+
+ GL_Bind( tr.whiteImage );
+ qglEnable( GL_CULL_FACE );
+ GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO );
+ qglColor3f( 0.2f, 0.2f, 0.2f );
+
+ // don't write to the color buffer
+ qglGetBooleanv(GL_COLOR_WRITEMASK, rgba);
+ qglColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE );
+
+ qglEnable( GL_STENCIL_TEST );
+ qglStencilFunc( GL_ALWAYS, 1, 255 );
+
+ // mirrors have the culling order reversed
+ if ( backEnd.viewParms.isMirror ) {
+ qglCullFace( GL_FRONT );
+ qglStencilOp( GL_KEEP, GL_KEEP, GL_INCR );
+
+ R_RenderShadowEdges();
+
+ qglCullFace( GL_BACK );
+ qglStencilOp( GL_KEEP, GL_KEEP, GL_DECR );
+
+ R_RenderShadowEdges();
+ } else {
+ qglCullFace( GL_BACK );
+ qglStencilOp( GL_KEEP, GL_KEEP, GL_INCR );
+
+ R_RenderShadowEdges();
+
+ qglCullFace( GL_FRONT );
+ qglStencilOp( GL_KEEP, GL_KEEP, GL_DECR );
+
+ R_RenderShadowEdges();
+ }
+
+
+ // reenable writing to the color buffer
+ qglColorMask(rgba[0], rgba[1], rgba[2], rgba[3]);
+}
+
+
+/*
+=================
+RB_ShadowFinish
+
+Darken everything that is is a shadow volume.
+We have to delay this until everything has been shadowed,
+because otherwise shadows from different body parts would
+overlap and double darken.
+=================
+*/
+void RB_ShadowFinish( void ) {
+ if ( r_shadows->integer != 2 ) {
+ return;
+ }
+ if ( glConfig.stencilBits < 4 ) {
+ return;
+ }
+ qglEnable( GL_STENCIL_TEST );
+ qglStencilFunc( GL_NOTEQUAL, 0, 255 );
+
+ qglDisable (GL_CLIP_PLANE0);
+ qglDisable (GL_CULL_FACE);
+
+ GL_Bind( tr.whiteImage );
+
+ qglLoadIdentity ();
+
+ qglColor3f( 0.6f, 0.6f, 0.6f );
+ GL_State( GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO );
+
+// qglColor3f( 1, 0, 0 );
+// GL_State( GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO );
+
+ qglBegin( GL_QUADS );
+ qglVertex3f( -100, 100, -10 );
+ qglVertex3f( 100, 100, -10 );
+ qglVertex3f( 100, -100, -10 );
+ qglVertex3f( -100, -100, -10 );
+ qglEnd ();
+
+ qglColor4f(1,1,1,1);
+ qglDisable( GL_STENCIL_TEST );
+}
+
+
+/*
+=================
+RB_ProjectionShadowDeform
+
+=================
+*/
+void RB_ProjectionShadowDeform( void ) {
+ float *xyz;
+ int i;
+ float h;
+ vec3_t ground;
+ vec3_t light;
+ float groundDist;
+ float d;
+ vec3_t lightDir;
+
+ xyz = ( float * ) tess.xyz;
+
+ ground[0] = backEnd.or.axis[0][2];
+ ground[1] = backEnd.or.axis[1][2];
+ ground[2] = backEnd.or.axis[2][2];
+
+ groundDist = backEnd.or.origin[2] - backEnd.currentEntity->e.shadowPlane;
+
+ VectorCopy( backEnd.currentEntity->lightDir, lightDir );
+ d = DotProduct( lightDir, ground );
+ // don't let the shadows get too long or go negative
+ if ( d < 0.5 ) {
+ VectorMA( lightDir, (0.5 - d), ground, lightDir );
+ d = DotProduct( lightDir, ground );
+ }
+ d = 1.0 / d;
+
+ light[0] = lightDir[0] * d;
+ light[1] = lightDir[1] * d;
+ light[2] = lightDir[2] * d;
+
+ for ( i = 0; i < tess.numVertexes; i++, xyz += 4 ) {
+ h = DotProduct( xyz, ground ) + groundDist;
+
+ xyz[0] -= light[0] * h;
+ xyz[1] -= light[1] * h;
+ xyz[2] -= light[2] * h;
+ }
+}
Added: trunk/code/rend2/tr_sky.c
===================================================================
--- trunk/code/rend2/tr_sky.c (rev 0)
+++ trunk/code/rend2/tr_sky.c 2012-10-26 01:23:06 UTC (rev 2329)
@@ -0,0 +1,955 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Quake III Arena source code is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Quake III Arena source code; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+// tr_sky.c
+#include "tr_local.h"
+
+#define SKY_SUBDIVISIONS 8
+#define HALF_SKY_SUBDIVISIONS (SKY_SUBDIVISIONS/2)
+
+static float s_cloudTexCoords[6][SKY_SUBDIVISIONS+1][SKY_SUBDIVISIONS+1][2];
+static float s_cloudTexP[6][SKY_SUBDIVISIONS+1][SKY_SUBDIVISIONS+1];
+
+/*
+===================================================================================
+
+POLYGON TO BOX SIDE PROJECTION
+
+===================================================================================
+*/
+
+static vec3_t sky_clip[6] =
+{
+ {1,1,0},
+ {1,-1,0},
+ {0,-1,1},
+ {0,1,1},
+ {1,0,1},
+ {-1,0,1}
+};
+
+static float sky_mins[2][6], sky_maxs[2][6];
+static float sky_min, sky_max;
+
+/*
+================
+AddSkyPolygon
+================
+*/
+static void AddSkyPolygon (int nump, vec3_t vecs)
+{
+ int i,j;
+ vec3_t v, av;
+ float s, t, dv;
+ int axis;
+ float *vp;
+ // s = [0]/[2], t = [1]/[2]
+ static int vec_to_st[6][3] =
+ {
+ {-2,3,1},
+ {2,3,-1},
+
+ {1,3,2},
+ {-1,3,-2},
+
+ {-2,-1,3},
+ {-2,1,-3}
+
+ // {-1,2,3},
+ // {1,2,-3}
+ };
+
+ // decide which face it maps to
+ VectorCopy (vec3_origin, v);
+ for (i=0, vp=vecs ; i<nump ; i++, vp+=3)
+ {
+ VectorAdd (vp, v, v);
+ }
+ av[0] = fabs(v[0]);
+ av[1] = fabs(v[1]);
+ av[2] = fabs(v[2]);
+ if (av[0] > av[1] && av[0] > av[2])
+ {
+ if (v[0] < 0)
+ axis = 1;
+ else
+ axis = 0;
+ }
+ else if (av[1] > av[2] && av[1] > av[0])
+ {
+ if (v[1] < 0)
+ axis = 3;
+ else
+ axis = 2;
+ }
+ else
+ {
+ if (v[2] < 0)
+ axis = 5;
+ else
+ axis = 4;
+ }
+
+ // project new texture coords
+ for (i=0 ; i<nump ; i++, vecs+=3)
+ {
+ j = vec_to_st[axis][2];
+ if (j > 0)
+ dv = vecs[j - 1];
+ else
+ dv = -vecs[-j - 1];
+ if (dv < 0.001)
+ continue; // don't divide by zero
+ j = vec_to_st[axis][0];
+ if (j < 0)
+ s = -vecs[-j -1] / dv;
+ else
+ s = vecs[j-1] / dv;
+ j = vec_to_st[axis][1];
+ if (j < 0)
+ t = -vecs[-j -1] / dv;
+ else
+ t = vecs[j-1] / dv;
+
+ if (s < sky_mins[0][axis])
+ sky_mins[0][axis] = s;
+ if (t < sky_mins[1][axis])
+ sky_mins[1][axis] = t;
+ if (s > sky_maxs[0][axis])
+ sky_maxs[0][axis] = s;
+ if (t > sky_maxs[1][axis])
+ sky_maxs[1][axis] = t;
+ }
+}
+
+#define ON_EPSILON 0.1f // point on plane side epsilon
+#define MAX_CLIP_VERTS 64
+/*
+================
+ClipSkyPolygon
+================
+*/
+static void ClipSkyPolygon (int nump, vec3_t vecs, int stage)
+{
+ float *norm;
+ float *v;
+ qboolean front, back;
+ float d, e;
+ float dists[MAX_CLIP_VERTS];
+ int sides[MAX_CLIP_VERTS];
+ vec3_t newv[2][MAX_CLIP_VERTS];
+ int newc[2];
+ int i, j;
+
+ if (nump > MAX_CLIP_VERTS-2)
+ ri.Error (ERR_DROP, "ClipSkyPolygon: MAX_CLIP_VERTS");
+ if (stage == 6)
+ { // fully clipped, so draw it
+ AddSkyPolygon (nump, vecs);
+ return;
+ }
+
+ front = back = qfalse;
+ norm = sky_clip[stage];
+ for (i=0, v = vecs ; i<nump ; i++, v+=3)
+ {
+ d = DotProduct (v, norm);
+ if (d > ON_EPSILON)
+ {
+ front = qtrue;
+ sides[i] = SIDE_FRONT;
+ }
+ else if (d < -ON_EPSILON)
+ {
+ back = qtrue;
+ sides[i] = SIDE_BACK;
+ }
+ else
+ sides[i] = SIDE_ON;
+ dists[i] = d;
+ }
+
+ if (!front || !back)
+ { // not clipped
+ ClipSkyPolygon (nump, vecs, stage+1);
+ return;
+ }
+
+ // clip it
+ sides[i] = sides[0];
+ dists[i] = dists[0];
+ VectorCopy (vecs, (vecs+(i*3)) );
+ newc[0] = newc[1] = 0;
+
+ for (i=0, v = vecs ; i<nump ; i++, v+=3)
+ {
+ switch (sides[i])
+ {
+ case SIDE_FRONT:
+ VectorCopy (v, newv[0][newc[0]]);
+ newc[0]++;
+ break;
+ case SIDE_BACK:
+ VectorCopy (v, newv[1][newc[1]]);
+ newc[1]++;
+ break;
+ case SIDE_ON:
+ VectorCopy (v, newv[0][newc[0]]);
+ newc[0]++;
+ VectorCopy (v, newv[1][newc[1]]);
+ newc[1]++;
+ break;
+ }
+
+ if (sides[i] == SIDE_ON || sides[i+1] == SIDE_ON || sides[i+1] == sides[i])
+ continue;
+
+ d = dists[i] / (dists[i] - dists[i+1]);
+ for (j=0 ; j<3 ; j++)
+ {
+ e = v[j] + d*(v[j+3] - v[j]);
+ newv[0][newc[0]][j] = e;
+ newv[1][newc[1]][j] = e;
+ }
+ newc[0]++;
+ newc[1]++;
+ }
+
+ // continue
+ ClipSkyPolygon (newc[0], newv[0][0], stage+1);
+ ClipSkyPolygon (newc[1], newv[1][0], stage+1);
+}
+
+/*
+==============
+ClearSkyBox
+==============
+*/
+static void ClearSkyBox (void) {
+ int i;
+
+ for (i=0 ; i<6 ; i++) {
+ sky_mins[0][i] = sky_mins[1][i] = 9999;
+ sky_maxs[0][i] = sky_maxs[1][i] = -9999;
+ }
+}
+
+/*
+================
+RB_ClipSkyPolygons
+================
+*/
+void RB_ClipSkyPolygons( shaderCommands_t *input )
+{
+ vec3_t p[5]; // need one extra point for clipping
+ int i, j;
+
+ ClearSkyBox();
+
+ for ( i = 0; i < input->numIndexes; i += 3 )
+ {
+ for (j = 0 ; j < 3 ; j++)
+ {
+ VectorSubtract( input->xyz[input->indexes[i+j]],
+ backEnd.viewParms.or.origin,
+ p[j] );
+ }
+ ClipSkyPolygon( 3, p[0], 0 );
+ }
+}
+
+/*
+===================================================================================
+
+CLOUD VERTEX GENERATION
+
+===================================================================================
+*/
+
+/*
+** MakeSkyVec
+**
+** Parms: s, t range from -1 to 1
+*/
+static void MakeSkyVec( float s, float t, int axis, float outSt[2], vec3_t outXYZ )
+{
+ // 1 = s, 2 = t, 3 = 2048
+ static int st_to_vec[6][3] =
+ {
+ {3,-1,2},
+ {-3,1,2},
+
+ {1,3,2},
+ {-1,-3,2},
+
+ {-2,-1,3}, // 0 degrees yaw, look straight up
+ {2,-1,-3} // look straight down
+ };
+
+ vec3_t b;
+ int j, k;
+ float boxSize;
+
+ boxSize = backEnd.viewParms.zFar / 1.75; // div sqrt(3)
+ b[0] = s*boxSize;
+ b[1] = t*boxSize;
+ b[2] = boxSize;
+
+ for (j=0 ; j<3 ; j++)
+ {
+ k = st_to_vec[axis][j];
+ if (k < 0)
+ {
+ outXYZ[j] = -b[-k - 1];
+ }
+ else
+ {
+ outXYZ[j] = b[k - 1];
+ }
+ }
+
+ // avoid bilerp seam
+ s = (s+1)*0.5;
+ t = (t+1)*0.5;
+ if (s < sky_min)
+ {
+ s = sky_min;
+ }
+ else if (s > sky_max)
+ {
+ s = sky_max;
+ }
+
+ if (t < sky_min)
+ {
+ t = sky_min;
+ }
+ else if (t > sky_max)
+ {
+ t = sky_max;
+ }
+
+ t = 1.0 - t;
+
+
+ if ( outSt )
+ {
+ outSt[0] = s;
+ outSt[1] = t;
+ }
+}
+
+static int sky_texorder[6] = {0,2,1,3,4,5};
+static vec3_t s_skyPoints[SKY_SUBDIVISIONS+1][SKY_SUBDIVISIONS+1];
+static float s_skyTexCoords[SKY_SUBDIVISIONS+1][SKY_SUBDIVISIONS+1][2];
+
+static void DrawSkySide( struct image_s *image, const int mins[2], const int maxs[2] )
+{
+ int s, t;
+ int firstVertex = tess.numVertexes;
+ //int firstIndex = tess.numIndexes;
+ vec4_t color;
+
+ //tess.numVertexes = 0;
+ //tess.numIndexes = 0;
+ tess.firstIndex = tess.numIndexes;
+
+ GL_Bind( image );
+ GL_Cull( CT_TWO_SIDED );
+
+ for ( t = mins[1]+HALF_SKY_SUBDIVISIONS; t <= maxs[1]+HALF_SKY_SUBDIVISIONS; t++ )
+ {
+ for ( s = mins[0]+HALF_SKY_SUBDIVISIONS; s <= maxs[0]+HALF_SKY_SUBDIVISIONS; s++ )
+ {
+ tess.xyz[tess.numVertexes][0] = s_skyPoints[t][s][0];
+ tess.xyz[tess.numVertexes][1] = s_skyPoints[t][s][1];
+ tess.xyz[tess.numVertexes][2] = s_skyPoints[t][s][2];
+ tess.xyz[tess.numVertexes][3] = 1.0;
+
+ tess.texCoords[tess.numVertexes][0][0] = s_skyTexCoords[t][s][0];
+ tess.texCoords[tess.numVertexes][0][1] = s_skyTexCoords[t][s][1];
+
+ tess.numVertexes++;
+
+ if(tess.numVertexes >= SHADER_MAX_VERTEXES)
+ {
+ ri.Error(ERR_DROP, "SHADER_MAX_VERTEXES hit in DrawSkySideVBO()\n");
+ }
+ }
+ }
+
+ for ( t = 0; t < maxs[1] - mins[1]; t++ )
+ {
+ for ( s = 0; s < maxs[0] - mins[0]; s++ )
+ {
+ if (tess.numIndexes + 6 >= SHADER_MAX_INDEXES)
+ {
+ ri.Error(ERR_DROP, "SHADER_MAX_INDEXES hit in DrawSkySideVBO()\n");
+ }
+
+ tess.indexes[tess.numIndexes++] = s + t * (maxs[0] - mins[0] + 1) + firstVertex;
+ tess.indexes[tess.numIndexes++] = s + (t + 1) * (maxs[0] - mins[0] + 1) + firstVertex;
+ tess.indexes[tess.numIndexes++] = (s + 1) + t * (maxs[0] - mins[0] + 1) + firstVertex;
+
+ tess.indexes[tess.numIndexes++] = (s + 1) + t * (maxs[0] - mins[0] + 1) + firstVertex;
+ tess.indexes[tess.numIndexes++] = s + (t + 1) * (maxs[0] - mins[0] + 1) + firstVertex;
+ tess.indexes[tess.numIndexes++] = (s + 1) + (t + 1) * (maxs[0] - mins[0] + 1) + firstVertex;
+ }
+ }
+
+ // FIXME: A lot of this can probably be removed for speed, and refactored into a more convenient function
+ RB_UpdateVBOs(ATTR_POSITION | ATTR_TEXCOORD);
+/*
+ {
+ shaderProgram_t *sp = &tr.textureColorShader;
+
+ GLSL_VertexAttribsState(ATTR_POSITION | ATTR_TEXCOORD);
+ GLSL_BindProgram(sp);
+
+ GLSL_SetUniformMatrix16(sp, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
+
+ color[0] =
+ color[1] =
+ color[2] = tr.identityLight;
+ color[3] = 1.0f;
+ GLSL_SetUniformVec4(sp, TEXTURECOLOR_UNIFORM_COLOR, color);
+ }
+*/
+ {
+ shaderProgram_t *sp = &tr.lightallShader[0];
+ matrix_t matrix;
+
+ GLSL_VertexAttribsState(ATTR_POSITION | ATTR_TEXCOORD);
+ GLSL_BindProgram(sp);
+
+ GLSL_SetUniformMatrix16(sp, GENERIC_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
+
+ color[0] =
+ color[1] =
+ color[2] = tr.identityLight;
+ color[3] = 1.0f;
+ GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_BASECOLOR, color);
+
+ color[0] =
+ color[1] =
+ color[2] =
+ color[3] = 0.0f;
+ GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_VERTCOLOR, color);
+
+ Matrix16Identity(matrix);
+ GLSL_SetUniformMatrix16(sp, GENERIC_UNIFORM_DIFFUSETEXMATRIX, matrix);
+ }
+
+ R_DrawElementsVBO(tess.numIndexes - tess.firstIndex, tess.firstIndex);
+
+ //qglDrawElements(GL_TRIANGLES, tess.numIndexes - tess.firstIndex, GL_INDEX_TYPE, BUFFER_OFFSET(tess.firstIndex * sizeof(GL_INDEX_TYPE)));
+
+ //R_BindNullVBO();
+ //R_BindNullIBO();
+
+ tess.numIndexes = tess.firstIndex;
+ tess.numVertexes = firstVertex;
+ tess.firstIndex = 0;
+}
+
+static void DrawSkyBox( shader_t *shader )
+{
+ int i;
+
+ sky_min = 0;
+ sky_max = 1;
+
+ Com_Memset( s_skyTexCoords, 0, sizeof( s_skyTexCoords ) );
+
+ for (i=0 ; i<6 ; i++)
+ {
+ int sky_mins_subd[2], sky_maxs_subd[2];
+ int s, t;
+
+ sky_mins[0][i] = floor( sky_mins[0][i] * HALF_SKY_SUBDIVISIONS ) / HALF_SKY_SUBDIVISIONS;
+ sky_mins[1][i] = floor( sky_mins[1][i] * HALF_SKY_SUBDIVISIONS ) / HALF_SKY_SUBDIVISIONS;
+ sky_maxs[0][i] = ceil( sky_maxs[0][i] * HALF_SKY_SUBDIVISIONS ) / HALF_SKY_SUBDIVISIONS;
+ sky_maxs[1][i] = ceil( sky_maxs[1][i] * HALF_SKY_SUBDIVISIONS ) / HALF_SKY_SUBDIVISIONS;
+
+ if ( ( sky_mins[0][i] >= sky_maxs[0][i] ) ||
+ ( sky_mins[1][i] >= sky_maxs[1][i] ) )
+ {
+ continue;
+ }
+
+ sky_mins_subd[0] = sky_mins[0][i] * HALF_SKY_SUBDIVISIONS;
+ sky_mins_subd[1] = sky_mins[1][i] * HALF_SKY_SUBDIVISIONS;
+ sky_maxs_subd[0] = sky_maxs[0][i] * HALF_SKY_SUBDIVISIONS;
+ sky_maxs_subd[1] = sky_maxs[1][i] * HALF_SKY_SUBDIVISIONS;
+
+ if ( sky_mins_subd[0] < -HALF_SKY_SUBDIVISIONS )
+ sky_mins_subd[0] = -HALF_SKY_SUBDIVISIONS;
+ else if ( sky_mins_subd[0] > HALF_SKY_SUBDIVISIONS )
+ sky_mins_subd[0] = HALF_SKY_SUBDIVISIONS;
+ if ( sky_mins_subd[1] < -HALF_SKY_SUBDIVISIONS )
+ sky_mins_subd[1] = -HALF_SKY_SUBDIVISIONS;
+ else if ( sky_mins_subd[1] > HALF_SKY_SUBDIVISIONS )
+ sky_mins_subd[1] = HALF_SKY_SUBDIVISIONS;
+
+ if ( sky_maxs_subd[0] < -HALF_SKY_SUBDIVISIONS )
+ sky_maxs_subd[0] = -HALF_SKY_SUBDIVISIONS;
+ else if ( sky_maxs_subd[0] > HALF_SKY_SUBDIVISIONS )
+ sky_maxs_subd[0] = HALF_SKY_SUBDIVISIONS;
+ if ( sky_maxs_subd[1] < -HALF_SKY_SUBDIVISIONS )
+ sky_maxs_subd[1] = -HALF_SKY_SUBDIVISIONS;
+ else if ( sky_maxs_subd[1] > HALF_SKY_SUBDIVISIONS )
+ sky_maxs_subd[1] = HALF_SKY_SUBDIVISIONS;
+
+ //
+ // iterate through the subdivisions
+ //
+ for ( t = sky_mins_subd[1]+HALF_SKY_SUBDIVISIONS; t <= sky_maxs_subd[1]+HALF_SKY_SUBDIVISIONS; t++ )
+ {
+ for ( s = sky_mins_subd[0]+HALF_SKY_SUBDIVISIONS; s <= sky_maxs_subd[0]+HALF_SKY_SUBDIVISIONS; s++ )
+ {
+ MakeSkyVec( ( s - HALF_SKY_SUBDIVISIONS ) / ( float ) HALF_SKY_SUBDIVISIONS,
+ ( t - HALF_SKY_SUBDIVISIONS ) / ( float ) HALF_SKY_SUBDIVISIONS,
+ i,
+ s_skyTexCoords[t][s],
+ s_skyPoints[t][s] );
+ }
+ }
+
+ DrawSkySide( shader->sky.outerbox[sky_texorder[i]],
+ sky_mins_subd,
+ sky_maxs_subd );
+ }
+
+}
+
+static void FillCloudySkySide( const int mins[2], const int maxs[2], qboolean addIndexes )
+{
+ int s, t;
+ int vertexStart = tess.numVertexes;
+ int tHeight, sWidth;
+
+ tHeight = maxs[1] - mins[1] + 1;
+ sWidth = maxs[0] - mins[0] + 1;
+
+ for ( t = mins[1]+HALF_SKY_SUBDIVISIONS; t <= maxs[1]+HALF_SKY_SUBDIVISIONS; t++ )
+ {
+ for ( s = mins[0]+HALF_SKY_SUBDIVISIONS; s <= maxs[0]+HALF_SKY_SUBDIVISIONS; s++ )
+ {
+ VectorAdd( s_skyPoints[t][s], backEnd.viewParms.or.origin, tess.xyz[tess.numVertexes] );
+ tess.texCoords[tess.numVertexes][0][0] = s_skyTexCoords[t][s][0];
+ tess.texCoords[tess.numVertexes][0][1] = s_skyTexCoords[t][s][1];
+
+ tess.numVertexes++;
+
+ if ( tess.numVertexes >= SHADER_MAX_VERTEXES )
+ {
+ ri.Error( ERR_DROP, "SHADER_MAX_VERTEXES hit in FillCloudySkySide()" );
+ }
+ }
+ }
+
+ // only add indexes for one pass, otherwise it would draw multiple times for each pass
+ if ( addIndexes ) {
+ for ( t = 0; t < tHeight-1; t++ )
+ {
+ for ( s = 0; s < sWidth-1; s++ )
+ {
+ tess.indexes[tess.numIndexes] = vertexStart + s + t * ( sWidth );
+ tess.numIndexes++;
+ tess.indexes[tess.numIndexes] = vertexStart + s + ( t + 1 ) * ( sWidth );
+ tess.numIndexes++;
+ tess.indexes[tess.numIndexes] = vertexStart + s + 1 + t * ( sWidth );
+ tess.numIndexes++;
+
+ tess.indexes[tess.numIndexes] = vertexStart + s + ( t + 1 ) * ( sWidth );
+ tess.numIndexes++;
+ tess.indexes[tess.numIndexes] = vertexStart + s + 1 + ( t + 1 ) * ( sWidth );
+ tess.numIndexes++;
+ tess.indexes[tess.numIndexes] = vertexStart + s + 1 + t * ( sWidth );
+ tess.numIndexes++;
+ }
+ }
+ }
+}
+
+static void FillCloudBox( const shader_t *shader, int stage )
+{
+ int i;
+
+ for ( i =0; i < 6; i++ )
+ {
+ int sky_mins_subd[2], sky_maxs_subd[2];
+ int s, t;
+ float MIN_T;
+
+ if ( 1 ) // FIXME? shader->sky.fullClouds )
+ {
+ MIN_T = -HALF_SKY_SUBDIVISIONS;
+
+ // still don't want to draw the bottom, even if fullClouds
+ if ( i == 5 )
+ continue;
+ }
+ else
+ {
+ switch( i )
+ {
+ case 0:
+ case 1:
+ case 2:
+ case 3:
+ MIN_T = -1;
+ break;
+ case 5:
+ // don't draw clouds beneath you
+ continue;
+ case 4: // top
+ default:
+ MIN_T = -HALF_SKY_SUBDIVISIONS;
+ break;
+ }
+ }
+
+ sky_mins[0][i] = floor( sky_mins[0][i] * HALF_SKY_SUBDIVISIONS ) / HALF_SKY_SUBDIVISIONS;
+ sky_mins[1][i] = floor( sky_mins[1][i] * HALF_SKY_SUBDIVISIONS ) / HALF_SKY_SUBDIVISIONS;
+ sky_maxs[0][i] = ceil( sky_maxs[0][i] * HALF_SKY_SUBDIVISIONS ) / HALF_SKY_SUBDIVISIONS;
+ sky_maxs[1][i] = ceil( sky_maxs[1][i] * HALF_SKY_SUBDIVISIONS ) / HALF_SKY_SUBDIVISIONS;
+
+ if ( ( sky_mins[0][i] >= sky_maxs[0][i] ) ||
+ ( sky_mins[1][i] >= sky_maxs[1][i] ) )
+ {
+ continue;
+ }
+
+ sky_mins_subd[0] = ri.ftol(sky_mins[0][i] * HALF_SKY_SUBDIVISIONS);
+ sky_mins_subd[1] = ri.ftol(sky_mins[1][i] * HALF_SKY_SUBDIVISIONS);
+ sky_maxs_subd[0] = ri.ftol(sky_maxs[0][i] * HALF_SKY_SUBDIVISIONS);
+ sky_maxs_subd[1] = ri.ftol(sky_maxs[1][i] * HALF_SKY_SUBDIVISIONS);
+
+ if ( sky_mins_subd[0] < -HALF_SKY_SUBDIVISIONS )
+ sky_mins_subd[0] = -HALF_SKY_SUBDIVISIONS;
+ else if ( sky_mins_subd[0] > HALF_SKY_SUBDIVISIONS )
+ sky_mins_subd[0] = HALF_SKY_SUBDIVISIONS;
+ if ( sky_mins_subd[1] < MIN_T )
+ sky_mins_subd[1] = MIN_T;
+ else if ( sky_mins_subd[1] > HALF_SKY_SUBDIVISIONS )
+ sky_mins_subd[1] = HALF_SKY_SUBDIVISIONS;
+
+ if ( sky_maxs_subd[0] < -HALF_SKY_SUBDIVISIONS )
+ sky_maxs_subd[0] = -HALF_SKY_SUBDIVISIONS;
+ else if ( sky_maxs_subd[0] > HALF_SKY_SUBDIVISIONS )
+ sky_maxs_subd[0] = HALF_SKY_SUBDIVISIONS;
+ if ( sky_maxs_subd[1] < MIN_T )
+ sky_maxs_subd[1] = MIN_T;
+ else if ( sky_maxs_subd[1] > HALF_SKY_SUBDIVISIONS )
+ sky_maxs_subd[1] = HALF_SKY_SUBDIVISIONS;
+
+ //
+ // iterate through the subdivisions
+ //
+ for ( t = sky_mins_subd[1]+HALF_SKY_SUBDIVISIONS; t <= sky_maxs_subd[1]+HALF_SKY_SUBDIVISIONS; t++ )
+ {
+ for ( s = sky_mins_subd[0]+HALF_SKY_SUBDIVISIONS; s <= sky_maxs_subd[0]+HALF_SKY_SUBDIVISIONS; s++ )
+ {
+ MakeSkyVec( ( s - HALF_SKY_SUBDIVISIONS ) / ( float ) HALF_SKY_SUBDIVISIONS,
+ ( t - HALF_SKY_SUBDIVISIONS ) / ( float ) HALF_SKY_SUBDIVISIONS,
+ i,
+ NULL,
+ s_skyPoints[t][s] );
+
+ s_skyTexCoords[t][s][0] = s_cloudTexCoords[i][t][s][0];
+ s_skyTexCoords[t][s][1] = s_cloudTexCoords[i][t][s][1];
+ }
+ }
+
+ // only add indexes for first stage
+ FillCloudySkySide( sky_mins_subd, sky_maxs_subd, ( stage == 0 ) );
+ }
+}
+
+/*
+** R_BuildCloudData
+*/
+void R_BuildCloudData( shaderCommands_t *input )
+{
+ int i;
+ shader_t *shader;
+
+ shader = input->shader;
+
+ assert( shader->isSky );
+
+ sky_min = 1.0 / 256.0f; // FIXME: not correct?
+ sky_max = 255.0 / 256.0f;
+
+ // set up for drawing
+ tess.numIndexes = 0;
+ tess.numVertexes = 0;
+ tess.firstIndex = 0;
+
+ if ( shader->sky.cloudHeight )
+ {
+ for ( i = 0; i < MAX_SHADER_STAGES; i++ )
+ {
+ if ( !tess.xstages[i] ) {
+ break;
+ }
+ FillCloudBox( shader, i );
+ }
+ }
+}
+
+/*
+** R_InitSkyTexCoords
+** Called when a sky shader is parsed
+*/
+#define SQR( a ) ((a)*(a))
+void R_InitSkyTexCoords( float heightCloud )
+{
+ int i, s, t;
+ float radiusWorld = 4096;
+ float p;
+ float sRad, tRad;
+ vec3_t skyVec;
+ vec3_t v;
+
+ // init zfar so MakeSkyVec works even though
+ // a world hasn't been bounded
+ backEnd.viewParms.zFar = 1024;
+
+ for ( i = 0; i < 6; i++ )
+ {
+ for ( t = 0; t <= SKY_SUBDIVISIONS; t++ )
+ {
+ for ( s = 0; s <= SKY_SUBDIVISIONS; s++ )
+ {
+ // compute vector from view origin to sky side integral point
+ MakeSkyVec( ( s - HALF_SKY_SUBDIVISIONS ) / ( float ) HALF_SKY_SUBDIVISIONS,
+ ( t - HALF_SKY_SUBDIVISIONS ) / ( float ) HALF_SKY_SUBDIVISIONS,
+ i,
+ NULL,
+ skyVec );
+
+ // compute parametric value 'p' that intersects with cloud layer
+ p = ( 1.0f / ( 2 * DotProduct( skyVec, skyVec ) ) ) *
+ ( -2 * skyVec[2] * radiusWorld +
+ 2 * sqrt( SQR( skyVec[2] ) * SQR( radiusWorld ) +
+ 2 * SQR( skyVec[0] ) * radiusWorld * heightCloud +
+ SQR( skyVec[0] ) * SQR( heightCloud ) +
+ 2 * SQR( skyVec[1] ) * radiusWorld * heightCloud +
+ SQR( skyVec[1] ) * SQR( heightCloud ) +
+ 2 * SQR( skyVec[2] ) * radiusWorld * heightCloud +
+ SQR( skyVec[2] ) * SQR( heightCloud ) ) );
+
+ s_cloudTexP[i][t][s] = p;
+
+ // compute intersection point based on p
+ VectorScale( skyVec, p, v );
+ v[2] += radiusWorld;
+
+ // compute vector from world origin to intersection point 'v'
+ VectorNormalize( v );
+
+ sRad = Q_acos( v[0] );
+ tRad = Q_acos( v[1] );
+
+ s_cloudTexCoords[i][t][s][0] = sRad;
+ s_cloudTexCoords[i][t][s][1] = tRad;
+ }
+ }
+ }
+}
+
+//======================================================================================
+
+/*
+** RB_DrawSun
+*/
+void RB_DrawSun( void ) {
+ float size;
+ float dist;
+ vec3_t origin, vec1, vec2;
+ vec3_t temp;
+
+ if ( !backEnd.skyRenderedThisView ) {
+ return;
+ }
+ if ( !r_drawSun->integer ) {
+ return;
+ }
+
+ //qglLoadMatrixf( backEnd.viewParms.world.modelMatrix );
+ //qglTranslatef (backEnd.viewParms.or.origin[0], backEnd.viewParms.or.origin[1], backEnd.viewParms.or.origin[2]);
+ {
+ // FIXME: this could be a lot cleaner
+ matrix_t trans, product;
+
+ Matrix16Translation( backEnd.viewParms.or.origin, trans );
+ Matrix16Multiply( backEnd.viewParms.world.modelMatrix, trans, product );
+ GL_SetModelviewMatrix( product );
+ }
+
+ dist = backEnd.viewParms.zFar / 1.75; // div sqrt(3)
+ size = dist * 0.4;
+
+ VectorScale( tr.sunDirection, dist, origin );
+ PerpendicularVector( vec1, tr.sunDirection );
+ CrossProduct( tr.sunDirection, vec1, vec2 );
+
+ VectorScale( vec1, size, vec1 );
+ VectorScale( vec2, size, vec2 );
+
+ // farthest depth range
+ qglDepthRange( 1.0, 1.0 );
+
+ // FIXME: use quad stamp
+ RB_BeginSurface( tr.sunShader, tess.fogNum );
+ VectorCopy( origin, temp );
+ VectorSubtract( temp, vec1, temp );
+ VectorSubtract( temp, vec2, temp );
+ VectorCopy( temp, tess.xyz[tess.numVertexes] );
+ tess.texCoords[tess.numVertexes][0][0] = 0;
+ tess.texCoords[tess.numVertexes][0][1] = 0;
+ tess.vertexColors[tess.numVertexes][0] = 1.0f;
+ tess.vertexColors[tess.numVertexes][1] = 1.0f;
+ tess.vertexColors[tess.numVertexes][2] = 1.0f;
+ tess.numVertexes++;
+
+ VectorCopy( origin, temp );
+ VectorAdd( temp, vec1, temp );
+ VectorSubtract( temp, vec2, temp );
+ VectorCopy( temp, tess.xyz[tess.numVertexes] );
+ tess.texCoords[tess.numVertexes][0][0] = 0;
+ tess.texCoords[tess.numVertexes][0][1] = 1;
+ tess.vertexColors[tess.numVertexes][0] = 1.0f;
+ tess.vertexColors[tess.numVertexes][1] = 1.0f;
+ tess.vertexColors[tess.numVertexes][2] = 1.0f;
+ tess.numVertexes++;
+
+ VectorCopy( origin, temp );
+ VectorAdd( temp, vec1, temp );
+ VectorAdd( temp, vec2, temp );
+ VectorCopy( temp, tess.xyz[tess.numVertexes] );
+ tess.texCoords[tess.numVertexes][0][0] = 1;
+ tess.texCoords[tess.numVertexes][0][1] = 1;
+ tess.vertexColors[tess.numVertexes][0] = 1.0f;
+ tess.vertexColors[tess.numVertexes][1] = 1.0f;
+ tess.vertexColors[tess.numVertexes][2] = 1.0f;
+ tess.numVertexes++;
+
+ VectorCopy( origin, temp );
+ VectorSubtract( temp, vec1, temp );
+ VectorAdd( temp, vec2, temp );
+ VectorCopy( temp, tess.xyz[tess.numVertexes] );
+ tess.texCoords[tess.numVertexes][0][0] = 1;
+ tess.texCoords[tess.numVertexes][0][1] = 0;
+ tess.vertexColors[tess.numVertexes][0] = 1.0f;
+ tess.vertexColors[tess.numVertexes][1] = 1.0f;
+ tess.vertexColors[tess.numVertexes][2] = 1.0f;
+ tess.numVertexes++;
+
+ tess.indexes[tess.numIndexes++] = 0;
+ tess.indexes[tess.numIndexes++] = 1;
+ tess.indexes[tess.numIndexes++] = 2;
+ tess.indexes[tess.numIndexes++] = 0;
+ tess.indexes[tess.numIndexes++] = 2;
+ tess.indexes[tess.numIndexes++] = 3;
+
+ RB_EndSurface();
+
+ // back to normal depth range
+ qglDepthRange( 0.0, 1.0 );
+}
+
+
+
+
+/*
+================
+RB_StageIteratorSky
+
+All of the visible sky triangles are in tess
+
+Other things could be stuck in here, like birds in the sky, etc
+================
+*/
+void RB_StageIteratorSky( void ) {
+ if ( r_fastsky->integer ) {
+ return;
+ }
+
+ // go through all the polygons and project them onto
+ // the sky box to see which blocks on each side need
+ // to be drawn
+ RB_ClipSkyPolygons( &tess );
+
+ // r_showsky will let all the sky blocks be drawn in
+ // front of everything to allow developers to see how
+ // much sky is getting sucked in
+ if ( r_showsky->integer ) {
+ qglDepthRange( 0.0, 0.0 );
+ } else {
+ qglDepthRange( 1.0, 1.0 );
+ }
+
+ // draw the outer skybox
+ if ( tess.shader->sky.outerbox[0] && tess.shader->sky.outerbox[0] != tr.defaultImage ) {
+ matrix_t oldmodelview;
+
+ GL_State( 0 );
+ //qglTranslatef (backEnd.viewParms.or.origin[0], backEnd.viewParms.or.origin[1], backEnd.viewParms.or.origin[2]);
+
+ {
+ // FIXME: this could be a lot cleaner
+ matrix_t trans, product;
+
+ Matrix16Copy( glState.modelview, oldmodelview );
+ Matrix16Translation( backEnd.viewParms.or.origin, trans );
+ Matrix16Multiply( glState.modelview, trans, product );
+ GL_SetModelviewMatrix( product );
+
+ }
+
+ DrawSkyBox( tess.shader );
+
+ GL_SetModelviewMatrix( oldmodelview );
+ }
+
+ // generate the vertexes for all the clouds, which will be drawn
+ // by the generic shader routine
+ R_BuildCloudData( &tess );
+
+ RB_StageIteratorGeneric();
+
+ // draw the inner skybox
+
+
+ // back to normal depth range
+ qglDepthRange( 0.0, 1.0 );
+
+ // note that sky was drawn so we will draw a sun later
+ backEnd.skyRenderedThisView = qtrue;
+}
+
+
+
+
+
Added: trunk/code/rend2/tr_subs.c
===================================================================
--- trunk/code/rend2/tr_subs.c (rev 0)
+++ trunk/code/rend2/tr_subs.c 2012-10-26 01:23:06 UTC (rev 2329)
@@ -0,0 +1,48 @@
+/*
+===========================================================================
+Copyright (C) 2010 James Canete (use.less01 at gmail.com)
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Quake III Arena source code is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Quake III Arena source code; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+// tr_subs.c - common function replacements for modular renderer
+
+#include "tr_local.h"
+
+void QDECL Com_Printf( const char *msg, ... )
+{
+ va_list argptr;
+ char text[1024];
+
+ va_start(argptr, msg);
+ Q_vsnprintf(text, sizeof(text), msg, argptr);
+ va_end(argptr);
+
+ ri.Printf(PRINT_ALL, "%s", text);
+}
+
+void QDECL Com_Error( int level, const char *error, ... )
+{
+ va_list argptr;
+ char text[1024];
+
+ va_start(argptr, error);
+ Q_vsnprintf(text, sizeof(text), error, argptr);
+ va_end(argptr);
+
+ ri.Error(level, "%s", text);
+}
Added: trunk/code/rend2/tr_surface.c
===================================================================
--- trunk/code/rend2/tr_surface.c (rev 0)
+++ trunk/code/rend2/tr_surface.c 2012-10-26 01:23:06 UTC (rev 2329)
@@ -0,0 +1,1691 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Quake III Arena source code is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Quake III Arena source code; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+// tr_surf.c
+#include "tr_local.h"
+#if idppc_altivec && !defined(MACOS_X)
+#include <altivec.h>
+#endif
+
+/*
+
+ THIS ENTIRE FILE IS BACK END
+
+backEnd.currentEntity will be valid.
+
+Tess_Begin has already been called for the surface's shader.
+
+The modelview matrix will be set.
+
+It is safe to actually issue drawing commands here if you don't want to
+use the shader system.
+*/
+
+
+//============================================================================
+
+
+/*
+==============
+RB_CheckOverflow
+==============
+*/
+void RB_CheckOverflow( int verts, int indexes ) {
+ if (tess.numVertexes + verts < SHADER_MAX_VERTEXES
+ && tess.numIndexes + indexes < SHADER_MAX_INDEXES) {
+ return;
+ }
+
+ RB_EndSurface();
+
+ if ( verts >= SHADER_MAX_VERTEXES ) {
+ ri.Error(ERR_DROP, "RB_CheckOverflow: verts > MAX (%d > %d)", verts, SHADER_MAX_VERTEXES );
+ }
+ if ( indexes >= SHADER_MAX_INDEXES ) {
+ ri.Error(ERR_DROP, "RB_CheckOverflow: indices > MAX (%d > %d)", indexes, SHADER_MAX_INDEXES );
+ }
+
+ RB_BeginSurface(tess.shader, tess.fogNum );
+}
+
+void RB_CheckVBOandIBO(VBO_t *vbo, IBO_t *ibo)
+{
+ if (!(vbo == glState.currentVBO && ibo == glState.currentIBO) || tess.multiDrawPrimitives >= MAX_MULTIDRAW_PRIMITIVES)
+ {
+ RB_EndSurface();
+ RB_BeginSurface(tess.shader, tess.fogNum);
+
+ R_BindVBO(vbo);
+ R_BindIBO(ibo);
+ }
+
+ if (vbo != tess.vbo && ibo != tess.ibo)
+ tess.useInternalVBO = qfalse;
+}
+
+
+/*
+==============
+RB_AddQuadStampExt
+==============
+*/
+void RB_AddQuadStampExt( vec3_t origin, vec3_t left, vec3_t up, float color[4], float s1, float t1, float s2, float t2 ) {
+ vec3_t normal;
+ int ndx;
+
+ RB_CHECKOVERFLOW( 4, 6 );
+
+ ndx = tess.numVertexes;
+
+ // triangle indexes for a simple quad
+ tess.indexes[ tess.numIndexes ] = ndx;
+ tess.indexes[ tess.numIndexes + 1 ] = ndx + 1;
+ tess.indexes[ tess.numIndexes + 2 ] = ndx + 3;
+
+ tess.indexes[ tess.numIndexes + 3 ] = ndx + 3;
+ tess.indexes[ tess.numIndexes + 4 ] = ndx + 1;
+ tess.indexes[ tess.numIndexes + 5 ] = ndx + 2;
+
+ tess.xyz[ndx][0] = origin[0] + left[0] + up[0];
+ tess.xyz[ndx][1] = origin[1] + left[1] + up[1];
+ tess.xyz[ndx][2] = origin[2] + left[2] + up[2];
+
+ tess.xyz[ndx+1][0] = origin[0] - left[0] + up[0];
+ tess.xyz[ndx+1][1] = origin[1] - left[1] + up[1];
+ tess.xyz[ndx+1][2] = origin[2] - left[2] + up[2];
+
+ tess.xyz[ndx+2][0] = origin[0] - left[0] - up[0];
+ tess.xyz[ndx+2][1] = origin[1] - left[1] - up[1];
+ tess.xyz[ndx+2][2] = origin[2] - left[2] - up[2];
+
+ tess.xyz[ndx+3][0] = origin[0] + left[0] - up[0];
+ tess.xyz[ndx+3][1] = origin[1] + left[1] - up[1];
+ tess.xyz[ndx+3][2] = origin[2] + left[2] - up[2];
+
+
+ // constant normal all the way around
+ VectorSubtract( vec3_origin, backEnd.viewParms.or.axis[0], normal );
+
+ tess.normal[ndx][0] = tess.normal[ndx+1][0] = tess.normal[ndx+2][0] = tess.normal[ndx+3][0] = normal[0];
+ tess.normal[ndx][1] = tess.normal[ndx+1][1] = tess.normal[ndx+2][1] = tess.normal[ndx+3][1] = normal[1];
+ tess.normal[ndx][2] = tess.normal[ndx+1][2] = tess.normal[ndx+2][2] = tess.normal[ndx+3][2] = normal[2];
+
+ // standard square texture coordinates
+ tess.texCoords[ndx][0][0] = tess.texCoords[ndx][1][0] = s1;
+ tess.texCoords[ndx][0][1] = tess.texCoords[ndx][1][1] = t1;
+
+ tess.texCoords[ndx+1][0][0] = tess.texCoords[ndx+1][1][0] = s2;
+ tess.texCoords[ndx+1][0][1] = tess.texCoords[ndx+1][1][1] = t1;
+
+ tess.texCoords[ndx+2][0][0] = tess.texCoords[ndx+2][1][0] = s2;
+ tess.texCoords[ndx+2][0][1] = tess.texCoords[ndx+2][1][1] = t2;
+
+ tess.texCoords[ndx+3][0][0] = tess.texCoords[ndx+3][1][0] = s1;
+ tess.texCoords[ndx+3][0][1] = tess.texCoords[ndx+3][1][1] = t2;
+
+ // constant color all the way around
+ // should this be identity and let the shader specify from entity?
+ tess.vertexColors[ndx][0] = color[0];
+ tess.vertexColors[ndx][1] = color[1];
+ tess.vertexColors[ndx][2] = color[2];
+ tess.vertexColors[ndx][3] = color[3];
+
+ tess.vertexColors[ndx+1][0] = color[0];
+ tess.vertexColors[ndx+1][1] = color[1];
+ tess.vertexColors[ndx+1][2] = color[2];
+ tess.vertexColors[ndx+1][3] = color[3];
+
+ tess.vertexColors[ndx+2][0] = color[0];
+ tess.vertexColors[ndx+2][1] = color[1];
+ tess.vertexColors[ndx+2][2] = color[2];
+ tess.vertexColors[ndx+2][3] = color[3];
+
+ tess.vertexColors[ndx+3][0] = color[0];
+ tess.vertexColors[ndx+3][1] = color[1];
+ tess.vertexColors[ndx+3][2] = color[2];
+ tess.vertexColors[ndx+3][3] = color[3];
+
+ tess.numVertexes += 4;
+ tess.numIndexes += 6;
+}
+
+/*
+==============
+RB_AddQuadStamp
+==============
+*/
+void RB_AddQuadStamp( vec3_t origin, vec3_t left, vec3_t up, float color[4] ) {
+ RB_AddQuadStampExt( origin, left, up, color, 0, 0, 1, 1 );
+}
+
+
+/*
+==============
+RB_InstantQuad
+
+based on Tess_InstantQuad from xreal
+==============
+*/
+void RB_InstantQuad2(vec4_t quadVerts[4], vec2_t texCoords[4])
+{
+ GLimp_LogComment("--- RB_InstantQuad2 ---\n");
+
+ tess.numVertexes = 0;
+ tess.numIndexes = 0;
+ tess.firstIndex = 0;
+
+ VectorCopy4(quadVerts[0], tess.xyz[tess.numVertexes]);
+ VectorCopy2(texCoords[0], tess.texCoords[tess.numVertexes][0]);
+ tess.numVertexes++;
+
+ VectorCopy4(quadVerts[1], tess.xyz[tess.numVertexes]);
+ VectorCopy2(texCoords[1], tess.texCoords[tess.numVertexes][0]);
+ tess.numVertexes++;
+
+ VectorCopy4(quadVerts[2], tess.xyz[tess.numVertexes]);
+ VectorCopy2(texCoords[2], tess.texCoords[tess.numVertexes][0]);
+ tess.numVertexes++;
+
+ VectorCopy4(quadVerts[3], tess.xyz[tess.numVertexes]);
+ VectorCopy2(texCoords[3], tess.texCoords[tess.numVertexes][0]);
+ tess.numVertexes++;
+
+ tess.indexes[tess.numIndexes++] = 0;
+ tess.indexes[tess.numIndexes++] = 1;
+ tess.indexes[tess.numIndexes++] = 2;
+ tess.indexes[tess.numIndexes++] = 0;
+ tess.indexes[tess.numIndexes++] = 2;
+ tess.indexes[tess.numIndexes++] = 3;
+
+ RB_UpdateVBOs(ATTR_POSITION | ATTR_TEXCOORD);
+
+ GLSL_VertexAttribsState(ATTR_POSITION | ATTR_TEXCOORD);
+
+ R_DrawElementsVBO(tess.numIndexes, tess.firstIndex);
+
+ tess.numIndexes = 0;
+ tess.numVertexes = 0;
+ tess.firstIndex = 0;
+}
+
+
+void RB_InstantQuad(vec4_t quadVerts[4])
+{
+ vec4_t color;
+ vec2_t texCoords[4];
+ vec2_t invTexRes;
+
+ VectorSet4(color, 1, 1, 1, 1);
+
+ texCoords[0][0] = 0;
+ texCoords[0][1] = 0;
+
+ texCoords[1][0] = 1;
+ texCoords[1][1] = 0;
+
+ texCoords[2][0] = 1;
+ texCoords[2][1] = 1;
+
+ texCoords[3][0] = 0;
+ texCoords[3][1] = 1;
+
+ invTexRes[0] = 1.0f / 256.0f;
+ invTexRes[1] = 1.0f / 256.0f;
+
+ GLSL_BindProgram(&tr.textureColorShader);
+
+ GLSL_SetUniformMatrix16(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
+ GLSL_SetUniformVec4(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_COLOR, color);
+ GLSL_SetUniformVec2(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_INVTEXRES, invTexRes);
+ GLSL_SetUniformVec2(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_AUTOEXPOSUREMINMAX, tr.refdef.autoExposureMinMax);
+ GLSL_SetUniformVec3(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_TONEMINAVGMAXLINEAR, tr.refdef.toneMinAvgMaxLinear);
+
+ RB_InstantQuad2(quadVerts, texCoords); //, color, &tr.textureColorShader, invTexRes);
+}
+
+
+/*
+==============
+RB_SurfaceSprite
+==============
+*/
+static void RB_SurfaceSprite( void ) {
+ vec3_t left, up;
+ float radius;
+ float colors[4];
+ trRefEntity_t *ent = backEnd.currentEntity;
+
+ // calculate the xyz locations for the four corners
+ radius = ent->e.radius;
+ if ( ent->e.rotation == 0 ) {
+ VectorScale( backEnd.viewParms.or.axis[1], radius, left );
+ VectorScale( backEnd.viewParms.or.axis[2], radius, up );
+ } else {
+ float s, c;
+ float ang;
+
+ ang = M_PI * ent->e.rotation / 180;
+ s = sin( ang );
+ c = cos( ang );
+
+ VectorScale( backEnd.viewParms.or.axis[1], c * radius, left );
+ VectorMA( left, -s * radius, backEnd.viewParms.or.axis[2], left );
+
+ VectorScale( backEnd.viewParms.or.axis[2], c * radius, up );
+ VectorMA( up, s * radius, backEnd.viewParms.or.axis[1], up );
+ }
+ if ( backEnd.viewParms.isMirror ) {
+ VectorSubtract( vec3_origin, left, left );
+ }
+
+#ifdef REACTION
+ if (ent->e.renderfx & RF_SUNFLARE)
+ {
+ if (backEnd.viewHasSunFlare)
+ {
+ ri.Printf(PRINT_WARNING, "Multiple sun flares not supported\n");
+ return;
+ }
+ if (R_CullPointAndRadiusEx(ent->e.origin, ent->e.radius, backEnd.viewParms.frustum, ARRAY_LEN(backEnd.viewParms.frustum)) == CULL_OUT)
+ return;
+ colors[0] = colors[1] = colors[2] = colors[3] = ent->e.shaderRGBA[glRefConfig.framebufferObject] / 255.0f;
+ if (colors[0] == 0)
+ return;
+ backEnd.viewHasSunFlare = qtrue;
+ backEnd.frameHasSunFlare = qtrue;
+ }
+ else
+#endif
+ {
+ VectorScale4(ent->e.shaderRGBA, 1.0f / 255.0f, colors);
+ }
+
+ RB_AddQuadStamp( ent->e.origin, left, up, colors );
+}
+
+
+/*
+=============
+RB_SurfacePolychain
+=============
+*/
+static void RB_SurfacePolychain( srfPoly_t *p ) {
+ int i;
+ int numv;
+
+ RB_CHECKOVERFLOW( p->numVerts, 3*(p->numVerts - 2) );
+
+ // fan triangles into the tess array
+ numv = tess.numVertexes;
+ for ( i = 0; i < p->numVerts; i++ ) {
+ VectorCopy( p->verts[i].xyz, tess.xyz[numv] );
+ tess.texCoords[numv][0][0] = p->verts[i].st[0];
+ tess.texCoords[numv][0][1] = p->verts[i].st[1];
+ tess.vertexColors[numv][0] = p->verts[ i ].modulate[0] / 255.0f;
+ tess.vertexColors[numv][1] = p->verts[ i ].modulate[1] / 255.0f;
+ tess.vertexColors[numv][2] = p->verts[ i ].modulate[2] / 255.0f;
+ tess.vertexColors[numv][3] = p->verts[ i ].modulate[3] / 255.0f;
+
+ numv++;
+ }
+
+ // generate fan indexes into the tess array
+ for ( i = 0; i < p->numVerts-2; i++ ) {
+ tess.indexes[tess.numIndexes + 0] = tess.numVertexes;
+ tess.indexes[tess.numIndexes + 1] = tess.numVertexes + i + 1;
+ tess.indexes[tess.numIndexes + 2] = tess.numVertexes + i + 2;
+ tess.numIndexes += 3;
+ }
+
+ tess.numVertexes = numv;
+}
+
+static void RB_SurfaceHelper( int numVerts, srfVert_t *verts, int numTriangles, srfTriangle_t *triangles, int dlightBits, int pshadowBits)
+{
+ int i;
+ srfTriangle_t *tri;
+ srfVert_t *dv;
+ float *xyz, *normal, *texCoords, *lightCoords, *lightdir;
+#ifdef USE_VERT_TANGENT_SPACE
+ float *tangent, *bitangent;
+#endif
+ glIndex_t *index;
+ float *color;
+
+ RB_CheckVBOandIBO(tess.vbo, tess.ibo);
+
+ RB_CHECKOVERFLOW( numVerts, numTriangles * 3 );
+
+ tri = triangles;
+ index = &tess.indexes[ tess.numIndexes ];
+ for ( i = 0 ; i < numTriangles ; i++, tri++ ) {
+ *index++ = tess.numVertexes + tri->indexes[0];
+ *index++ = tess.numVertexes + tri->indexes[1];
+ *index++ = tess.numVertexes + tri->indexes[2];
+ }
+ tess.numIndexes += numTriangles * 3;
+
+ if ( tess.shader->vertexAttribs & ATTR_POSITION )
+ {
+ dv = verts;
+ xyz = tess.xyz[ tess.numVertexes ];
+ for ( i = 0 ; i < numVerts ; i++, dv++, xyz+=4 )
+ VectorCopy(dv->xyz, xyz);
+ }
+
+ if ( tess.shader->vertexAttribs & ATTR_NORMAL )
+ {
+ dv = verts;
+ normal = tess.normal[ tess.numVertexes ];
+ for ( i = 0 ; i < numVerts ; i++, dv++, normal+=4 )
+ VectorCopy(dv->normal, normal);
+ }
+
+#ifdef USE_VERT_TANGENT_SPACE
+ if ( tess.shader->vertexAttribs & ATTR_TANGENT )
+ {
+ dv = verts;
+ tangent = tess.tangent[ tess.numVertexes ];
+ for ( i = 0 ; i < numVerts ; i++, dv++, tangent+=4 )
+ VectorCopy(dv->tangent, tangent);
+ }
+
+ if ( tess.shader->vertexAttribs & ATTR_BITANGENT )
+ {
+ dv = verts;
+ bitangent = tess.bitangent[ tess.numVertexes ];
+ for ( i = 0 ; i < numVerts ; i++, dv++, bitangent+=4 )
+ VectorCopy(dv->bitangent, bitangent);
+ }
+#endif
+
+ if ( tess.shader->vertexAttribs & ATTR_TEXCOORD )
+ {
+ dv = verts;
+ texCoords = tess.texCoords[ tess.numVertexes ][0];
+ for ( i = 0 ; i < numVerts ; i++, dv++, texCoords+=4 )
+ VectorCopy2(dv->st, texCoords);
+ }
+
+ if ( tess.shader->vertexAttribs & ATTR_LIGHTCOORD )
+ {
+ dv = verts;
+ lightCoords = tess.texCoords[ tess.numVertexes ][1];
+ for ( i = 0 ; i < numVerts ; i++, dv++, lightCoords+=4 )
+ VectorCopy2(dv->lightmap, lightCoords);
+ }
+
+ if ( tess.shader->vertexAttribs & ATTR_COLOR )
+ {
+ dv = verts;
+ color = tess.vertexColors[ tess.numVertexes ];
+ for ( i = 0 ; i < numVerts ; i++, dv++, color+=4 )
+ VectorCopy4(dv->vertexColors, color);
+ }
+
+ if ( tess.shader->vertexAttribs & ATTR_LIGHTDIRECTION )
+ {
+ dv = verts;
+ lightdir = tess.lightdir[ tess.numVertexes ];
+ for ( i = 0 ; i < numVerts ; i++, dv++, lightdir+=4 )
+ VectorCopy(dv->lightdir, lightdir);
+ }
+
+#if 0 // nothing even uses vertex dlightbits
+ for ( i = 0 ; i < numVerts ; i++ ) {
+ tess.vertexDlightBits[ tess.numVertexes + i ] = dlightBits;
+ }
+#endif
+
+ tess.dlightBits |= dlightBits;
+ tess.pshadowBits |= pshadowBits;
+
+ tess.numVertexes += numVerts;
+}
+
+static qboolean RB_SurfaceHelperVBO(VBO_t *vbo, IBO_t *ibo, int numVerts, int numIndexes, int firstIndex, int dlightBits, int pshadowBits, qboolean shaderCheck)
+{
+ int i, mergeForward, mergeBack;
+ GLvoid *firstIndexOffset, *lastIndexOffset;
+
+ if (!vbo || !ibo)
+ {
+ return qfalse;
+ }
+
+ if (shaderCheck && !(!ShaderRequiresCPUDeforms(tess.shader) && !tess.shader->isSky && !tess.shader->isPortal))
+ {
+ return qfalse;
+ }
+
+ RB_CheckVBOandIBO(vbo, ibo);
+
+ tess.dlightBits |= dlightBits;
+ tess.pshadowBits |= pshadowBits;
+
+ // merge this into any existing multidraw primitives
+ mergeForward = -1;
+ mergeBack = -1;
+ firstIndexOffset = BUFFER_OFFSET(firstIndex * sizeof(GL_INDEX_TYPE));
+ lastIndexOffset = BUFFER_OFFSET((firstIndex + numIndexes) * sizeof(GL_INDEX_TYPE));
+
+ if (r_mergeMultidraws->integer)
+ {
+ i = 0;
+
+ if (r_mergeMultidraws->integer == 1)
+ {
+ // lazy merge, only check the last primitive
+ if (tess.multiDrawPrimitives)
+ {
+ i = tess.multiDrawPrimitives - 1;
+ }
+ }
+
+ for (; i < tess.multiDrawPrimitives; i++)
+ {
+ if (tess.multiDrawLastIndex[i] == firstIndexOffset)
+ {
+ mergeBack = i;
+ }
+
+ if (lastIndexOffset == tess.multiDrawFirstIndex[i])
+ {
+ mergeForward = i;
+ }
+ }
+ }
+
+ if (mergeBack != -1 && mergeForward == -1)
+ {
+ tess.multiDrawNumIndexes[mergeBack] += numIndexes;
+ tess.multiDrawLastIndex[mergeBack] = (byte *)tess.multiDrawFirstIndex[mergeBack] + tess.multiDrawNumIndexes[mergeBack] * sizeof(GL_INDEX_TYPE);
+ backEnd.pc.c_multidrawsMerged++;
+ }
+ else if (mergeBack == -1 && mergeForward != -1)
+ {
+ tess.multiDrawNumIndexes[mergeForward] += numIndexes;
+ tess.multiDrawFirstIndex[mergeForward] = firstIndexOffset;
+ tess.multiDrawLastIndex[mergeForward] = (byte *)tess.multiDrawFirstIndex[mergeForward] + tess.multiDrawNumIndexes[mergeForward] * sizeof(GL_INDEX_TYPE);
+ backEnd.pc.c_multidrawsMerged++;
+ }
+ else if (mergeBack != -1 && mergeForward != -1)
+ {
+ tess.multiDrawNumIndexes[mergeBack] += numIndexes + tess.multiDrawNumIndexes[mergeForward];
+ tess.multiDrawLastIndex[mergeBack] = (byte *)tess.multiDrawFirstIndex[mergeBack] + tess.multiDrawNumIndexes[mergeBack] * sizeof(GL_INDEX_TYPE);
+ tess.multiDrawPrimitives--;
+
+ if (mergeForward != tess.multiDrawPrimitives)
+ {
+ tess.multiDrawNumIndexes[mergeForward] = tess.multiDrawNumIndexes[tess.multiDrawPrimitives];
+ tess.multiDrawFirstIndex[mergeForward] = tess.multiDrawFirstIndex[tess.multiDrawPrimitives];
+ }
+ backEnd.pc.c_multidrawsMerged += 2;
+ }
+ else if (mergeBack == -1 && mergeForward == -1)
+ {
+ tess.multiDrawNumIndexes[tess.multiDrawPrimitives] = numIndexes;
+ tess.multiDrawFirstIndex[tess.multiDrawPrimitives] = firstIndexOffset;
+ tess.multiDrawLastIndex[tess.multiDrawPrimitives] = lastIndexOffset;
+ tess.multiDrawPrimitives++;
+ }
+
+ backEnd.pc.c_multidraws++;
+
+ tess.numIndexes += numIndexes;
+ tess.numVertexes += numVerts;
+
+ return qtrue;
+}
+
+/*
+=============
+RB_SurfaceTriangles
+=============
+*/
+static void RB_SurfaceTriangles( srfTriangles_t *srf ) {
+ if( RB_SurfaceHelperVBO (srf->vbo, srf->ibo, srf->numVerts, srf->numTriangles * 3, srf->firstIndex, srf->dlightBits[backEnd.smpFrame], srf->pshadowBits[backEnd.smpFrame], qtrue ) )
+ {
+ return;
+ }
+
+ RB_SurfaceHelper(srf->numVerts, srf->verts, srf->numTriangles, srf->triangles, srf->dlightBits[backEnd.smpFrame], srf->pshadowBits[backEnd.smpFrame]);
+}
+
+
+
+/*
+==============
+RB_SurfaceBeam
+==============
+*/
+static void RB_SurfaceBeam( void )
+{
+#define NUM_BEAM_SEGS 6
+ refEntity_t *e;
+ int i;
+ vec3_t perpvec;
+ vec3_t direction, normalized_direction;
+ vec3_t start_points[NUM_BEAM_SEGS], end_points[NUM_BEAM_SEGS];
+ vec3_t oldorigin, origin;
+
+ e = &backEnd.currentEntity->e;
+
+ oldorigin[0] = e->oldorigin[0];
+ oldorigin[1] = e->oldorigin[1];
+ oldorigin[2] = e->oldorigin[2];
+
+ origin[0] = e->origin[0];
+ origin[1] = e->origin[1];
+ origin[2] = e->origin[2];
+
+ normalized_direction[0] = direction[0] = oldorigin[0] - origin[0];
+ normalized_direction[1] = direction[1] = oldorigin[1] - origin[1];
+ normalized_direction[2] = direction[2] = oldorigin[2] - origin[2];
+
+ if ( VectorNormalize( normalized_direction ) == 0 )
+ return;
+
+ PerpendicularVector( perpvec, normalized_direction );
+
+ VectorScale( perpvec, 4, perpvec );
+
+ for ( i = 0; i < NUM_BEAM_SEGS ; i++ )
+ {
+ RotatePointAroundVector( start_points[i], normalized_direction, perpvec, (360.0/NUM_BEAM_SEGS)*i );
+// VectorAdd( start_points[i], origin, start_points[i] );
+ VectorAdd( start_points[i], direction, end_points[i] );
+ }
+
+ GL_Bind( tr.whiteImage );
+
+ GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE );
+
+ // FIXME: Quake3 doesn't use this, so I never tested it
+ tess.numVertexes = 0;
+ tess.numIndexes = 0;
+ tess.firstIndex = 0;
+
+ for ( i = 0; i <= NUM_BEAM_SEGS; i++ ) {
+ VectorCopy(start_points[ i % NUM_BEAM_SEGS ], tess.xyz[tess.numVertexes++]);
+ VectorCopy(end_points [ i % NUM_BEAM_SEGS ], tess.xyz[tess.numVertexes++]);
+ }
+
+ for ( i = 0; i < NUM_BEAM_SEGS; i++ ) {
+ tess.indexes[tess.numIndexes++] = i * 2;
+ tess.indexes[tess.numIndexes++] = (i + 1) * 2;
+ tess.indexes[tess.numIndexes++] = 1 + i * 2;
+
+ tess.indexes[tess.numIndexes++] = 1 + i * 2;
+ tess.indexes[tess.numIndexes++] = (i + 1) * 2;
+ tess.indexes[tess.numIndexes++] = 1 + (i + 1) * 2;
+ }
+
+ // FIXME: A lot of this can probably be removed for speed, and refactored into a more convenient function
+ RB_UpdateVBOs(ATTR_POSITION);
+
+ {
+ shaderProgram_t *sp = &tr.textureColorShader;
+ vec4_t color;
+
+ GLSL_VertexAttribsState(ATTR_POSITION);
+ GLSL_BindProgram(sp);
+
+ GLSL_SetUniformMatrix16(sp, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
+
+ color[0] = 1.0f;
+ color[1] = 0.0f;
+ color[2] = 0.0f;
+ color[3] = 1.0f;
+ GLSL_SetUniformVec4(sp, TEXTURECOLOR_UNIFORM_COLOR, color);
+ }
+
+ R_DrawElementsVBO(tess.numIndexes, tess.firstIndex);
+
+ tess.numIndexes = 0;
+ tess.numVertexes = 0;
+ tess.firstIndex = 0;
+}
+
+//================================================================================
+
+static void DoRailCore( const vec3_t start, const vec3_t end, const vec3_t up, float len, float spanWidth )
+{
+ float spanWidth2;
+ int vbase;
+ float t = len / 256.0f;
+
+ vbase = tess.numVertexes;
+
+ spanWidth2 = -spanWidth;
+
+ // FIXME: use quad stamp?
+ VectorMA( start, spanWidth, up, tess.xyz[tess.numVertexes] );
+ tess.texCoords[tess.numVertexes][0][0] = 0;
+ tess.texCoords[tess.numVertexes][0][1] = 0;
+ tess.vertexColors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0] * 0.25 / 255.0f;
+ tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1] * 0.25 / 255.0f;
+ tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2] * 0.25 / 255.0f;
+ tess.numVertexes++;
+
+ VectorMA( start, spanWidth2, up, tess.xyz[tess.numVertexes] );
+ tess.texCoords[tess.numVertexes][0][0] = 0;
+ tess.texCoords[tess.numVertexes][0][1] = 1;
+ tess.vertexColors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0] / 255.0f;
+ tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1] / 255.0f;
+ tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2] / 255.0f;
+ tess.numVertexes++;
+
+ VectorMA( end, spanWidth, up, tess.xyz[tess.numVertexes] );
+
+ tess.texCoords[tess.numVertexes][0][0] = t;
+ tess.texCoords[tess.numVertexes][0][1] = 0;
+ tess.vertexColors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0] / 255.0f;
+ tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1] / 255.0f;
+ tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2] / 255.0f;
+ tess.numVertexes++;
+
+ VectorMA( end, spanWidth2, up, tess.xyz[tess.numVertexes] );
+ tess.texCoords[tess.numVertexes][0][0] = t;
+ tess.texCoords[tess.numVertexes][0][1] = 1;
+ tess.vertexColors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0] / 255.0f;
+ tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1] / 255.0f;
+ tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2] / 255.0f;
+ tess.numVertexes++;
+
+ tess.indexes[tess.numIndexes++] = vbase;
+ tess.indexes[tess.numIndexes++] = vbase + 1;
+ tess.indexes[tess.numIndexes++] = vbase + 2;
+
+ tess.indexes[tess.numIndexes++] = vbase + 2;
+ tess.indexes[tess.numIndexes++] = vbase + 1;
+ tess.indexes[tess.numIndexes++] = vbase + 3;
+}
+
+static void DoRailDiscs( int numSegs, const vec3_t start, const vec3_t dir, const vec3_t right, const vec3_t up )
+{
+ int i;
+ vec3_t pos[4];
+ vec3_t v;
+ int spanWidth = r_railWidth->integer;
+ float c, s;
+ float scale;
+
+ if ( numSegs > 1 )
+ numSegs--;
+ if ( !numSegs )
+ return;
+
+ scale = 0.25;
+
+ for ( i = 0; i < 4; i++ )
+ {
+ c = cos( DEG2RAD( 45 + i * 90 ) );
+ s = sin( DEG2RAD( 45 + i * 90 ) );
+ v[0] = ( right[0] * c + up[0] * s ) * scale * spanWidth;
+ v[1] = ( right[1] * c + up[1] * s ) * scale * spanWidth;
+ v[2] = ( right[2] * c + up[2] * s ) * scale * spanWidth;
+ VectorAdd( start, v, pos[i] );
+
+ if ( numSegs > 1 )
+ {
+ // offset by 1 segment if we're doing a long distance shot
+ VectorAdd( pos[i], dir, pos[i] );
+ }
+ }
+
+ for ( i = 0; i < numSegs; i++ )
+ {
+ int j;
+
+ RB_CHECKOVERFLOW( 4, 6 );
+
+ for ( j = 0; j < 4; j++ )
+ {
+ VectorCopy( pos[j], tess.xyz[tess.numVertexes] );
+ tess.texCoords[tess.numVertexes][0][0] = ( j < 2 );
+ tess.texCoords[tess.numVertexes][0][1] = ( j && j != 3 );
+ tess.vertexColors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0] / 255.0f;
+ tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1] / 255.0f;
+ tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2] / 255.0f;
+ tess.numVertexes++;
+
+ VectorAdd( pos[j], dir, pos[j] );
+ }
+
+ tess.indexes[tess.numIndexes++] = tess.numVertexes - 4 + 0;
+ tess.indexes[tess.numIndexes++] = tess.numVertexes - 4 + 1;
+ tess.indexes[tess.numIndexes++] = tess.numVertexes - 4 + 3;
+ tess.indexes[tess.numIndexes++] = tess.numVertexes - 4 + 3;
+ tess.indexes[tess.numIndexes++] = tess.numVertexes - 4 + 1;
+ tess.indexes[tess.numIndexes++] = tess.numVertexes - 4 + 2;
+ }
+}
+
+/*
+** RB_SurfaceRailRinges
+*/
+static void RB_SurfaceRailRings( void ) {
+ refEntity_t *e;
+ int numSegs;
+ int len;
+ vec3_t vec;
+ vec3_t right, up;
+ vec3_t start, end;
+
+ e = &backEnd.currentEntity->e;
+
+ VectorCopy( e->oldorigin, start );
+ VectorCopy( e->origin, end );
+
+ // compute variables
+ VectorSubtract( end, start, vec );
+ len = VectorNormalize( vec );
+ MakeNormalVectors( vec, right, up );
+ numSegs = ( len ) / r_railSegmentLength->value;
+ if ( numSegs <= 0 ) {
+ numSegs = 1;
+ }
+
+ VectorScale( vec, r_railSegmentLength->value, vec );
+
+ DoRailDiscs( numSegs, start, vec, right, up );
+}
+
+/*
+** RB_SurfaceRailCore
+*/
+static void RB_SurfaceRailCore( void ) {
+ refEntity_t *e;
+ int len;
+ vec3_t right;
+ vec3_t vec;
+ vec3_t start, end;
+ vec3_t v1, v2;
+
+ e = &backEnd.currentEntity->e;
+
+ VectorCopy( e->oldorigin, start );
+ VectorCopy( e->origin, end );
+
+ VectorSubtract( end, start, vec );
+ len = VectorNormalize( vec );
+
+ // compute side vector
+ VectorSubtract( start, backEnd.viewParms.or.origin, v1 );
+ VectorNormalize( v1 );
+ VectorSubtract( end, backEnd.viewParms.or.origin, v2 );
+ VectorNormalize( v2 );
+ CrossProduct( v1, v2, right );
+ VectorNormalize( right );
+
+ DoRailCore( start, end, right, len, r_railCoreWidth->integer );
+}
+
+/*
+** RB_SurfaceLightningBolt
+*/
+static void RB_SurfaceLightningBolt( void ) {
+ refEntity_t *e;
+ int len;
+ vec3_t right;
+ vec3_t vec;
+ vec3_t start, end;
+ vec3_t v1, v2;
+ int i;
+
+ e = &backEnd.currentEntity->e;
+
+ VectorCopy( e->oldorigin, end );
+ VectorCopy( e->origin, start );
+
+ // compute variables
+ VectorSubtract( end, start, vec );
+ len = VectorNormalize( vec );
+
+ // compute side vector
+ VectorSubtract( start, backEnd.viewParms.or.origin, v1 );
+ VectorNormalize( v1 );
+ VectorSubtract( end, backEnd.viewParms.or.origin, v2 );
+ VectorNormalize( v2 );
+ CrossProduct( v1, v2, right );
+ VectorNormalize( right );
+
+ for ( i = 0 ; i < 4 ; i++ ) {
+ vec3_t temp;
+
+ DoRailCore( start, end, right, len, 8 );
+ RotatePointAroundVector( temp, vec, right, 45 );
+ VectorCopy( temp, right );
+ }
+}
+
+/*
+** VectorArrayNormalize
+*
+* The inputs to this routing seem to always be close to length = 1.0 (about 0.6 to 2.0)
+* This means that we don't have to worry about zero length or enormously long vectors.
+*/
+static void VectorArrayNormalize(vec4_t *normals, unsigned int count)
+{
+// assert(count);
+
+#if idppc
+ {
+ register float half = 0.5;
+ register float one = 1.0;
+ float *components = (float *)normals;
+
+ // Vanilla PPC code, but since PPC has a reciprocal square root estimate instruction,
+ // runs *much* faster than calling sqrt(). We'll use a single Newton-Raphson
+ // refinement step to get a little more precision. This seems to yeild results
+ // that are correct to 3 decimal places and usually correct to at least 4 (sometimes 5).
+ // (That is, for the given input range of about 0.6 to 2.0).
+ do {
+ float x, y, z;
+ float B, y0, y1;
+
+ x = components[0];
+ y = components[1];
+ z = components[2];
+ components += 4;
+ B = x*x + y*y + z*z;
+
+#ifdef __GNUC__
+ asm("frsqrte %0,%1" : "=f" (y0) : "f" (B));
+#else
+ y0 = __frsqrte(B);
+#endif
+ y1 = y0 + half*y0*(one - B*y0*y0);
+
+ x = x * y1;
+ y = y * y1;
+ components[-4] = x;
+ z = z * y1;
+ components[-3] = y;
+ components[-2] = z;
+ } while(count--);
+ }
+#else // No assembly version for this architecture, or C_ONLY defined
+ // given the input, it's safe to call VectorNormalizeFast
+ while (count--) {
+ VectorNormalizeFast(normals[0]);
+ normals++;
+ }
+#endif
+
+}
+
+
+
+/*
+** LerpMeshVertexes
+*/
+#if idppc_altivec
+static void LerpMeshVertexes_altivec(md3Surface_t *surf, float backlerp)
+{
+ short *oldXyz, *newXyz, *oldNormals, *newNormals;
+ float *outXyz, *outNormal;
+ float oldXyzScale QALIGN(16);
+ float newXyzScale QALIGN(16);
+ float oldNormalScale QALIGN(16);
+ float newNormalScale QALIGN(16);
+ int vertNum;
+ unsigned lat, lng;
+ int numVerts;
+
+ outXyz = tess.xyz[tess.numVertexes];
+ outNormal = tess.normal[tess.numVertexes];
+
+ newXyz = (short *)((byte *)surf + surf->ofsXyzNormals)
+ + (backEnd.currentEntity->e.frame * surf->numVerts * 4);
+ newNormals = newXyz + 3;
+
+ newXyzScale = MD3_XYZ_SCALE * (1.0 - backlerp);
+ newNormalScale = 1.0 - backlerp;
+
+ numVerts = surf->numVerts;
+
+ if ( backlerp == 0 ) {
+ vector signed short newNormalsVec0;
+ vector signed short newNormalsVec1;
+ vector signed int newNormalsIntVec;
+ vector float newNormalsFloatVec;
+ vector float newXyzScaleVec;
+ vector unsigned char newNormalsLoadPermute;
+ vector unsigned char newNormalsStorePermute;
+ vector float zero;
+
+ newNormalsStorePermute = vec_lvsl(0,(float *)&newXyzScaleVec);
+ newXyzScaleVec = *(vector float *)&newXyzScale;
+ newXyzScaleVec = vec_perm(newXyzScaleVec,newXyzScaleVec,newNormalsStorePermute);
+ newXyzScaleVec = vec_splat(newXyzScaleVec,0);
+ newNormalsLoadPermute = vec_lvsl(0,newXyz);
+ newNormalsStorePermute = vec_lvsr(0,outXyz);
+ zero = (vector float)vec_splat_s8(0);
+ //
+ // just copy the vertexes
+ //
+ for (vertNum=0 ; vertNum < numVerts ; vertNum++,
+ newXyz += 4, newNormals += 4,
+ outXyz += 4, outNormal += 4)
+ {
+ newNormalsLoadPermute = vec_lvsl(0,newXyz);
+ newNormalsStorePermute = vec_lvsr(0,outXyz);
+ newNormalsVec0 = vec_ld(0,newXyz);
+ newNormalsVec1 = vec_ld(16,newXyz);
+ newNormalsVec0 = vec_perm(newNormalsVec0,newNormalsVec1,newNormalsLoadPermute);
+ newNormalsIntVec = vec_unpackh(newNormalsVec0);
+ newNormalsFloatVec = vec_ctf(newNormalsIntVec,0);
+ newNormalsFloatVec = vec_madd(newNormalsFloatVec,newXyzScaleVec,zero);
+ newNormalsFloatVec = vec_perm(newNormalsFloatVec,newNormalsFloatVec,newNormalsStorePermute);
+ //outXyz[0] = newXyz[0] * newXyzScale;
+ //outXyz[1] = newXyz[1] * newXyzScale;
+ //outXyz[2] = newXyz[2] * newXyzScale;
+
+ lat = ( newNormals[0] >> 8 ) & 0xff;
+ lng = ( newNormals[0] & 0xff );
+ lat *= (FUNCTABLE_SIZE/256);
+ lng *= (FUNCTABLE_SIZE/256);
+
+ // decode X as cos( lat ) * sin( long )
+ // decode Y as sin( lat ) * sin( long )
+ // decode Z as cos( long )
+
+ outNormal[0] = tr.sinTable[(lat+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK] * tr.sinTable[lng];
+ outNormal[1] = tr.sinTable[lat] * tr.sinTable[lng];
+ outNormal[2] = tr.sinTable[(lng+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK];
+
+ vec_ste(newNormalsFloatVec,0,outXyz);
+ vec_ste(newNormalsFloatVec,4,outXyz);
+ vec_ste(newNormalsFloatVec,8,outXyz);
+ }
+ } else {
+ //
+ // interpolate and copy the vertex and normal
+ //
+ oldXyz = (short *)((byte *)surf + surf->ofsXyzNormals)
+ + (backEnd.currentEntity->e.oldframe * surf->numVerts * 4);
+ oldNormals = oldXyz + 3;
+
+ oldXyzScale = MD3_XYZ_SCALE * backlerp;
+ oldNormalScale = backlerp;
+
+ for (vertNum=0 ; vertNum < numVerts ; vertNum++,
+ oldXyz += 4, newXyz += 4, oldNormals += 4, newNormals += 4,
+ outXyz += 4, outNormal += 4)
+ {
+ vec3_t uncompressedOldNormal, uncompressedNewNormal;
+
+ // interpolate the xyz
+ outXyz[0] = oldXyz[0] * oldXyzScale + newXyz[0] * newXyzScale;
+ outXyz[1] = oldXyz[1] * oldXyzScale + newXyz[1] * newXyzScale;
+ outXyz[2] = oldXyz[2] * oldXyzScale + newXyz[2] * newXyzScale;
+
+ // FIXME: interpolate lat/long instead?
+ lat = ( newNormals[0] >> 8 ) & 0xff;
+ lng = ( newNormals[0] & 0xff );
+ lat *= 4;
+ lng *= 4;
+ uncompressedNewNormal[0] = tr.sinTable[(lat+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK] * tr.sinTable[lng];
+ uncompressedNewNormal[1] = tr.sinTable[lat] * tr.sinTable[lng];
+ uncompressedNewNormal[2] = tr.sinTable[(lng+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK];
+
+ lat = ( oldNormals[0] >> 8 ) & 0xff;
+ lng = ( oldNormals[0] & 0xff );
+ lat *= 4;
+ lng *= 4;
+
+ uncompressedOldNormal[0] = tr.sinTable[(lat+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK] * tr.sinTable[lng];
+ uncompressedOldNormal[1] = tr.sinTable[lat] * tr.sinTable[lng];
+ uncompressedOldNormal[2] = tr.sinTable[(lng+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK];
+
+ outNormal[0] = uncompressedOldNormal[0] * oldNormalScale + uncompressedNewNormal[0] * newNormalScale;
+ outNormal[1] = uncompressedOldNormal[1] * oldNormalScale + uncompressedNewNormal[1] * newNormalScale;
+ outNormal[2] = uncompressedOldNormal[2] * oldNormalScale + uncompressedNewNormal[2] * newNormalScale;
+
+// VectorNormalize (outNormal);
+ }
+ VectorArrayNormalize((vec4_t *)tess.normal[tess.numVertexes], numVerts);
+ }
+}
+#endif
+
+static void LerpMeshVertexes_scalar(mdvSurface_t *surf, float backlerp)
+{
+#if 0
+ short *oldXyz, *newXyz, *oldNormals, *newNormals;
+ float *outXyz, *outNormal;
+ float oldXyzScale, newXyzScale;
+ float oldNormalScale, newNormalScale;
+ int vertNum;
+ unsigned lat, lng;
+ int numVerts;
+
+ outXyz = tess.xyz[tess.numVertexes];
+ outNormal = tess.normal[tess.numVertexes];
+
+ newXyz = (short *)((byte *)surf + surf->ofsXyzNormals)
+ + (backEnd.currentEntity->e.frame * surf->numVerts * 4);
+ newNormals = newXyz + 3;
+
+ newXyzScale = MD3_XYZ_SCALE * (1.0 - backlerp);
+ newNormalScale = 1.0 - backlerp;
+
+ numVerts = surf->numVerts;
+
+ if ( backlerp == 0 ) {
+ //
+ // just copy the vertexes
+ //
+ for (vertNum=0 ; vertNum < numVerts ; vertNum++,
+ newXyz += 4, newNormals += 4,
+ outXyz += 4, outNormal += 4)
+ {
+
+ outXyz[0] = newXyz[0] * newXyzScale;
+ outXyz[1] = newXyz[1] * newXyzScale;
+ outXyz[2] = newXyz[2] * newXyzScale;
+
+ lat = ( newNormals[0] >> 8 ) & 0xff;
+ lng = ( newNormals[0] & 0xff );
+ lat *= (FUNCTABLE_SIZE/256);
+ lng *= (FUNCTABLE_SIZE/256);
+
+ // decode X as cos( lat ) * sin( long )
+ // decode Y as sin( lat ) * sin( long )
+ // decode Z as cos( long )
+
+ outNormal[0] = tr.sinTable[(lat+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK] * tr.sinTable[lng];
+ outNormal[1] = tr.sinTable[lat] * tr.sinTable[lng];
+ outNormal[2] = tr.sinTable[(lng+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK];
+ }
+ } else {
+ //
+ // interpolate and copy the vertex and normal
+ //
+ oldXyz = (short *)((byte *)surf + surf->ofsXyzNormals)
+ + (backEnd.currentEntity->e.oldframe * surf->numVerts * 4);
+ oldNormals = oldXyz + 3;
+
+ oldXyzScale = MD3_XYZ_SCALE * backlerp;
+ oldNormalScale = backlerp;
+
+ for (vertNum=0 ; vertNum < numVerts ; vertNum++,
+ oldXyz += 4, newXyz += 4, oldNormals += 4, newNormals += 4,
+ outXyz += 4, outNormal += 4)
+ {
+ vec3_t uncompressedOldNormal, uncompressedNewNormal;
+
+ // interpolate the xyz
+ outXyz[0] = oldXyz[0] * oldXyzScale + newXyz[0] * newXyzScale;
+ outXyz[1] = oldXyz[1] * oldXyzScale + newXyz[1] * newXyzScale;
+ outXyz[2] = oldXyz[2] * oldXyzScale + newXyz[2] * newXyzScale;
+
+ // FIXME: interpolate lat/long instead?
+ lat = ( newNormals[0] >> 8 ) & 0xff;
+ lng = ( newNormals[0] & 0xff );
+ lat *= 4;
+ lng *= 4;
+ uncompressedNewNormal[0] = tr.sinTable[(lat+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK] * tr.sinTable[lng];
+ uncompressedNewNormal[1] = tr.sinTable[lat] * tr.sinTable[lng];
+ uncompressedNewNormal[2] = tr.sinTable[(lng+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK];
+
+ lat = ( oldNormals[0] >> 8 ) & 0xff;
+ lng = ( oldNormals[0] & 0xff );
+ lat *= 4;
+ lng *= 4;
+
+ uncompressedOldNormal[0] = tr.sinTable[(lat+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK] * tr.sinTable[lng];
+ uncompressedOldNormal[1] = tr.sinTable[lat] * tr.sinTable[lng];
+ uncompressedOldNormal[2] = tr.sinTable[(lng+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK];
+
+ outNormal[0] = uncompressedOldNormal[0] * oldNormalScale + uncompressedNewNormal[0] * newNormalScale;
+ outNormal[1] = uncompressedOldNormal[1] * oldNormalScale + uncompressedNewNormal[1] * newNormalScale;
+ outNormal[2] = uncompressedOldNormal[2] * oldNormalScale + uncompressedNewNormal[2] * newNormalScale;
+
+// VectorNormalize (outNormal);
+ }
+ VectorArrayNormalize((vec4_t *)tess.normal[tess.numVertexes], numVerts);
+ }
+#endif
+ float *outXyz, *outNormal;
+ mdvVertex_t *newVerts;
+ int vertNum;
+
+ newVerts = surf->verts + backEnd.currentEntity->e.frame * surf->numVerts;
+
+ outXyz = tess.xyz[tess.numVertexes];
+ outNormal = tess.normal[tess.numVertexes];
+
+ if (backlerp == 0)
+ {
+ //
+ // just copy the vertexes
+ //
+
+ for (vertNum=0 ; vertNum < surf->numVerts ; vertNum++)
+ {
+ VectorCopy(newVerts->xyz, outXyz);
+ VectorCopy(newVerts->normal, outNormal);
+ newVerts++;
+ outXyz += 4;
+ outNormal += 4;
+ }
+ }
+ else
+ {
+ //
+ // interpolate and copy the vertex and normal
+ //
+
+ mdvVertex_t *oldVerts;
+
+ oldVerts = surf->verts + backEnd.currentEntity->e.oldframe * surf->numVerts;
+
+ for (vertNum=0 ; vertNum < surf->numVerts ; vertNum++)
+ {
+ VectorLerp(newVerts->xyz, oldVerts->xyz, backlerp, outXyz);
+ VectorLerp(newVerts->normal, oldVerts->normal, backlerp, outNormal);
+ //VectorNormalize(outNormal);
+ newVerts++;
+ oldVerts++;
+ outXyz += 4;
+ outNormal += 4;
+ }
+ VectorArrayNormalize((vec4_t *)tess.normal[tess.numVertexes], surf->numVerts);
+ }
+
+}
+
+static void LerpMeshVertexes(mdvSurface_t *surf, float backlerp)
+{
+#if 0
+#if idppc_altivec
+ if (com_altivec->integer) {
+ // must be in a seperate function or G3 systems will crash.
+ LerpMeshVertexes_altivec( surf, backlerp );
+ return;
+ }
+#endif // idppc_altivec
+#endif
+ LerpMeshVertexes_scalar( surf, backlerp );
+}
+
+
+/*
+=============
+RB_SurfaceMesh
+=============
+*/
+static void RB_SurfaceMesh(mdvSurface_t *surface) {
+ int j;
+ float backlerp;
+ srfTriangle_t *triangles;
+ mdvSt_t *texCoords;
+ int indexes;
+ int Bob, Doug;
+ int numVerts;
+
+ if ( backEnd.currentEntity->e.oldframe == backEnd.currentEntity->e.frame ) {
+ backlerp = 0;
+ } else {
+ backlerp = backEnd.currentEntity->e.backlerp;
+ }
+
+ RB_CHECKOVERFLOW( surface->numVerts, surface->numTriangles*3 );
+
+ LerpMeshVertexes (surface, backlerp);
+
+ triangles = surface->triangles;
+ indexes = surface->numTriangles * 3;
+ Bob = tess.numIndexes;
+ Doug = tess.numVertexes;
+ for (j = 0 ; j < surface->numTriangles ; j++) {
+ tess.indexes[Bob + j*3 + 0] = Doug + triangles[j].indexes[0];
+ tess.indexes[Bob + j*3 + 1] = Doug + triangles[j].indexes[1];
+ tess.indexes[Bob + j*3 + 2] = Doug + triangles[j].indexes[2];
+ }
+ tess.numIndexes += indexes;
+
+ texCoords = surface->st;
+
+ numVerts = surface->numVerts;
+ for ( j = 0; j < numVerts; j++ ) {
+ tess.texCoords[Doug + j][0][0] = texCoords[j].st[0];
+ tess.texCoords[Doug + j][0][1] = texCoords[j].st[1];
+ // FIXME: fill in lightmapST for completeness?
+ }
+
+ tess.numVertexes += surface->numVerts;
+
+}
+
+
+/*
+==============
+RB_SurfaceFace
+==============
+*/
+static void RB_SurfaceFace( srfSurfaceFace_t *srf ) {
+ if( RB_SurfaceHelperVBO (srf->vbo, srf->ibo, srf->numVerts, srf->numTriangles * 3, srf->firstIndex, srf->dlightBits[backEnd.smpFrame], srf->pshadowBits[backEnd.smpFrame], qtrue ) )
+ {
+ return;
+ }
+
+ RB_SurfaceHelper(srf->numVerts, srf->verts, srf->numTriangles, srf->triangles, srf->dlightBits[backEnd.smpFrame], srf->pshadowBits[backEnd.smpFrame]);
+}
+
+
+static float LodErrorForVolume( vec3_t local, float radius ) {
+ vec3_t world;
+ float d;
+
+ // never let it go negative
+ if ( r_lodCurveError->value < 0 ) {
+ return 0;
+ }
+
+ world[0] = local[0] * backEnd.or.axis[0][0] + local[1] * backEnd.or.axis[1][0] +
+ local[2] * backEnd.or.axis[2][0] + backEnd.or.origin[0];
+ world[1] = local[0] * backEnd.or.axis[0][1] + local[1] * backEnd.or.axis[1][1] +
+ local[2] * backEnd.or.axis[2][1] + backEnd.or.origin[1];
+ world[2] = local[0] * backEnd.or.axis[0][2] + local[1] * backEnd.or.axis[1][2] +
+ local[2] * backEnd.or.axis[2][2] + backEnd.or.origin[2];
+
+ VectorSubtract( world, backEnd.viewParms.or.origin, world );
+ d = DotProduct( world, backEnd.viewParms.or.axis[0] );
+
+ if ( d < 0 ) {
+ d = -d;
+ }
+ d -= radius;
+ if ( d < 1 ) {
+ d = 1;
+ }
+
+ return r_lodCurveError->value / d;
+}
+
+/*
+=============
+RB_SurfaceGrid
+
+Just copy the grid of points and triangulate
+=============
+*/
+static void RB_SurfaceGrid( srfGridMesh_t *srf ) {
+ int i, j;
+ float *xyz;
+ float *texCoords, *lightCoords;
+ float *normal;
+#ifdef USE_VERT_TANGENT_SPACE
+ float *tangent, *bitangent;
+#endif
+ float *color, *lightdir;
+ srfVert_t *dv;
+ int rows, irows, vrows;
+ int used;
+ int widthTable[MAX_GRID_SIZE];
+ int heightTable[MAX_GRID_SIZE];
+ float lodError;
+ int lodWidth, lodHeight;
+ int numVertexes;
+ int dlightBits;
+ int pshadowBits;
+ //int *vDlightBits;
+
+ if( RB_SurfaceHelperVBO (srf->vbo, srf->ibo, srf->numVerts, srf->numTriangles * 3, srf->firstIndex, srf->dlightBits[backEnd.smpFrame], srf->pshadowBits[backEnd.smpFrame], qtrue ) )
+ {
+ return;
+ }
+
+ dlightBits = srf->dlightBits[backEnd.smpFrame];
+ tess.dlightBits |= dlightBits;
+
+ pshadowBits = srf->pshadowBits[backEnd.smpFrame];
+ tess.pshadowBits |= pshadowBits;
+
+ // determine the allowable discrepance
+ lodError = LodErrorForVolume( srf->lodOrigin, srf->lodRadius );
+
+ // determine which rows and columns of the subdivision
+ // we are actually going to use
+ widthTable[0] = 0;
+ lodWidth = 1;
+ for ( i = 1 ; i < srf->width-1 ; i++ ) {
+ if ( srf->widthLodError[i] <= lodError ) {
+ widthTable[lodWidth] = i;
+ lodWidth++;
+ }
+ }
+ widthTable[lodWidth] = srf->width-1;
+ lodWidth++;
+
+ heightTable[0] = 0;
+ lodHeight = 1;
+ for ( i = 1 ; i < srf->height-1 ; i++ ) {
+ if ( srf->heightLodError[i] <= lodError ) {
+ heightTable[lodHeight] = i;
+ lodHeight++;
+ }
+ }
+ heightTable[lodHeight] = srf->height-1;
+ lodHeight++;
+
+
+ // very large grids may have more points or indexes than can be fit
+ // in the tess structure, so we may have to issue it in multiple passes
+
+ used = 0;
+ while ( used < lodHeight - 1 ) {
+ // see how many rows of both verts and indexes we can add without overflowing
+ do {
+ vrows = ( SHADER_MAX_VERTEXES - tess.numVertexes ) / lodWidth;
+ irows = ( SHADER_MAX_INDEXES - tess.numIndexes ) / ( lodWidth * 6 );
+
+ // if we don't have enough space for at least one strip, flush the buffer
+ if ( vrows < 2 || irows < 1 ) {
+ RB_EndSurface();
+ RB_BeginSurface(tess.shader, tess.fogNum );
+ } else {
+ break;
+ }
+ } while ( 1 );
+
+ rows = irows;
+ if ( vrows < irows + 1 ) {
+ rows = vrows - 1;
+ }
+ if ( used + rows > lodHeight ) {
+ rows = lodHeight - used;
+ }
+
+ numVertexes = tess.numVertexes;
+
+ xyz = tess.xyz[numVertexes];
+ normal = tess.normal[numVertexes];
+#ifdef USE_VERT_TANGENT_SPACE
+ tangent = tess.tangent[numVertexes];
+ bitangent = tess.bitangent[numVertexes];
+#endif
+ texCoords = tess.texCoords[numVertexes][0];
+ lightCoords = tess.texCoords[numVertexes][1];
+ color = tess.vertexColors[numVertexes];
+ lightdir = tess.lightdir[numVertexes];
+ //vDlightBits = &tess.vertexDlightBits[numVertexes];
+
+ for ( i = 0 ; i < rows ; i++ ) {
+ for ( j = 0 ; j < lodWidth ; j++ ) {
+ dv = srf->verts + heightTable[ used + i ] * srf->width
+ + widthTable[ j ];
+
+ if ( tess.shader->vertexAttribs & ATTR_POSITION )
+ {
+ VectorCopy(dv->xyz, xyz);
+ xyz += 4;
+ }
+
+ if ( tess.shader->vertexAttribs & ATTR_NORMAL )
+ {
+ VectorCopy(dv->normal, normal);
+ normal += 4;
+ }
+
+#ifdef USE_VERT_TANGENT_SPACE
+ if ( tess.shader->vertexAttribs & ATTR_TANGENT )
+ {
+ VectorCopy(dv->tangent, tangent);
+ tangent += 4;
+ }
+
+ if ( tess.shader->vertexAttribs & ATTR_BITANGENT )
+ {
+ VectorCopy(dv->bitangent, bitangent);
+ bitangent += 4;
+ }
+#endif
+ if ( tess.shader->vertexAttribs & ATTR_TEXCOORD )
+ {
+ VectorCopy2(dv->st, texCoords);
+ texCoords += 4;
+ }
+
+ if ( tess.shader->vertexAttribs & ATTR_LIGHTCOORD )
+ {
+ VectorCopy2(dv->lightmap, lightCoords);
+ lightCoords += 4;
+ }
+
+ if ( tess.shader->vertexAttribs & ATTR_COLOR )
+ {
+ VectorCopy4(dv->vertexColors, color);
+ color += 4;
+ }
+
+ if ( tess.shader->vertexAttribs & ATTR_LIGHTDIRECTION )
+ {
+ VectorCopy(dv->lightdir, lightdir);
+ lightdir += 4;
+ }
+
+ //*vDlightBits++ = dlightBits;
+ }
+ }
+
+
+ // add the indexes
+ {
+ int numIndexes;
+ int w, h;
+
+ h = rows - 1;
+ w = lodWidth - 1;
+ numIndexes = tess.numIndexes;
+ for (i = 0 ; i < h ; i++) {
+ for (j = 0 ; j < w ; j++) {
+ int v1, v2, v3, v4;
+
+ // vertex order to be reckognized as tristrips
+ v1 = numVertexes + i*lodWidth + j + 1;
+ v2 = v1 - 1;
+ v3 = v2 + lodWidth;
+ v4 = v3 + 1;
+
+ tess.indexes[numIndexes] = v2;
+ tess.indexes[numIndexes+1] = v3;
+ tess.indexes[numIndexes+2] = v1;
+
+ tess.indexes[numIndexes+3] = v1;
+ tess.indexes[numIndexes+4] = v3;
+ tess.indexes[numIndexes+5] = v4;
+ numIndexes += 6;
+ }
+ }
+
+ tess.numIndexes = numIndexes;
+ }
+
+ tess.numVertexes += rows * lodWidth;
+
+ used += rows - 1;
+ }
+}
+
+
+/*
+===========================================================================
+
+NULL MODEL
+
+===========================================================================
+*/
+
+/*
+===================
+RB_SurfaceAxis
+
+Draws x/y/z lines from the origin for orientation debugging
+===================
+*/
+static void RB_SurfaceAxis( void ) {
+ // FIXME: implement this
+#if 0
+ GL_Bind( tr.whiteImage );
+ qglLineWidth( 3 );
+ qglBegin( GL_LINES );
+ qglColor3f( 1,0,0 );
+ qglVertex3f( 0,0,0 );
+ qglVertex3f( 16,0,0 );
+ qglColor3f( 0,1,0 );
+ qglVertex3f( 0,0,0 );
+ qglVertex3f( 0,16,0 );
+ qglColor3f( 0,0,1 );
+ qglVertex3f( 0,0,0 );
+ qglVertex3f( 0,0,16 );
+ qglEnd();
+ qglLineWidth( 1 );
+#endif
+}
+
+//===========================================================================
+
+/*
+====================
+RB_SurfaceEntity
+
+Entities that have a single procedurally generated surface
+====================
+*/
+static void RB_SurfaceEntity( surfaceType_t *surfType ) {
+ switch( backEnd.currentEntity->e.reType ) {
+ case RT_SPRITE:
+ RB_SurfaceSprite();
+ break;
+ case RT_BEAM:
+ RB_SurfaceBeam();
+ break;
+ case RT_RAIL_CORE:
+ RB_SurfaceRailCore();
+ break;
+ case RT_RAIL_RINGS:
+ RB_SurfaceRailRings();
+ break;
+ case RT_LIGHTNING:
+ RB_SurfaceLightningBolt();
+ break;
+ default:
+ RB_SurfaceAxis();
+ break;
+ }
+ return;
+}
+
+static void RB_SurfaceBad( surfaceType_t *surfType ) {
+ ri.Printf( PRINT_ALL, "Bad surface tesselated.\n" );
+}
+
+static void RB_SurfaceFlare(srfFlare_t *surf)
+{
+ if (r_flares->integer)
+ RB_AddFlare(surf, tess.fogNum, surf->origin, surf->color, surf->normal);
+}
+
+static void RB_SurfaceVBOMesh(srfVBOMesh_t * srf)
+{
+ RB_SurfaceHelperVBO (srf->vbo, srf->ibo, srf->numVerts, srf->numIndexes, srf->firstIndex, srf->dlightBits[backEnd.smpFrame], srf->pshadowBits[backEnd.smpFrame], qfalse );
+}
+
+void RB_SurfaceVBOMDVMesh(srfVBOMDVMesh_t * surface)
+{
+ //mdvModel_t *mdvModel;
+ //mdvSurface_t *mdvSurface;
+ refEntity_t *refEnt;
+
+ GLimp_LogComment("--- RB_SurfaceVBOMDVMesh ---\n");
+
+ if(!surface->vbo || !surface->ibo)
+ return;
+
+ //RB_CheckVBOandIBO(surface->vbo, surface->ibo);
+ RB_EndSurface();
+ RB_BeginSurface(tess.shader, tess.fogNum);
+
+ R_BindVBO(surface->vbo);
+ R_BindIBO(surface->ibo);
+
+ tess.useInternalVBO = qfalse;
+
+ tess.numIndexes += surface->numIndexes;
+ tess.numVertexes += surface->numVerts;
+
+ //mdvModel = surface->mdvModel;
+ //mdvSurface = surface->mdvSurface;
+
+ refEnt = &backEnd.currentEntity->e;
+
+ if(refEnt->oldframe == refEnt->frame)
+ {
+ glState.vertexAttribsInterpolation = 0;
+ }
+ else
+ {
+ glState.vertexAttribsInterpolation = refEnt->backlerp;
+ }
+
+ glState.vertexAttribsOldFrame = refEnt->oldframe;
+ glState.vertexAttribsNewFrame = refEnt->frame;
+
+ RB_EndSurface();
+
+ // So we don't lerp surfaces that shouldn't be lerped
+ glState.vertexAttribsInterpolation = 0;
+}
+
+static void RB_SurfaceDisplayList( srfDisplayList_t *surf ) {
+ // all apropriate state must be set in RB_BeginSurface
+ // this isn't implemented yet...
+ qglCallList( surf->listNum );
+}
+
+static void RB_SurfaceSkip( void *surf ) {
+}
+
+
+void (*rb_surfaceTable[SF_NUM_SURFACE_TYPES])( void *) = {
+ (void(*)(void*))RB_SurfaceBad, // SF_BAD,
+ (void(*)(void*))RB_SurfaceSkip, // SF_SKIP,
+ (void(*)(void*))RB_SurfaceFace, // SF_FACE,
+ (void(*)(void*))RB_SurfaceGrid, // SF_GRID,
+ (void(*)(void*))RB_SurfaceTriangles, // SF_TRIANGLES,
+ (void(*)(void*))RB_SurfacePolychain, // SF_POLY,
+ (void(*)(void*))RB_SurfaceMesh, // SF_MDV,
+ (void(*)(void*))RB_SurfaceAnim, // SF_MD4,
+#ifdef RAVENMD4
+ (void(*)(void*))RB_MDRSurfaceAnim, // SF_MDR,
+#endif
+ (void(*)(void*))RB_IQMSurfaceAnim, // SF_IQM,
+ (void(*)(void*))RB_SurfaceFlare, // SF_FLARE,
+ (void(*)(void*))RB_SurfaceEntity, // SF_ENTITY
+ (void(*)(void*))RB_SurfaceDisplayList, // SF_DISPLAY_LIST
+ (void(*)(void*))RB_SurfaceVBOMesh, // SF_VBO_MESH,
+ (void(*)(void*))RB_SurfaceVBOMDVMesh, // SF_VBO_MDVMESH
+};
Added: trunk/code/rend2/tr_vbo.c
===================================================================
--- trunk/code/rend2/tr_vbo.c (rev 0)
+++ trunk/code/rend2/tr_vbo.c 2012-10-26 01:23:06 UTC (rev 2329)
@@ -0,0 +1,932 @@
+/*
+===========================================================================
+Copyright (C) 2007-2009 Robert Beckebans <trebor_7 at users.sourceforge.net>
+
+This file is part of XreaL source code.
+
+XreaL source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+XreaL source code is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with XreaL source code; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+// tr_vbo.c
+#include "tr_local.h"
+
+/*
+============
+R_CreateVBO
+============
+*/
+VBO_t *R_CreateVBO(const char *name, byte * vertexes, int vertexesSize, vboUsage_t usage)
+{
+ VBO_t *vbo;
+ int glUsage;
+
+ switch (usage)
+ {
+ case VBO_USAGE_STATIC:
+ glUsage = GL_STATIC_DRAW_ARB;
+ break;
+
+ case VBO_USAGE_DYNAMIC:
+ glUsage = GL_DYNAMIC_DRAW_ARB;
+ break;
+
+ default:
+ Com_Error(ERR_FATAL, "bad vboUsage_t given: %i", usage);
+ return NULL;
+ }
+
+ if(strlen(name) >= MAX_QPATH)
+ {
+ ri.Error(ERR_DROP, "R_CreateVBO: \"%s\" is too long\n", name);
+ }
+
+ if ( tr.numVBOs == MAX_VBOS ) {
+ ri.Error( ERR_DROP, "R_CreateVBO: MAX_VBOS hit\n");
+ }
+
+ // make sure the render thread is stopped
+ R_SyncRenderThread();
+
+ vbo = tr.vbos[tr.numVBOs] = ri.Hunk_Alloc(sizeof(*vbo), h_low);
+ tr.numVBOs++;
+
+ memset(vbo, 0, sizeof(*vbo));
+
+ Q_strncpyz(vbo->name, name, sizeof(vbo->name));
+
+ vbo->vertexesSize = vertexesSize;
+
+ qglGenBuffersARB(1, &vbo->vertexesVBO);
+
+ qglBindBufferARB(GL_ARRAY_BUFFER_ARB, vbo->vertexesVBO);
+ qglBufferDataARB(GL_ARRAY_BUFFER_ARB, vertexesSize, vertexes, glUsage);
+
+ qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
+
+ glState.currentVBO = NULL;
+
+ GL_CheckErrors();
+
+ return vbo;
+}
+
+/*
+============
+R_CreateVBO2
+============
+*/
+VBO_t *R_CreateVBO2(const char *name, int numVertexes, srfVert_t * verts, unsigned int stateBits, vboUsage_t usage)
+{
+ VBO_t *vbo;
+ int i;
+
+ byte *data;
+ int dataSize;
+ int dataOfs;
+
+ int glUsage;
+
+ switch (usage)
+ {
+ case VBO_USAGE_STATIC:
+ glUsage = GL_STATIC_DRAW_ARB;
+ break;
+
+ case VBO_USAGE_DYNAMIC:
+ glUsage = GL_DYNAMIC_DRAW_ARB;
+ break;
+
+ default:
+ Com_Error(ERR_FATAL, "bad vboUsage_t given: %i", usage);
+ return NULL;
+ }
+
+ if(!numVertexes)
+ return NULL;
+
+ if(strlen(name) >= MAX_QPATH)
+ {
+ ri.Error(ERR_DROP, "R_CreateVBO2: \"%s\" is too long\n", name);
+ }
+
+ if ( tr.numVBOs == MAX_VBOS ) {
+ ri.Error( ERR_DROP, "R_CreateVBO2: MAX_VBOS hit\n");
+ }
+
+ // make sure the render thread is stopped
+ R_SyncRenderThread();
+
+ vbo = tr.vbos[tr.numVBOs] = ri.Hunk_Alloc(sizeof(*vbo), h_low);
+ tr.numVBOs++;
+
+ memset(vbo, 0, sizeof(*vbo));
+
+ Q_strncpyz(vbo->name, name, sizeof(vbo->name));
+
+ if (usage == VBO_USAGE_STATIC)
+ {
+ // since these vertex attributes are never altered, interleave them
+ vbo->ofs_xyz = 0;
+ dataSize = sizeof(verts[0].xyz);
+
+ if(stateBits & ATTR_NORMAL)
+ {
+ vbo->ofs_normal = dataSize;
+ dataSize += sizeof(verts[0].normal);
+ }
+
+#ifdef USE_VERT_TANGENT_SPACE
+ if(stateBits & ATTR_TANGENT)
+ {
+ vbo->ofs_tangent = dataSize;
+ dataSize += sizeof(verts[0].tangent);
+ }
+
+ if(stateBits & ATTR_BITANGENT)
+ {
+ vbo->ofs_bitangent = dataSize;
+ dataSize += sizeof(verts[0].bitangent);
+ }
+#endif
+
+ if(stateBits & ATTR_TEXCOORD)
+ {
+ vbo->ofs_st = dataSize;
+ dataSize += sizeof(verts[0].st);
+ }
+
+ if(stateBits & ATTR_LIGHTCOORD)
+ {
+ vbo->ofs_lightmap = dataSize;
+ dataSize += sizeof(verts[0].lightmap);
+ }
+
+ if(stateBits & ATTR_COLOR)
+ {
+ vbo->ofs_vertexcolor = dataSize;
+ dataSize += sizeof(verts[0].vertexColors);
+ }
+
+ if(stateBits & ATTR_LIGHTDIRECTION)
+ {
+ vbo->ofs_lightdir = dataSize;
+ dataSize += sizeof(verts[0].lightdir);
+ }
+
+ vbo->stride_xyz = dataSize;
+ vbo->stride_normal = dataSize;
+#ifdef USE_VERT_TANGENT_SPACE
+ vbo->stride_tangent = dataSize;
+ vbo->stride_bitangent = dataSize;
+#endif
+ vbo->stride_st = dataSize;
+ vbo->stride_lightmap = dataSize;
+ vbo->stride_vertexcolor = dataSize;
+ vbo->stride_lightdir = dataSize;
+
+ // create VBO
+ dataSize *= numVertexes;
+ data = ri.Hunk_AllocateTempMemory(dataSize);
+ dataOfs = 0;
+
+ //ri.Printf(PRINT_ALL, "CreateVBO: %d, %d %d %d %d %d, %d %d %d %d %d\n", dataSize, vbo->ofs_xyz, vbo->ofs_normal, vbo->ofs_st, vbo->ofs_lightmap, vbo->ofs_vertexcolor,
+ //vbo->stride_xyz, vbo->stride_normal, vbo->stride_st, vbo->stride_lightmap, vbo->stride_vertexcolor);
+
+ for (i = 0; i < numVertexes; i++)
+ {
+ // xyz
+ memcpy(data + dataOfs, &verts[i].xyz, sizeof(verts[i].xyz));
+ dataOfs += sizeof(verts[i].xyz);
+
+ // normal
+ if(stateBits & ATTR_NORMAL)
+ {
+ memcpy(data + dataOfs, &verts[i].normal, sizeof(verts[i].normal));
+ dataOfs += sizeof(verts[i].normal);
+ }
+
+#ifdef USE_VERT_TANGENT_SPACE
+ // tangent
+ if(stateBits & ATTR_TANGENT)
+ {
+ memcpy(data + dataOfs, &verts[i].tangent, sizeof(verts[i].tangent));
+ dataOfs += sizeof(verts[i].tangent);
+ }
+
+ // bitangent
+ if(stateBits & ATTR_BITANGENT)
+ {
+ memcpy(data + dataOfs, &verts[i].bitangent, sizeof(verts[i].bitangent));
+ dataOfs += sizeof(verts[i].bitangent);
+ }
+#endif
+
+ // vertex texcoords
+ if(stateBits & ATTR_TEXCOORD)
+ {
+ memcpy(data + dataOfs, &verts[i].st, sizeof(verts[i].st));
+ dataOfs += sizeof(verts[i].st);
+ }
+
+ // feed vertex lightmap texcoords
+ if(stateBits & ATTR_LIGHTCOORD)
+ {
+ memcpy(data + dataOfs, &verts[i].lightmap, sizeof(verts[i].lightmap));
+ dataOfs += sizeof(verts[i].lightmap);
+ }
+
+ // feed vertex colors
+ if(stateBits & ATTR_COLOR)
+ {
+ memcpy(data + dataOfs, &verts[i].vertexColors, sizeof(verts[i].vertexColors));
+ dataOfs += sizeof(verts[i].vertexColors);
+ }
+
+ // feed vertex light directions
+ if(stateBits & ATTR_LIGHTDIRECTION)
+ {
+ memcpy(data + dataOfs, &verts[i].lightdir, sizeof(verts[i].lightdir));
+ dataOfs += sizeof(verts[i].lightdir);
+ }
+ }
+ }
+ else
+ {
+ // since these vertex attributes may be changed, put them in flat arrays
+ dataSize = sizeof(verts[0].xyz);
+
+ if(stateBits & ATTR_NORMAL)
+ {
+ dataSize += sizeof(verts[0].normal);
+ }
+
+#ifdef USE_VERT_TANGENT_SPACE
+ if(stateBits & ATTR_TANGENT)
+ {
+ dataSize += sizeof(verts[0].tangent);
+ }
+
+ if(stateBits & ATTR_BITANGENT)
+ {
+ dataSize += sizeof(verts[0].bitangent);
+ }
+#endif
+
+ if(stateBits & ATTR_TEXCOORD)
+ {
+ dataSize += sizeof(verts[0].st);
+ }
+
+ if(stateBits & ATTR_LIGHTCOORD)
+ {
+ dataSize += sizeof(verts[0].lightmap);
+ }
+
+ if(stateBits & ATTR_COLOR)
+ {
+ dataSize += sizeof(verts[0].vertexColors);
+ }
+
+ if(stateBits & ATTR_LIGHTDIRECTION)
+ {
+ dataSize += sizeof(verts[0].lightdir);
+ }
+
+ // create VBO
+ dataSize *= numVertexes;
+ data = ri.Hunk_AllocateTempMemory(dataSize);
+ dataOfs = 0;
+
+ vbo->ofs_xyz = 0;
+ vbo->ofs_normal = 0;
+#ifdef USE_VERT_TANGENT_SPACE
+ vbo->ofs_tangent = 0;
+ vbo->ofs_bitangent = 0;
+#endif
+ vbo->ofs_st = 0;
+ vbo->ofs_lightmap = 0;
+ vbo->ofs_vertexcolor = 0;
+ vbo->ofs_lightdir = 0;
+
+ vbo->stride_xyz = sizeof(verts[0].xyz);
+ vbo->stride_normal = sizeof(verts[0].normal);
+#ifdef USE_VERT_TANGENT_SPACE
+ vbo->stride_tangent = sizeof(verts[0].tangent);
+ vbo->stride_bitangent = sizeof(verts[0].bitangent);
+#endif
+ vbo->stride_vertexcolor = sizeof(verts[0].vertexColors);
+ vbo->stride_st = sizeof(verts[0].st);
+ vbo->stride_lightmap = sizeof(verts[0].lightmap);
+ vbo->stride_lightdir = sizeof(verts[0].lightdir);
+
+ //ri.Printf(PRINT_ALL, "2CreateVBO: %d, %d %d %d %d %d, %d %d %d %d %d\n", dataSize, vbo->ofs_xyz, vbo->ofs_normal, vbo->ofs_st, vbo->ofs_lightmap, vbo->ofs_vertexcolor,
+ //vbo->stride_xyz, vbo->stride_normal, vbo->stride_st, vbo->stride_lightmap, vbo->stride_vertexcolor);
+
+ // xyz
+ for (i = 0; i < numVertexes; i++)
+ {
+ memcpy(data + dataOfs, &verts[i].xyz, sizeof(verts[i].xyz));
+ dataOfs += sizeof(verts[i].xyz);
+ }
+
+ // normal
+ if(stateBits & ATTR_NORMAL)
+ {
+ vbo->ofs_normal = dataOfs;
+ for (i = 0; i < numVertexes; i++)
+ {
+ memcpy(data + dataOfs, &verts[i].normal, sizeof(verts[i].normal));
+ dataOfs += sizeof(verts[i].normal);
+ }
+ }
+
+#ifdef USE_VERT_TANGENT_SPACE
+ // tangent
+ if(stateBits & ATTR_TANGENT)
+ {
+ vbo->ofs_tangent = dataOfs;
+ for (i = 0; i < numVertexes; i++)
+ {
+ memcpy(data + dataOfs, &verts[i].tangent, sizeof(verts[i].tangent));
+ dataOfs += sizeof(verts[i].tangent);
+ }
+ }
+
+ // bitangent
+ if(stateBits & ATTR_BITANGENT)
+ {
+ vbo->ofs_bitangent = dataOfs;
+ for (i = 0; i < numVertexes; i++)
+ {
+ memcpy(data + dataOfs, &verts[i].bitangent, sizeof(verts[i].bitangent));
+ dataOfs += sizeof(verts[i].bitangent);
+ }
+ }
+#endif
+
+ // vertex texcoords
+ if(stateBits & ATTR_TEXCOORD)
+ {
+ vbo->ofs_st = dataOfs;
+ for (i = 0; i < numVertexes; i++)
+ {
+ memcpy(data + dataOfs, &verts[i].st, sizeof(verts[i].st));
+ dataOfs += sizeof(verts[i].st);
+ }
+ }
+
+ // feed vertex lightmap texcoords
+ if(stateBits & ATTR_LIGHTCOORD)
+ {
+ vbo->ofs_lightmap = dataOfs;
+ for (i = 0; i < numVertexes; i++)
+ {
+ memcpy(data + dataOfs, &verts[i].lightmap, sizeof(verts[i].lightmap));
+ dataOfs += sizeof(verts[i].lightmap);
+ }
+ }
+
+ // feed vertex colors
+ if(stateBits & ATTR_COLOR)
+ {
+ vbo->ofs_vertexcolor = dataOfs;
+ for (i = 0; i < numVertexes; i++)
+ {
+ memcpy(data + dataOfs, &verts[i].vertexColors, sizeof(verts[i].vertexColors));
+ dataOfs += sizeof(verts[i].vertexColors);
+ }
+ }
+
+ // feed vertex lightdirs
+ if(stateBits & ATTR_LIGHTDIRECTION)
+ {
+ vbo->ofs_lightdir = dataOfs;
+ for (i = 0; i < numVertexes; i++)
+ {
+ memcpy(data + dataOfs, &verts[i].lightdir, sizeof(verts[i].lightdir));
+ dataOfs += sizeof(verts[i].lightdir);
+ }
+ }
+ }
+
+
+ vbo->vertexesSize = dataSize;
+
+ qglGenBuffersARB(1, &vbo->vertexesVBO);
+
+ qglBindBufferARB(GL_ARRAY_BUFFER_ARB, vbo->vertexesVBO);
+ qglBufferDataARB(GL_ARRAY_BUFFER_ARB, dataSize, data, glUsage);
+
+ qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
+
+ glState.currentVBO = NULL;
+
+ GL_CheckErrors();
+
+ ri.Hunk_FreeTempMemory(data);
+
+ return vbo;
+}
+
+
+/*
+============
+R_CreateIBO
+============
+*/
+IBO_t *R_CreateIBO(const char *name, byte * indexes, int indexesSize, vboUsage_t usage)
+{
+ IBO_t *ibo;
+ int glUsage;
+
+ switch (usage)
+ {
+ case VBO_USAGE_STATIC:
+ glUsage = GL_STATIC_DRAW_ARB;
+ break;
+
+ case VBO_USAGE_DYNAMIC:
+ glUsage = GL_DYNAMIC_DRAW_ARB;
+ break;
+
+ default:
+ Com_Error(ERR_FATAL, "bad vboUsage_t given: %i", usage);
+ return NULL;
+ }
+
+ if(strlen(name) >= MAX_QPATH)
+ {
+ ri.Error(ERR_DROP, "R_CreateIBO: \"%s\" is too long\n", name);
+ }
+
+ if ( tr.numIBOs == MAX_IBOS ) {
+ ri.Error( ERR_DROP, "R_CreateIBO: MAX_IBOS hit\n");
+ }
+
+ // make sure the render thread is stopped
+ R_SyncRenderThread();
+
+ ibo = tr.ibos[tr.numIBOs] = ri.Hunk_Alloc(sizeof(*ibo), h_low);
+ tr.numIBOs++;
+
+ Q_strncpyz(ibo->name, name, sizeof(ibo->name));
+
+ ibo->indexesSize = indexesSize;
+
+ qglGenBuffersARB(1, &ibo->indexesVBO);
+
+ qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ibo->indexesVBO);
+ qglBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, indexesSize, indexes, glUsage);
+
+ qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
+
+ glState.currentIBO = NULL;
+
+ GL_CheckErrors();
+
+ return ibo;
+}
+
+/*
+============
+R_CreateIBO2
+============
+*/
+IBO_t *R_CreateIBO2(const char *name, int numTriangles, srfTriangle_t * triangles, vboUsage_t usage)
+{
+ IBO_t *ibo;
+ int i, j;
+
+ byte *indexes;
+ int indexesSize;
+ int indexesOfs;
+
+ srfTriangle_t *tri;
+ glIndex_t index;
+ int glUsage;
+
+ switch (usage)
+ {
+ case VBO_USAGE_STATIC:
+ glUsage = GL_STATIC_DRAW_ARB;
+ break;
+
+ case VBO_USAGE_DYNAMIC:
+ glUsage = GL_DYNAMIC_DRAW_ARB;
+ break;
+
+ default:
+ Com_Error(ERR_FATAL, "bad vboUsage_t given: %i", usage);
+ return NULL;
+ }
+
+ if(!numTriangles)
+ return NULL;
+
+ if(strlen(name) >= MAX_QPATH)
+ {
+ ri.Error(ERR_DROP, "R_CreateIBO2: \"%s\" is too long\n", name);
+ }
+
+ if ( tr.numIBOs == MAX_IBOS ) {
+ ri.Error( ERR_DROP, "R_CreateIBO2: MAX_IBOS hit\n");
+ }
+
+ // make sure the render thread is stopped
+ R_SyncRenderThread();
+
+ ibo = tr.ibos[tr.numIBOs] = ri.Hunk_Alloc(sizeof(*ibo), h_low);
+ tr.numIBOs++;
+
+ Q_strncpyz(ibo->name, name, sizeof(ibo->name));
+
+ indexesSize = numTriangles * 3 * sizeof(int);
+ indexes = ri.Hunk_AllocateTempMemory(indexesSize);
+ indexesOfs = 0;
+
+ for(i = 0, tri = triangles; i < numTriangles; i++, tri++)
+ {
+ for(j = 0; j < 3; j++)
+ {
+ index = tri->indexes[j];
+ memcpy(indexes + indexesOfs, &index, sizeof(glIndex_t));
+ indexesOfs += sizeof(glIndex_t);
+ }
+ }
+
+ ibo->indexesSize = indexesSize;
+
+ qglGenBuffersARB(1, &ibo->indexesVBO);
+
+ qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ibo->indexesVBO);
+ qglBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, indexesSize, indexes, glUsage);
+
+ qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
+
+ glState.currentIBO = NULL;
+
+ GL_CheckErrors();
+
+ ri.Hunk_FreeTempMemory(indexes);
+
+ return ibo;
+}
+
+/*
+============
+R_BindVBO
+============
+*/
+void R_BindVBO(VBO_t * vbo)
+{
+ if(!vbo)
+ {
+ //R_BindNullVBO();
+ ri.Error(ERR_DROP, "R_BindNullVBO: NULL vbo");
+ return;
+ }
+
+ if(r_logFile->integer)
+ {
+ // don't just call LogComment, or we will get a call to va() every frame!
+ GLimp_LogComment(va("--- R_BindVBO( %s ) ---\n", vbo->name));
+ }
+
+ if(glState.currentVBO != vbo)
+ {
+ glState.currentVBO = vbo;
+ glState.vertexAttribPointersSet = 0;
+
+ glState.vertexAttribsInterpolation = 0;
+ glState.vertexAttribsOldFrame = 0;
+ glState.vertexAttribsNewFrame = 0;
+
+ qglBindBufferARB(GL_ARRAY_BUFFER_ARB, vbo->vertexesVBO);
+
+ backEnd.pc.c_vboVertexBuffers++;
+ }
+}
+
+/*
+============
+R_BindNullVBO
+============
+*/
+void R_BindNullVBO(void)
+{
+ GLimp_LogComment("--- R_BindNullVBO ---\n");
+
+ if(glState.currentVBO)
+ {
+ qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
+ glState.currentVBO = NULL;
+ }
+
+ GL_CheckErrors();
+}
+
+/*
+============
+R_BindIBO
+============
+*/
+void R_BindIBO(IBO_t * ibo)
+{
+ if(!ibo)
+ {
+ //R_BindNullIBO();
+ ri.Error(ERR_DROP, "R_BindIBO: NULL ibo");
+ return;
+ }
+
+ if(r_logFile->integer)
+ {
+ // don't just call LogComment, or we will get a call to va() every frame!
+ GLimp_LogComment(va("--- R_BindIBO( %s ) ---\n", ibo->name));
+ }
+
+ if(glState.currentIBO != ibo)
+ {
+ qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ibo->indexesVBO);
+
+ glState.currentIBO = ibo;
+
+ backEnd.pc.c_vboIndexBuffers++;
+ }
+}
+
+/*
+============
+R_BindNullIBO
+============
+*/
+void R_BindNullIBO(void)
+{
+ GLimp_LogComment("--- R_BindNullIBO ---\n");
+
+ if(glState.currentIBO)
+ {
+ qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
+ glState.currentIBO = NULL;
+ glState.vertexAttribPointersSet = 0;
+ }
+}
+
+/*
+============
+R_InitVBOs
+============
+*/
+void R_InitVBOs(void)
+{
+ int dataSize;
+ int offset;
+
+ ri.Printf(PRINT_ALL, "------- R_InitVBOs -------\n");
+
+ tr.numVBOs = 0;
+ tr.numIBOs = 0;
+
+ dataSize = sizeof(tess.xyz[0]);
+ dataSize += sizeof(tess.normal[0]);
+#ifdef USE_VERT_TANGENT_SPACE
+ dataSize += sizeof(tess.tangent[0]);
+ dataSize += sizeof(tess.bitangent[0]);
+#endif
+ dataSize += sizeof(tess.vertexColors[0]);
+ dataSize += sizeof(tess.texCoords[0][0]) * 2;
+ dataSize += sizeof(tess.lightdir[0]);
+ dataSize *= SHADER_MAX_VERTEXES;
+
+ tess.vbo = R_CreateVBO("tessVertexArray_VBO", NULL, dataSize, VBO_USAGE_DYNAMIC);
+
+ offset = 0;
+
+ tess.vbo->ofs_xyz = offset; offset += sizeof(tess.xyz[0]) * SHADER_MAX_VERTEXES;
+ tess.vbo->ofs_normal = offset; offset += sizeof(tess.normal[0]) * SHADER_MAX_VERTEXES;
+#ifdef USE_VERT_TANGENT_SPACE
+ tess.vbo->ofs_tangent = offset; offset += sizeof(tess.tangent[0]) * SHADER_MAX_VERTEXES;
+ tess.vbo->ofs_bitangent = offset; offset += sizeof(tess.bitangent[0]) * SHADER_MAX_VERTEXES;
+#endif
+ // these next two are actually interleaved
+ tess.vbo->ofs_st = offset;
+ tess.vbo->ofs_lightmap = offset + sizeof(tess.texCoords[0][0]);
+ offset += sizeof(tess.texCoords[0][0]) * 2 * SHADER_MAX_VERTEXES;
+
+ tess.vbo->ofs_vertexcolor = offset; offset += sizeof(tess.vertexColors[0]) * SHADER_MAX_VERTEXES;
+ tess.vbo->ofs_lightdir = offset;
+
+ tess.vbo->stride_xyz = sizeof(tess.xyz[0]);
+ tess.vbo->stride_normal = sizeof(tess.normal[0]);
+#ifdef USE_VERT_TANGENT_SPACE
+ tess.vbo->stride_tangent = sizeof(tess.tangent[0]);
+ tess.vbo->stride_bitangent = sizeof(tess.bitangent[0]);
+#endif
+ tess.vbo->stride_vertexcolor = sizeof(tess.vertexColors[0]);
+ tess.vbo->stride_st = sizeof(tess.texCoords[0][0]) * 2;
+ tess.vbo->stride_lightmap = sizeof(tess.texCoords[0][0]) * 2;
+ tess.vbo->stride_lightdir = sizeof(tess.lightdir[0]);
+
+ dataSize = sizeof(tess.indexes[0]) * SHADER_MAX_INDEXES;
+
+ tess.ibo = R_CreateIBO("tessVertexArray_IBO", NULL, dataSize, VBO_USAGE_DYNAMIC);
+
+ R_BindNullVBO();
+ R_BindNullIBO();
+
+ GL_CheckErrors();
+}
+
+/*
+============
+R_ShutdownVBOs
+============
+*/
+void R_ShutdownVBOs(void)
+{
+ int i;
+ VBO_t *vbo;
+ IBO_t *ibo;
+
+ ri.Printf(PRINT_ALL, "------- R_ShutdownVBOs -------\n");
+
+ R_BindNullVBO();
+ R_BindNullIBO();
+
+
+ for(i = 0; i < tr.numVBOs; i++)
+ {
+ vbo = tr.vbos[i];
+
+ if(vbo->vertexesVBO)
+ {
+ qglDeleteBuffersARB(1, &vbo->vertexesVBO);
+ }
+
+ //ri.Free(vbo);
+ }
+
+ for(i = 0; i < tr.numIBOs; i++)
+ {
+ ibo = tr.ibos[i];
+
+ if(ibo->indexesVBO)
+ {
+ qglDeleteBuffersARB(1, &ibo->indexesVBO);
+ }
+
+ //ri.Free(ibo);
+ }
+
+ tr.numVBOs = 0;
+ tr.numIBOs = 0;
+}
+
+/*
+============
+R_VBOList_f
+============
+*/
+void R_VBOList_f(void)
+{
+ int i;
+ VBO_t *vbo;
+ IBO_t *ibo;
+ int vertexesSize = 0;
+ int indexesSize = 0;
+
+ ri.Printf(PRINT_ALL, " size name\n");
+ ri.Printf(PRINT_ALL, "----------------------------------------------------------\n");
+
+ for(i = 0; i < tr.numVBOs; i++)
+ {
+ vbo = tr.vbos[i];
+
+ ri.Printf(PRINT_ALL, "%d.%02d MB %s\n", vbo->vertexesSize / (1024 * 1024),
+ (vbo->vertexesSize % (1024 * 1024)) * 100 / (1024 * 1024), vbo->name);
+
+ vertexesSize += vbo->vertexesSize;
+ }
+
+ for(i = 0; i < tr.numIBOs; i++)
+ {
+ ibo = tr.ibos[i];
+
+ ri.Printf(PRINT_ALL, "%d.%02d MB %s\n", ibo->indexesSize / (1024 * 1024),
+ (ibo->indexesSize % (1024 * 1024)) * 100 / (1024 * 1024), ibo->name);
+
+ indexesSize += ibo->indexesSize;
+ }
+
+ ri.Printf(PRINT_ALL, " %i total VBOs\n", tr.numVBOs);
+ ri.Printf(PRINT_ALL, " %d.%02d MB total vertices memory\n", vertexesSize / (1024 * 1024),
+ (vertexesSize % (1024 * 1024)) * 100 / (1024 * 1024));
+
+ ri.Printf(PRINT_ALL, " %i total IBOs\n", tr.numIBOs);
+ ri.Printf(PRINT_ALL, " %d.%02d MB total triangle indices memory\n", indexesSize / (1024 * 1024),
+ (indexesSize % (1024 * 1024)) * 100 / (1024 * 1024));
+}
+
+
+/*
+==============
+RB_UpdateVBOs
+
+Adapted from Tess_UpdateVBOs from xreal
+
+Tr3B: update the default VBO to replace the client side vertex arrays
+==============
+*/
+void RB_UpdateVBOs(unsigned int attribBits)
+{
+ GLimp_LogComment("--- RB_UpdateVBOs ---\n");
+
+ backEnd.pc.c_dynamicVboDraws++;
+
+ // update the default VBO
+ if(tess.numVertexes > 0 && tess.numVertexes <= SHADER_MAX_VERTEXES)
+ {
+ R_BindVBO(tess.vbo);
+
+ if(attribBits & ATTR_BITS)
+ {
+ if(attribBits & ATTR_POSITION)
+ {
+ //ri.Printf(PRINT_ALL, "offset %d, size %d\n", tess.vbo->ofs_xyz, tess.numVertexes * sizeof(tess.xyz[0]));
+ qglBufferSubDataARB(GL_ARRAY_BUFFER_ARB, tess.vbo->ofs_xyz, tess.numVertexes * sizeof(tess.xyz[0]), tess.xyz);
+ }
+
+ if(attribBits & ATTR_TEXCOORD || attribBits & ATTR_LIGHTCOORD)
+ {
+ // these are interleaved, so we update both if either need it
+ //ri.Printf(PRINT_ALL, "offset %d, size %d\n", tess.vbo->ofs_st, tess.numVertexes * sizeof(tess.texCoords[0][0]) * 2);
+ qglBufferSubDataARB(GL_ARRAY_BUFFER_ARB, tess.vbo->ofs_st, tess.numVertexes * sizeof(tess.texCoords[0][0]) * 2, tess.texCoords);
+ }
+
+ if(attribBits & ATTR_NORMAL)
+ {
+ //ri.Printf(PRINT_ALL, "offset %d, size %d\n", tess.vbo->ofs_normal, tess.numVertexes * sizeof(tess.normal[0]));
+ qglBufferSubDataARB(GL_ARRAY_BUFFER_ARB, tess.vbo->ofs_normal, tess.numVertexes * sizeof(tess.normal[0]), tess.normal);
+ }
+
+#ifdef USE_VERT_TANGENT_SPACE
+ if(attribBits & ATTR_TANGENT)
+ {
+ //ri.Printf(PRINT_ALL, "offset %d, size %d\n", tess.vbo->ofs_tangent, tess.numVertexes * sizeof(tess.tangent[0]));
+ qglBufferSubDataARB(GL_ARRAY_BUFFER_ARB, tess.vbo->ofs_tangent, tess.numVertexes * sizeof(tess.tangent[0]), tess.tangent);
+ }
+
+ if(attribBits & ATTR_BITANGENT)
+ {
+ //ri.Printf(PRINT_ALL, "offset %d, size %d\n", tess.vbo->ofs_bitangent, tess.numVertexes * sizeof(tess.bitangent[0]));
+ qglBufferSubDataARB(GL_ARRAY_BUFFER_ARB, tess.vbo->ofs_bitangent, tess.numVertexes * sizeof(tess.bitangent[0]), tess.bitangent);
+ }
+#endif
+
+ if(attribBits & ATTR_COLOR)
+ {
+ //ri.Printf(PRINT_ALL, "offset %d, size %d\n", tess.vbo->ofs_vertexcolor, tess.numVertexes * sizeof(tess.vertexColors[0]));
+ qglBufferSubDataARB(GL_ARRAY_BUFFER_ARB, tess.vbo->ofs_vertexcolor, tess.numVertexes * sizeof(tess.vertexColors[0]), tess.vertexColors);
+ }
+
+ if(attribBits & ATTR_LIGHTDIRECTION)
+ {
+ //ri.Printf(PRINT_ALL, "offset %d, size %d\n", tess.vbo->ofs_lightdir, tess.numVertexes * sizeof(tess.lightdir[0]));
+ qglBufferSubDataARB(GL_ARRAY_BUFFER_ARB, tess.vbo->ofs_lightdir, tess.numVertexes * sizeof(tess.lightdir[0]), tess.lightdir);
+ }
+ }
+ else
+ {
+ qglBufferSubDataARB(GL_ARRAY_BUFFER_ARB, tess.vbo->ofs_xyz, tess.numVertexes * sizeof(tess.xyz[0]), tess.xyz);
+ qglBufferSubDataARB(GL_ARRAY_BUFFER_ARB, tess.vbo->ofs_st, tess.numVertexes * sizeof(tess.texCoords[0][0]) * 2, tess.texCoords);
+ qglBufferSubDataARB(GL_ARRAY_BUFFER_ARB, tess.vbo->ofs_normal, tess.numVertexes * sizeof(tess.normal[0]), tess.normal);
+#ifdef USE_VERT_TANGENT_SPACE
+ qglBufferSubDataARB(GL_ARRAY_BUFFER_ARB, tess.vbo->ofs_tangent, tess.numVertexes * sizeof(tess.tangent[0]), tess.tangent);
+ qglBufferSubDataARB(GL_ARRAY_BUFFER_ARB, tess.vbo->ofs_bitangent, tess.numVertexes * sizeof(tess.bitangent[0]), tess.bitangent);
+#endif
+ qglBufferSubDataARB(GL_ARRAY_BUFFER_ARB, tess.vbo->ofs_vertexcolor, tess.numVertexes * sizeof(tess.vertexColors[0]), tess.vertexColors);
+ qglBufferSubDataARB(GL_ARRAY_BUFFER_ARB, tess.vbo->ofs_lightdir, tess.numVertexes * sizeof(tess.lightdir[0]), tess.lightdir);
+ }
+
+ }
+
+ // update the default IBO
+ if(tess.numIndexes > 0 && tess.numIndexes <= SHADER_MAX_INDEXES)
+ {
+ R_BindIBO(tess.ibo);
+
+ qglBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0, tess.numIndexes * sizeof(tess.indexes[0]), tess.indexes);
+ }
+}
Added: trunk/code/rend2/tr_world.c
===================================================================
--- trunk/code/rend2/tr_world.c (rev 0)
+++ trunk/code/rend2/tr_world.c 2012-10-26 01:23:06 UTC (rev 2329)
@@ -0,0 +1,851 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Quake III Arena source code is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Quake III Arena source code; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+#include "tr_local.h"
+
+
+
+/*
+================
+R_CullSurface
+
+Tries to cull surfaces before they are lighted or
+added to the sorting list.
+================
+*/
+static qboolean R_CullSurface( msurface_t *surf ) {
+ if ( r_nocull->integer || surf->cullinfo.type == CULLINFO_NONE) {
+ return qfalse;
+ }
+
+ if (surf->cullinfo.type & CULLINFO_PLANE)
+ {
+ // Only true for SF_FACE, so treat like its own function
+ float d;
+ cullType_t ct;
+
+ if ( !r_facePlaneCull->integer ) {
+ return qfalse;
+ }
+
+ ct = surf->shader->cullType;
+
+ if (ct == CT_TWO_SIDED)
+ {
+ return qfalse;
+ }
+
+ // don't cull for depth shadow
+ /*
+ if ( tr.viewParms.flags & VPF_DEPTHSHADOW )
+ {
+ return qfalse;
+ }
+ */
+
+ // shadowmaps draw back surfaces
+ if ( tr.viewParms.flags & (VPF_SHADOWMAP | VPF_DEPTHSHADOW) )
+ {
+ if (ct == CT_FRONT_SIDED)
+ {
+ ct = CT_BACK_SIDED;
+ }
+ else
+ {
+ ct = CT_FRONT_SIDED;
+ }
+ }
+
+ // do proper cull for orthographic projection
+ if (tr.viewParms.flags & VPF_ORTHOGRAPHIC) {
+ d = DotProduct(tr.viewParms.or.axis[0], surf->cullinfo.plane.normal);
+ if ( ct == CT_FRONT_SIDED ) {
+ if (d > 0)
+ return qtrue;
+ } else {
+ if (d < 0)
+ return qtrue;
+ }
+ return qfalse;
+ }
+
+ d = DotProduct (tr.or.viewOrigin, surf->cullinfo.plane.normal);
+
+ // don't cull exactly on the plane, because there are levels of rounding
+ // through the BSP, ICD, and hardware that may cause pixel gaps if an
+ // epsilon isn't allowed here
+ if ( ct == CT_FRONT_SIDED ) {
+ if ( d < surf->cullinfo.plane.dist - 8 ) {
+ return qtrue;
+ }
+ } else {
+ if ( d > surf->cullinfo.plane.dist + 8 ) {
+ return qtrue;
+ }
+ }
+
+ return qfalse;
+ }
+
+ if (surf->cullinfo.type & CULLINFO_SPHERE)
+ {
+ int sphereCull;
+
+ if ( tr.currentEntityNum != REFENTITYNUM_WORLD ) {
+ sphereCull = R_CullLocalPointAndRadius( surf->cullinfo.localOrigin, surf->cullinfo.radius );
+ } else {
+ sphereCull = R_CullPointAndRadius( surf->cullinfo.localOrigin, surf->cullinfo.radius );
+ }
+
+ if ( sphereCull == CULL_OUT )
+ {
+ return qtrue;
+ }
+
+ if ( sphereCull == CULL_IN )
+ {
+ return qfalse;
+ }
+ }
+
+ if (surf->cullinfo.type & CULLINFO_BOX)
+ {
+ int boxCull;
+
+ if ( tr.currentEntityNum != REFENTITYNUM_WORLD ) {
+ boxCull = R_CullLocalBox( surf->cullinfo.bounds );
+ } else {
+ boxCull = R_CullBox( surf->cullinfo.bounds );
+ }
+
+ if ( boxCull == CULL_OUT )
+ {
+ return qtrue;
+ }
+
+ if ( boxCull == CULL_IN )
+ {
+ return qfalse;
+ }
+ }
+
+ return qfalse;
+}
+
+
+/*
+====================
+R_DlightSurface
+
+The given surface is going to be drawn, and it touches a leaf
+that is touched by one or more dlights, so try to throw out
+more dlights if possible.
+====================
+*/
+static int R_DlightSurface( msurface_t *surf, int dlightBits ) {
+ float d;
+ int i;
+ dlight_t *dl;
+
+ if ( surf->cullinfo.type & CULLINFO_PLANE )
+ {
+ int i;
+ for ( i = 0 ; i < tr.refdef.num_dlights ; i++ ) {
+ if ( ! ( dlightBits & ( 1 << i ) ) ) {
+ continue;
+ }
+ dl = &tr.refdef.dlights[i];
+ d = DotProduct( dl->origin, surf->cullinfo.plane.normal ) - surf->cullinfo.plane.dist;
+ if ( d < -dl->radius || d > dl->radius ) {
+ // dlight doesn't reach the plane
+ dlightBits &= ~( 1 << i );
+ }
+ }
+ }
+
+ if ( surf->cullinfo.type & CULLINFO_BOX )
+ {
+ for ( i = 0 ; i < tr.refdef.num_dlights ; i++ ) {
+ if ( ! ( dlightBits & ( 1 << i ) ) ) {
+ continue;
+ }
+ dl = &tr.refdef.dlights[i];
+ if ( dl->origin[0] - dl->radius > surf->cullinfo.bounds[1][0]
+ || dl->origin[0] + dl->radius < surf->cullinfo.bounds[0][0]
+ || dl->origin[1] - dl->radius > surf->cullinfo.bounds[1][1]
+ || dl->origin[1] + dl->radius < surf->cullinfo.bounds[0][1]
+ || dl->origin[2] - dl->radius > surf->cullinfo.bounds[1][2]
+ || dl->origin[2] + dl->radius < surf->cullinfo.bounds[0][2] ) {
+ // dlight doesn't reach the bounds
+ dlightBits &= ~( 1 << i );
+ }
+ }
+ }
+
+ if ( surf->cullinfo.type & CULLINFO_SPHERE )
+ {
+ for ( i = 0 ; i < tr.refdef.num_dlights ; i++ ) {
+ if ( ! ( dlightBits & ( 1 << i ) ) ) {
+ continue;
+ }
+ dl = &tr.refdef.dlights[i];
+ if (!SpheresIntersect(dl->origin, dl->radius, surf->cullinfo.localOrigin, surf->cullinfo.radius))
+ {
+ // dlight doesn't reach the bounds
+ dlightBits &= ~( 1 << i );
+ }
+ }
+ }
+
+ if ( *surf->data == SF_FACE ) {
+ ((srfSurfaceFace_t *)surf->data)->dlightBits[ tr.smpFrame ] = dlightBits;
+ } else if ( *surf->data == SF_GRID ) {
+ ((srfGridMesh_t *)surf->data)->dlightBits[ tr.smpFrame ] = dlightBits;
+ } else if ( *surf->data == SF_TRIANGLES ) {
+ ((srfTriangles_t *)surf->data)->dlightBits[ tr.smpFrame ] = dlightBits;
+ } else if ( *surf->data == SF_VBO_MESH ) {
+ ((srfVBOMesh_t *)surf->data)->dlightBits[ tr.smpFrame ] = dlightBits;
+ } else {
+ dlightBits = 0;
+ }
+
+ if ( dlightBits ) {
+ tr.pc.c_dlightSurfaces++;
+ }
+
+ return dlightBits;
+}
+
+/*
+====================
+R_PshadowSurface
+
+Just like R_DlightSurface, cull any we can
+====================
+*/
+static int R_PshadowSurface( msurface_t *surf, int pshadowBits ) {
+ float d;
+ int i;
+ pshadow_t *ps;
+
+ if ( surf->cullinfo.type & CULLINFO_PLANE )
+ {
+ int i;
+ for ( i = 0 ; i < tr.refdef.num_pshadows ; i++ ) {
+ if ( ! ( pshadowBits & ( 1 << i ) ) ) {
+ continue;
+ }
+ ps = &tr.refdef.pshadows[i];
+ d = DotProduct( ps->lightOrigin, surf->cullinfo.plane.normal ) - surf->cullinfo.plane.dist;
+ if ( d < -ps->lightRadius || d > ps->lightRadius ) {
+ // pshadow doesn't reach the plane
+ pshadowBits &= ~( 1 << i );
+ }
+ }
+ }
+
+ if ( surf->cullinfo.type & CULLINFO_BOX )
+ {
+ for ( i = 0 ; i < tr.refdef.num_pshadows ; i++ ) {
+ if ( ! ( pshadowBits & ( 1 << i ) ) ) {
+ continue;
+ }
+ ps = &tr.refdef.pshadows[i];
+ if ( ps->lightOrigin[0] - ps->lightRadius > surf->cullinfo.bounds[1][0]
+ || ps->lightOrigin[0] + ps->lightRadius < surf->cullinfo.bounds[0][0]
+ || ps->lightOrigin[1] - ps->lightRadius > surf->cullinfo.bounds[1][1]
+ || ps->lightOrigin[1] + ps->lightRadius < surf->cullinfo.bounds[0][1]
+ || ps->lightOrigin[2] - ps->lightRadius > surf->cullinfo.bounds[1][2]
+ || ps->lightOrigin[2] + ps->lightRadius < surf->cullinfo.bounds[0][2]
+ || BoxOnPlaneSide(surf->cullinfo.bounds[0], surf->cullinfo.bounds[1], &ps->cullPlane) == 2 ) {
+ // pshadow doesn't reach the bounds
+ pshadowBits &= ~( 1 << i );
+ }
+ }
+ }
+
+ if ( surf->cullinfo.type & CULLINFO_SPHERE )
+ {
+ for ( i = 0 ; i < tr.refdef.num_pshadows ; i++ ) {
+ if ( ! ( pshadowBits & ( 1 << i ) ) ) {
+ continue;
+ }
+ ps = &tr.refdef.pshadows[i];
+ if (!SpheresIntersect(ps->viewOrigin, ps->viewRadius, surf->cullinfo.localOrigin, surf->cullinfo.radius)
+ || DotProduct( surf->cullinfo.localOrigin, ps->cullPlane.normal ) - ps->cullPlane.dist < -surf->cullinfo.radius)
+ {
+ // pshadow doesn't reach the bounds
+ pshadowBits &= ~( 1 << i );
+ }
+ }
+ }
+
+ if ( *surf->data == SF_FACE ) {
+ ((srfSurfaceFace_t *)surf->data)->pshadowBits[ tr.smpFrame ] = pshadowBits;
+ } else if ( *surf->data == SF_GRID ) {
+ ((srfGridMesh_t *)surf->data)->pshadowBits[ tr.smpFrame ] = pshadowBits;
+ } else if ( *surf->data == SF_TRIANGLES ) {
+ ((srfTriangles_t *)surf->data)->pshadowBits[ tr.smpFrame ] = pshadowBits;
+ } else if ( *surf->data == SF_VBO_MESH ) {
+ ((srfVBOMesh_t *)surf->data)->pshadowBits[ tr.smpFrame ] = pshadowBits;
+ } else {
+ pshadowBits = 0;
+ }
+
+ if ( pshadowBits ) {
+ //tr.pc.c_dlightSurfaces++;
+ }
+
+ return pshadowBits;
+}
+
+
+/*
+======================
+R_AddWorldSurface
+======================
+*/
+static void R_AddWorldSurface( msurface_t *surf, int dlightBits, int pshadowBits ) {
+ // FIXME: bmodel fog?
+
+ // try to cull before dlighting or adding
+ if ( R_CullSurface( surf ) ) {
+ return;
+ }
+
+ // check for dlighting
+ if ( dlightBits ) {
+ dlightBits = R_DlightSurface( surf, dlightBits );
+ dlightBits = ( dlightBits != 0 );
+ }
+
+ // check for pshadows
+ /*if ( pshadowBits ) */{
+ pshadowBits = R_PshadowSurface( surf, pshadowBits);
+ pshadowBits = ( pshadowBits != 0 );
+ }
+
+ R_AddDrawSurf( surf->data, surf->shader, surf->fogIndex, dlightBits, pshadowBits );
+}
+
+/*
+=============================================================
+
+ BRUSH MODELS
+
+=============================================================
+*/
+
+/*
+=================
+R_AddBrushModelSurfaces
+=================
+*/
+void R_AddBrushModelSurfaces ( trRefEntity_t *ent ) {
+ bmodel_t *bmodel;
+ int clip;
+ model_t *pModel;
+ int i;
+
+ pModel = R_GetModelByHandle( ent->e.hModel );
+
+ bmodel = pModel->bmodel;
+
+ clip = R_CullLocalBox( bmodel->bounds );
+ if ( clip == CULL_OUT ) {
+ return;
+ }
+
+ R_SetupEntityLighting( &tr.refdef, ent );
+ R_DlightBmodel( bmodel );
+
+ for ( i = 0 ; i < bmodel->numSurfaces ; i++ ) {
+ int surf = bmodel->firstSurface + i;
+
+ if (tr.world->surfacesViewCount[surf] != tr.viewCount)
+ {
+ tr.world->surfacesViewCount[surf] = tr.viewCount;
+ R_AddWorldSurface( tr.world->surfaces + surf, tr.currentEntity->needDlights, 0 );
+ }
+ }
+}
+
+
+/*
+=============================================================
+
+ WORLD MODEL
+
+=============================================================
+*/
+
+
+/*
+================
+R_RecursiveWorldNode
+================
+*/
+static void R_RecursiveWorldNode( mnode_t *node, int planeBits, int dlightBits, int pshadowBits ) {
+
+ do {
+ int newDlights[2];
+ unsigned int newPShadows[2];
+
+ // if the node wasn't marked as potentially visible, exit
+ // pvs is skipped for depth shadows
+ if (!(tr.viewParms.flags & VPF_DEPTHSHADOW) && node->visCounts[tr.visIndex] != tr.visCounts[tr.visIndex]) {
+ return;
+ }
+
+ // if the bounding volume is outside the frustum, nothing
+ // inside can be visible OPTIMIZE: don't do this all the way to leafs?
+
+ if ( !r_nocull->integer ) {
+ int r;
+
+ if ( planeBits & 1 ) {
+ r = BoxOnPlaneSide(node->mins, node->maxs, &tr.viewParms.frustum[0]);
+ if (r == 2) {
+ return; // culled
+ }
+ if ( r == 1 ) {
+ planeBits &= ~1; // all descendants will also be in front
+ }
+ }
+
+ if ( planeBits & 2 ) {
+ r = BoxOnPlaneSide(node->mins, node->maxs, &tr.viewParms.frustum[1]);
+ if (r == 2) {
+ return; // culled
+ }
+ if ( r == 1 ) {
+ planeBits &= ~2; // all descendants will also be in front
+ }
+ }
+
+ if ( planeBits & 4 ) {
+ r = BoxOnPlaneSide(node->mins, node->maxs, &tr.viewParms.frustum[2]);
+ if (r == 2) {
+ return; // culled
+ }
+ if ( r == 1 ) {
+ planeBits &= ~4; // all descendants will also be in front
+ }
+ }
+
+ if ( planeBits & 8 ) {
+ r = BoxOnPlaneSide(node->mins, node->maxs, &tr.viewParms.frustum[3]);
+ if (r == 2) {
+ return; // culled
+ }
+ if ( r == 1 ) {
+ planeBits &= ~8; // all descendants will also be in front
+ }
+ }
+
+ if ( planeBits & 16 ) {
+ r = BoxOnPlaneSide(node->mins, node->maxs, &tr.viewParms.frustum[4]);
+ if (r == 2) {
+ return; // culled
+ }
+ if ( r == 1 ) {
+ planeBits &= ~16; // all descendants will also be in front
+ }
+ }
+ }
+
+ if ( node->contents != -1 ) {
+ break;
+ }
+
+ // node is just a decision point, so go down both sides
+ // since we don't care about sort orders, just go positive to negative
+
+ // determine which dlights are needed
+ newDlights[0] = 0;
+ newDlights[1] = 0;
+ if ( dlightBits ) {
+ int i;
+
+ for ( i = 0 ; i < tr.refdef.num_dlights ; i++ ) {
+ dlight_t *dl;
+ float dist;
+
+ if ( dlightBits & ( 1 << i ) ) {
+ dl = &tr.refdef.dlights[i];
+ dist = DotProduct( dl->origin, node->plane->normal ) - node->plane->dist;
+
+ if ( dist > -dl->radius ) {
+ newDlights[0] |= ( 1 << i );
+ }
+ if ( dist < dl->radius ) {
+ newDlights[1] |= ( 1 << i );
+ }
+ }
+ }
+ }
+
+ newPShadows[0] = 0;
+ newPShadows[1] = 0;
+ if ( pshadowBits ) {
+ int i;
+
+ for ( i = 0 ; i < tr.refdef.num_pshadows ; i++ ) {
+ pshadow_t *shadow;
+ float dist;
+
+ if ( pshadowBits & ( 1 << i ) ) {
+ shadow = &tr.refdef.pshadows[i];
+ dist = DotProduct( shadow->lightOrigin, node->plane->normal ) - node->plane->dist;
+
+ if ( dist > -shadow->lightRadius ) {
+ newPShadows[0] |= ( 1 << i );
+ }
+ if ( dist < shadow->lightRadius ) {
+ newPShadows[1] |= ( 1 << i );
+ }
+ }
+ }
+ }
+
+ // recurse down the children, front side first
+ R_RecursiveWorldNode (node->children[0], planeBits, newDlights[0], newPShadows[0] );
+
+ // tail recurse
+ node = node->children[1];
+ dlightBits = newDlights[1];
+ pshadowBits = newPShadows[1];
+ } while ( 1 );
+
+ {
+ // leaf node, so add mark surfaces
+ int c;
+ int surf, *view;
+
+ tr.pc.c_leafs++;
+
+ // add to z buffer bounds
+ if ( node->mins[0] < tr.viewParms.visBounds[0][0] ) {
+ tr.viewParms.visBounds[0][0] = node->mins[0];
+ }
+ if ( node->mins[1] < tr.viewParms.visBounds[0][1] ) {
+ tr.viewParms.visBounds[0][1] = node->mins[1];
+ }
+ if ( node->mins[2] < tr.viewParms.visBounds[0][2] ) {
+ tr.viewParms.visBounds[0][2] = node->mins[2];
+ }
+
+ if ( node->maxs[0] > tr.viewParms.visBounds[1][0] ) {
+ tr.viewParms.visBounds[1][0] = node->maxs[0];
+ }
+ if ( node->maxs[1] > tr.viewParms.visBounds[1][1] ) {
+ tr.viewParms.visBounds[1][1] = node->maxs[1];
+ }
+ if ( node->maxs[2] > tr.viewParms.visBounds[1][2] ) {
+ tr.viewParms.visBounds[1][2] = node->maxs[2];
+ }
+
+ // add merged and unmerged surfaces
+ if (tr.world->viewSurfaces)
+ view = tr.world->viewSurfaces + node->firstmarksurface;
+ else
+ view = tr.world->marksurfaces + node->firstmarksurface;
+
+ c = node->nummarksurfaces;
+ while (c--) {
+ // just mark it as visible, so we don't jump out of the cache derefencing the surface
+ surf = *view;
+ if (surf < 0)
+ {
+ if (tr.world->mergedSurfacesViewCount[-surf - 1] != tr.viewCount)
+ {
+ tr.world->mergedSurfacesViewCount[-surf - 1] = tr.viewCount;
+ tr.world->mergedSurfacesDlightBits[-surf - 1] = dlightBits;
+ tr.world->mergedSurfacesPshadowBits[-surf - 1] = pshadowBits;
+ }
+ else
+ {
+ tr.world->mergedSurfacesDlightBits[-surf - 1] |= dlightBits;
+ tr.world->mergedSurfacesPshadowBits[-surf - 1] |= pshadowBits;
+ }
+ }
+ else
+ {
+ if (tr.world->surfacesViewCount[surf] != tr.viewCount)
+ {
+ tr.world->surfacesViewCount[surf] = tr.viewCount;
+ tr.world->surfacesDlightBits[surf] = dlightBits;
+ tr.world->surfacesPshadowBits[surf] = pshadowBits;
+ }
+ else
+ {
+ tr.world->surfacesDlightBits[surf] |= dlightBits;
+ tr.world->surfacesPshadowBits[surf] |= pshadowBits;
+ }
+ }
+ view++;
+ }
+ }
+
+}
+
+
+/*
+===============
+R_PointInLeaf
+===============
+*/
+static mnode_t *R_PointInLeaf( const vec3_t p ) {
+ mnode_t *node;
+ float d;
+ cplane_t *plane;
+
+ if ( !tr.world ) {
+ ri.Error (ERR_DROP, "R_PointInLeaf: bad model");
+ }
+
+ node = tr.world->nodes;
+ while( 1 ) {
+ if (node->contents != -1) {
+ break;
+ }
+ plane = node->plane;
+ d = DotProduct (p,plane->normal) - plane->dist;
+ if (d > 0) {
+ node = node->children[0];
+ } else {
+ node = node->children[1];
+ }
+ }
+
+ return node;
+}
+
+/*
+==============
+R_ClusterPVS
+==============
+*/
+static const byte *R_ClusterPVS (int cluster) {
+ if (!tr.world || !tr.world->vis || cluster < 0 || cluster >= tr.world->numClusters ) {
+ return tr.world->novis;
+ }
+
+ return tr.world->vis + cluster * tr.world->clusterBytes;
+}
+
+/*
+=================
+R_inPVS
+=================
+*/
+qboolean R_inPVS( const vec3_t p1, const vec3_t p2 ) {
+ mnode_t *leaf;
+ byte *vis;
+
+ leaf = R_PointInLeaf( p1 );
+ vis = ri.CM_ClusterPVS( leaf->cluster ); // why not R_ClusterPVS ??
+ leaf = R_PointInLeaf( p2 );
+
+ if ( !(vis[leaf->cluster>>3] & (1<<(leaf->cluster&7))) ) {
+ return qfalse;
+ }
+ return qtrue;
+}
+
+/*
+===============
+R_MarkLeaves
+
+Mark the leaves and nodes that are in the PVS for the current
+cluster
+===============
+*/
+static void R_MarkLeaves (void) {
+ const byte *vis;
+ mnode_t *leaf, *parent;
+ int i;
+ int cluster;
+
+ // lockpvs lets designers walk around to determine the
+ // extent of the current pvs
+ if ( r_lockpvs->integer ) {
+ return;
+ }
+
+ // current viewcluster
+ leaf = R_PointInLeaf( tr.viewParms.pvsOrigin );
+ cluster = leaf->cluster;
+
+ // if the cluster is the same and the area visibility matrix
+ // hasn't changed, we don't need to mark everything again
+
+ for(i = 0; i < MAX_VISCOUNTS; i++)
+ {
+ if(tr.visClusters[i] == cluster)
+ {
+ //tr.visIndex = i;
+ break;
+ }
+ }
+
+ // if r_showcluster was just turned on, remark everything
+ if(i != MAX_VISCOUNTS && !tr.refdef.areamaskModified && !r_showcluster->modified)// && !r_dynamicBspOcclusionCulling->modified)
+ {
+ if(tr.visClusters[i] != tr.visClusters[tr.visIndex] && r_showcluster->integer)
+ {
+ ri.Printf(PRINT_ALL, "found cluster:%i area:%i index:%i\n", cluster, leaf->area, i);
+ }
+ tr.visIndex = i;
+ return;
+ }
+
+ // if the areamask was modified, invalidate all visclusters
+ // this caused doors to open into undrawn areas
+ if (tr.refdef.areamaskModified)
+ {
+ memset(tr.visClusters, -2, sizeof(tr.visClusters));
+ }
+
+ tr.visIndex = (tr.visIndex + 1) % MAX_VISCOUNTS;
+ tr.visCounts[tr.visIndex]++;
+ tr.visClusters[tr.visIndex] = cluster;
+
+ if ( r_showcluster->modified || r_showcluster->integer ) {
+ r_showcluster->modified = qfalse;
+ if ( r_showcluster->integer ) {
+ ri.Printf( PRINT_ALL, "cluster:%i area:%i\n", cluster, leaf->area );
+ }
+ }
+
+ // set all nodes to visible if there is no vis
+ // this caused some levels to simply not render
+ if (r_novis->integer || !tr.world->vis || tr.visClusters[tr.visIndex] == -1) {
+ for (i=0 ; i<tr.world->numnodes ; i++) {
+ if (tr.world->nodes[i].contents != CONTENTS_SOLID) {
+ tr.world->nodes[i].visCounts[tr.visIndex] = tr.visCounts[tr.visIndex];
+ }
+ }
+ return;
+ }
+
+ vis = R_ClusterPVS(tr.visClusters[tr.visIndex]);
+
+ for (i=0,leaf=tr.world->nodes ; i<tr.world->numnodes ; i++, leaf++) {
+ cluster = leaf->cluster;
+ if ( cluster < 0 || cluster >= tr.world->numClusters ) {
+ continue;
+ }
+
+ // check general pvs
+ if ( !(vis[cluster>>3] & (1<<(cluster&7))) ) {
+ continue;
+ }
+
+ // check for door connection
+ if ( (tr.refdef.areamask[leaf->area>>3] & (1<<(leaf->area&7)) ) ) {
+ continue; // not visible
+ }
+
+ parent = leaf;
+ do {
+ if(parent->visCounts[tr.visIndex] == tr.visCounts[tr.visIndex])
+ break;
+ parent->visCounts[tr.visIndex] = tr.visCounts[tr.visIndex];
+ parent = parent->parent;
+ } while (parent);
+ }
+}
+
+
+/*
+=============
+R_AddWorldSurfaces
+=============
+*/
+void R_AddWorldSurfaces (void) {
+ if ( !r_drawworld->integer ) {
+ return;
+ }
+
+ if ( tr.refdef.rdflags & RDF_NOWORLDMODEL ) {
+ return;
+ }
+
+ tr.currentEntityNum = REFENTITYNUM_WORLD;
+ tr.shiftedEntityNum = tr.currentEntityNum << QSORT_REFENTITYNUM_SHIFT;
+
+ // determine which leaves are in the PVS / areamask
+ if (!(tr.viewParms.flags & VPF_DEPTHSHADOW))
+ R_MarkLeaves ();
+
+ // clear out the visible min/max
+ ClearBounds( tr.viewParms.visBounds[0], tr.viewParms.visBounds[1] );
+
+ // perform frustum culling and flag all the potentially visible surfaces
+ if ( tr.refdef.num_dlights > 32 ) {
+ tr.refdef.num_dlights = 32 ;
+ }
+
+ if ( tr.refdef.num_pshadows > 32 ) {
+ tr.refdef.num_pshadows = 32 ;
+ }
+
+ if ( tr.viewParms.flags & VPF_DEPTHSHADOW )
+ {
+ R_RecursiveWorldNode( tr.world->nodes, 31, 0, 0);
+ }
+ else if ( !(tr.viewParms.flags & VPF_SHADOWMAP) )
+ {
+ R_RecursiveWorldNode( tr.world->nodes, 15, ( 1 << tr.refdef.num_dlights ) - 1, ( 1 << tr.refdef.num_pshadows ) - 1 );
+ }
+ else
+ {
+ R_RecursiveWorldNode( tr.world->nodes, 31, ( 1 << tr.refdef.num_dlights ) - 1, 0 );
+ }
+
+ // now add all the potentially visible surfaces
+ // also mask invisible dlights for next frame
+ {
+ int i;
+
+ tr.refdef.dlightMask = 0;
+
+ for (i = 0; i < tr.world->numWorldSurfaces; i++)
+ {
+ if (tr.world->surfacesViewCount[i] != tr.viewCount)
+ continue;
+
+ R_AddWorldSurface( tr.world->surfaces + i, tr.world->surfacesDlightBits[i], tr.world->surfacesPshadowBits[i] );
+ tr.refdef.dlightMask |= tr.world->surfacesDlightBits[i];
+ }
+ for (i = 0; i < tr.world->numMergedSurfaces; i++)
+ {
+ if (tr.world->mergedSurfacesViewCount[i] != tr.viewCount)
+ continue;
+
+ R_AddWorldSurface( tr.world->mergedSurfaces + i, tr.world->mergedSurfacesDlightBits[i], tr.world->mergedSurfacesPshadowBits[i] );
+ tr.refdef.dlightMask |= tr.world->mergedSurfacesDlightBits[i];
+ }
+
+ tr.refdef.dlightMask = ~tr.refdef.dlightMask;
+ }
+}
Added: trunk/rend2-readme.txt
===================================================================
--- trunk/rend2-readme.txt (rev 0)
+++ trunk/rend2-readme.txt 2012-10-26 01:23:06 UTC (rev 2329)
@@ -0,0 +1,601 @@
+Rend2
+<insert ascii art here>
+
+Rend2 is an alternate renderer for ioquake3. It aims to implement modern
+features and technologies into the id tech 3 engine, but without sacrificing
+compatibility with existing Quake 3 mods.
+
+
+-------------------------------------------------------------------------------
+ FEATURES
+-------------------------------------------------------------------------------
+
+ - Compatible with most vanilla Quake 3 mods.
+ - Faster than original renderer on modern GPUs.
+ - HDR Rendering, and support for HDR lightmaps
+ - Tone mapping and auto-exposure.
+ - Cascaded shadow maps.
+ - Multisample anti-aliasing.
+ - Texture upsampling.
+ - Advanced materials support.
+ - Advanced shading and specular methods.
+ - sRGB support.
+ - LATC and BPTC texture compression support.
+ - Screen-space ambient occlusion.
+
+
+-------------------------------------------------------------------------------
+ COMPILATION
+-------------------------------------------------------------------------------
+
+For *nix/MinGW:
+
+1. Download an appropriate version of the ioq3 source code. For version 32 of
+ Rend2, r2328 should do, though the latest may work as well. For
+ details on how to do this, see http://ioquake3.org/get-it/source-codes/ .
+
+2. Copy the patch file (for v32, vbos-glsl-31a.diff) into the directory you put
+ the ioq3 source code. There should be a README in that directory.
+
+3. Run 'patch -p0 <vbos-glsl-31a.diff' then 'make'.
+
+Compiling on different platforms and with different compilers hasn't been
+tested. The MSVC project file should work, but it hasn't been tested.
+
+
+-------------------------------------------------------------------------------
+ INSTALLATION
+-------------------------------------------------------------------------------
+
+For *nix:
+
+1. This should be identical to installing ioq3. Check their README for more
+ details.
+
+
+For Win32:
+
+1. Have a Quake 3 install, fully patched.
+
+2. Copy the following files into Quake 3's install directory:
+
+ ioquake3.x86.exe
+ renderer_opengl1_x86.dll
+ renderer_rend2_x86.dll
+
+ These can be found in build/release-mingw32-x86 after compiling, or bug
+ someone to release binaries.
+
+
+-------------------------------------------------------------------------------
+ RUNNING
+-------------------------------------------------------------------------------
+
+1. Start ioquake3. (ioquake3.x86.exe on Win32)
+
+2. Open the console (default key ~) and type '/cl_renderer rend2; vid_restart'
+
+3. Enjoy.
+
+
+-------------------------------------------------------------------------------
+ CVARS
+-------------------------------------------------------------------------------
+
+Cvars for simple rendering features:
+ r_ext_compressed_textures - Automatically compress textures.
+ 0 - No texture compression. (default)
+ 1 - DXT/LATC texture compression if
+ supported.
+ 2 - BPTC texture compression if supported.
+
+ r_ext_framebuffer_multisample - Multisample Anti-aliasing.
+ 0 - None. (default)
+ 1-16 - Some.
+ 17+ - Too much!
+
+ r_ssao - Enable screen-space ambient occlusion.
+ Currently eats framerate and has some
+ visible artifacts.
+ 0 - No. (default)
+ 1 - Yes.
+
+Cvars for HDR and tonemapping:
+ r_hdr - Do scene rendering in a framebuffer with
+ high dynamic range. (Less banding, and
+ exposure changes look much better)
+ 0 - No.
+ 1 - Yes. (default)
+
+ r_cameraExposure - Cheat. Alter brightness, in powers of two.
+ -2 - 4x as dark.
+ 0 - Normal. (default)
+ 0.5 - Sqrt(2)x as bright.
+ 2 - 4x as bright.
+
+ r_postProcess - Enable post-processing.
+ 0 - No.
+ 1 - Yes. (default)
+
+ r_toneMap - Enable tone mapping. Requires
+ r_hdr and r_postProcess.
+ 0 - No.
+ 1 - Yes. (default)
+
+ r_forceToneMap - Cheat. Override built-in and map tonemap
+ settings and use cvars r_forceToneMapAvg,
+ r_forceToneMapMin, and r_forceToneMapMax.
+ 0 - No. (default)
+ 1 - Yes.
+
+ r_forceToneMapAvg - Cheat. Map average scene luminance to this
+ value, in powers of two. Requires
+ r_forceToneMap.
+ -2.0 - Dark.
+ -1.0 - Kinda dark. (default).
+ 2.0 - Too bright.
+
+ r_forceToneMapMin - Cheat. After mapping average, luminance
+ below this level is mapped to black.
+ Requires r_forceToneMap.
+ -5 - Not noticeable.
+ -3.25 - Normal. (default)
+ 0.0 - Too dark.
+
+ r_forceToneMapMin - Cheat. After mapping average, luminance
+ above this level is mapped to white.
+ Requires r_forceToneMap.
+ 0.0 - Too bright.
+ 1.0 - Normal. (default).
+ 2.0 - Washed out.
+
+ r_autoExposure - Do automatic exposure based on scene
+ brightness. Hardcoded to -2 to 2 on maps
+ that don't specify otherwise. Requires
+ r_hdr, r_postprocess, and r_toneMap.
+ 0 - No.
+ 1 - Yes. (default)
+
+ r_forceAutoExposure - Cheat. Override built-in and map auto
+ exposure settings and use cvars
+ r_forceAutoExposureMin and
+ r_forceAutoExposureMax.
+ 0 - No. (default)
+ 1 - Yes.
+
+ r_forceAutoExposureMin - Cheat. Set minimum exposure to this value,
+ in powers of two. Requires
+ r_forceAutoExpsure.
+ -3.0 - Dimmer.
+ -2.0 - Normal. (default)
+ -1.0 - Brighter.
+
+ r_forceAutoExposureMax - Cheat. Set maximum exposure to this value,
+ in powers of two. Requires
+ r_forceAutoExpsure.
+ 1.0 - Dimmer.
+ 2.0 - Normal. (default)
+ 3.0 - Brighter.
+
+ r_srgb - Treat all input textures as sRGB, and do
+ final rendering in a sRGB framebuffer. Only
+ required if assets were created with it in
+ mind.
+ 0 - No. (default)
+ 1 - Yes.
+
+Cvars for advanced material usage:
+ r_normalMapping - Enable normal mapping for materials that
+ support it, and also specify advanced
+ shading techniques.
+ 0 - No.
+ 1 - Yes. (default)
+ 2 - Yes, and use Oren-Nayar reflectance
+ model.
+ 3 - Yes, and use tri-Ace's Oren-Nayar
+ reflectance model.
+
+ r_specularMapping - Enable specular mapping for materials that
+ support it, and also specify advanced
+ specular techniques.
+ 0 - No.
+ 1 - Yes, and use tri-Ace. (default)
+ 2 - Yes, and use Blinn-Phong.
+ 3 - Yes, and use Cook-Torrance.
+ 4 - Yes, and use Torrance-Sparrow.
+
+ r_deluxeMapping - Enable deluxe mapping. (Map is compiled
+ with light directions.) Even if the map
+ doesn't have deluxe mapping compiled in,
+ an approximation based on the lightgrid
+ will be used.
+ 0 - No.
+ 1 - Yes. (default)
+
+ r_parallaxMapping - Enable parallax mapping for materials that
+ support it.
+ 0 - No. (default)
+ 1 - Yes.
+
+Cvars for image interpolation and generation:
+ r_imageUpsample - Use interpolation to artifically increase
+ the resolution of all textures. Looks good
+ in certain circumstances.
+ 0 - No. (default)
+ 1 - 2x size.
+ 2 - 4x size.
+ 3 - 8x size, etc
+
+ r_imageUpsampleMaxSize - Maximum texture size when upsampling
+ textures.
+ 1024 - Default.
+ 2048 - Really nice.
+ 4096 - Really slow.
+ 8192 - Crash.
+
+ r_imageUpsampleType - Type of interpolation when upsampling
+ textures.
+ 0 - None. (probably broken)
+ 1 - Bad but fast (default,
+ FCBI without second derivatives)
+ 2 - Okay but slow (normal FCBI)
+
+ r_genNormalMaps - Naively generate normal maps for all
+ textures.
+ 0 - Don't. (default)
+ 1 - Do.
+
+Cvars for the sunlight and cascaded shadow maps:
+ r_forceSun - Cheat. Force sunlight and shadows, using sun
+ position from sky material.
+ 0 - Don't. (default)
+ 1 - Do.
+ 2 - Sunrise, sunset.
+
+ r_forceSunMapLightScale - Cheat. Scale map brightness by this factor
+ when r_forceSun 1.
+ 0.5 - Default
+
+ r_forceSunLightScale - Cheat. Scale sun brightness by this factor
+ when r_forceSun 1.
+ 0.5 - Default
+
+ r_forceSunAmbientScale - Cheat. Scale sun ambient brightness by this
+ factor when r_forceSun 1.
+ 0.2 - Default
+
+ r_sunShadows - Enable sunlight and cascaded shadow maps for
+ it on maps that support it.
+ 0 - No.
+ 1 - Yes. (default)
+
+ r_shadowFilter - Enable filtering shadows for a smoother
+ look.
+ 0 - No.
+ 1 - Some. (default)
+ 2 - Much.
+
+ r_shadowMapSize - Size of each cascaded shadow map.
+ 256 - 256x256, ugly, probably shouldn't
+ go below this.
+ 512 - 512x512, passable.
+ 1024 - 1024x1024, good. (default)
+ 2048 - 2048x2048, extreme.
+ 4096 - 4096x4096, indistinguishable from
+ 2048.
+
+Cvars that you probably don't care about or shouldn't mess with:
+ r_mergeMultidraws - Optimize number of calls to
+ glMultiDrawElements().
+ 0 - Don't.
+ 1 - Do some. (default)
+ 2 - Do more than necessary (eats CPU).
+
+ r_mergeLeafSurfaces - Merge surfaces that share common materials
+ and a common leaf. Speeds up rendering.
+ 0 - Don't.
+ 1 - Do. (default)
+
+ r_recalcMD3Normals - Recalculate the normals when loading an MD3.
+ Fixes normal maps in some cases but looks
+ ugly in others.
+ 0 - Don't. (default)
+ 1 - Do.
+
+ r_depthPrepass - Do a depth-only pass before rendering.
+ Speeds up rendering in cases where advanced
+ features are used. Required for
+ r_sunShadows.
+ 0 - No.
+ 1 - Yes. (default)
+
+ r_normalAmbient - Split map light into ambient and directed
+ portions when doing deluxe mapping. Not
+ very useful.
+ 0 - Don't. (default).
+ 0.3 - 30% ambient, 70% directed.
+ 1.0 - 100% ambient.
+
+ r_mergeLightmaps - Merge the small (128x128) lightmaps into
+ 2 or fewer giant (4096x4096) lightmaps.
+ Easy speedup.
+ 0 - Don't.
+ 1 - Do. (default)
+
+ r_shadowCascadeZNear - Near plane for shadow cascade frustums.
+ 4 - Default.
+
+ r_shadowCascadeZFar - Far plane for shadow cascade frustums.
+ 3072 - Default.
+
+ r_shadowCascadeZBias - Z-bias for shadow cascade frustums.
+ -256 - Default.
+
+
+Cvars that have broken bits:
+ r_dlightMode - Change how dynamic lights look.
+ 0 - Quake 3 style dlights, fake
+ brightening. (default)
+ 1 - Actual lighting, no shadows.
+ 2 - Light and shadows. (broken)
+
+ r_pshadowDist - Virtual camera distance when creating shadow
+ maps for projected shadows. Deprecated.
+
+ cg_shadows - Old shadow code. Deprecated.
+
+
+-------------------------------------------------------------------------------
+ MATERIALS
+-------------------------------------------------------------------------------
+
+Rend2 supports .mtr files, which are basically the same as .shader files, and
+are located in the same place, but override existing .shader files if they
+exist. This is to allow maps and mods to use the new material features without
+breaking the map when using the old renderer.
+
+Here's an example of a material stored in one, showing off some new features:
+
+ textures/abandon/grass
+ {
+ qer_editorimage textures/abandon/grass.jpg
+ {
+ map textures/abandon/grass3_256_d.jpg
+ rgbgen identity
+ }
+ {
+ stage normalparallaxmap
+ map textures/abandon/grass3_1024_n.png
+ }
+ {
+ stage specularmap
+ map textures/abandon/grass3_256_s.png
+ specularReflectance 0.12
+ specularExponent 16
+ }
+ {
+ map $lightmap
+ blendfunc GL_DST_COLOR GL_ZERO
+ }
+ }
+
+The first thing to notice is that this is basically the same as old Quake 3
+shader files. The next thing to notice are the new keywords. Here is what
+they mean:
+
+ stage <type>
+ - State how this imagemap will be used by Rend2:
+ diffuseMap - Standard, same as no stage entry
+ normalMap - Image will be used as a normal map
+ normalParallaxMap - Image will be used as a normal map with
+ alpha treated as height for parallax mapping
+ specularMap - Image will be used as a specular map with
+ alpha treated as shininess.
+
+ specularReflectance <value>
+ - State how metallic this material is. Metals typically have a high
+ specular and a low diffuse, so this is typically high for them, and low
+ for other materials, such as plastic. For typical values for various
+ materials, see http://refractiveindex.info , pick a material, then scroll
+ down to the reflection calculator and look up its reflectance. Default
+ is 0.04, since most materials aren't metallic.
+
+ specularExponent <value>
+ - State how shiny this material is. Note that this is modulated by the
+ alpha channel of the specular map, so if it were set to 16, and the alpha
+ channel of the specular map was set to 0.5, then the shininess would be
+ set to 8. Default 256.
+
+An important note is that normal and specular maps influence the diffuse map
+declared before them, so materials like this are possible:
+
+ textures/terrain/grass
+ {
+ qer_editorimage textures/terrain/grass.jpg
+
+ {
+ map textures/terrain/rock.jpg
+ }
+ {
+ stage normalparallaxmap
+ map textures/terrain/rock_n.png
+ }
+ {
+ stage specularmap
+ map textures/terrain/rock_s.jpg
+ }
+ {
+ map textures/terrain/grass.jpg
+ blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
+ alphaGen vertex
+ }
+ {
+ stage normalparallaxmap
+ map textures/terrain/grass_n.png
+ }
+ {
+ stage specularmap
+ map textures/terrain/grass_s.png
+ specularReflectance 0.12
+ }
+ {
+ map $lightmap
+ blendfunc GL_DST_COLOR GL_ZERO
+ }
+ }
+
+Though note due to the complexity of lighting, dynamic light (including
+sunlight with cascaded shadow maps) currently only works 100% on materials like
+this, where the second diffuse map doesn't have its own alpha, and only
+uses vertex alpha. YMMV.
+
+Another addition to materials is working normal/specular maps on vertex lit
+surfaces. To enable this, make your material look like this:
+
+ textures/vehicles/car
+ {
+ qer_editorimage textures/vehicles/car.jpg
+
+ {
+ map textures/vehicles/car.jpg
+ rgbGen vertexLit
+ }
+ {
+ stage normalparallaxmap
+ map textures/vehicles/car_n.jpg
+ }
+ {
+ stage specularmap
+ map textures/vehicles/car_s.jpg
+ }
+ }
+
+Note the new keyword, 'vertexLit' after rgbGen. This is analogous to
+'rgbGen vertex', except a light direction will be determined from the lightgrid
+and used with the normal and specular maps. 'exactVertexLit' exists as well,
+and is the equivalent for 'exactVertex'.
+
+
+-------------------------------------------------------------------------------
+ DYNAMIC SUNLIGHT AND CASCADED SHADOW MAPS
+-------------------------------------------------------------------------------
+
+This adds a new keyword to sky materials, q3gl2_sun. The syntax is:
+
+ q3gl2_sun <red> <green> <blue> <intensity> <degrees> <mapLightScale>
+ <ambientLightScale>
+
+Note the first six parameters are the same as in q3map_sun or q3map_sunExt,
+and the last two indicate scaling factors for the map brightness and an ambient
+light of the same color as the sun.
+
+There are currently two ways to use this in your own (and other people's) maps.
+
+ 1. Create your map as normal and add a 'q3gl2_sun' line after your
+ 'q3map_sun' line in your sky material, like so:
+
+ textures/skies/bluesky
+ {
+ qer_editorimage textures/skies/bluesky.jpg
+
+ surfaceparm nomarks
+ surfaceparm noimpact
+ surfaceparm nolightmap
+ surfaceparm sky
+ q3map_sunExt 240 238 200 100 195 35 3 16
+ q3gl2_sun 240 238 200 50 195 35 3 0.5 0.2
+ q3map_skylight 50 16
+ q3map_lightimage $whiteimage
+
+ skyparms env/bluesky - -
+ }
+
+ The advantages with this method are that your map will continue to work
+ with the old renderer with the sunlight baked into the lightmap, and it
+ can be used with existing maps without recompilation. The downside is
+ artifacts like doubled shadows and uneven shadow edges.
+
+ 2. Use 'q3gl2_sun' instead of 'q3map_sun' or 'q3map_sunExt', like so:
+
+ textures/skies/bluesky
+ {
+ qer_editorimage textures/skies/bluesky.jpg
+
+ surfaceparm nomarks
+ surfaceparm noimpact
+ surfaceparm nolightmap
+ surfaceparm sky
+ q3gl2_sun 240 238 200 50 195 35 3 0.5 0.2
+ q3map_skylight 50 16
+ q3map_lightimage $whiteimage
+
+ skyparms env/bluesky - -
+ }
+
+ The advantages with this method are that you don't get the artifacts that
+ characterize the other method, and your map compiles a lot faster without
+ the sunlight bouncing calculations. The downsides are that your map will
+ not display properly with the old renderer, and you lose the bounced light
+ that compiling the map with q3map_sun* in it would have.
+
+
+-------------------------------------------------------------------------------
+ TONE MAPPING AND AUTO EXPOSURE
+-------------------------------------------------------------------------------
+
+This adds a new keyword to sky materials, q3gl2_tonemap. The syntax is:
+
+ q3gl2_tonemap <toneMapMin> <toneMapAvg> <toneMapMax <autoExposureMin>
+ <autoExposureMax>
+
+Each of these settings corresponds to a matching cvar, so you can view and
+adjust the effect before settling on fixed settings.
+
+
+-------------------------------------------------------------------------------
+ THANKS
+-------------------------------------------------------------------------------
+
+I'd like to take this part of the readme to thank the numerous people who
+contributed thoughts, ideas, and whole swaths of code to this project.
+
+ - Id Software, for creating Quake 3 and releasing its source code under a
+ GPL license, without which this project would not be possible.
+
+ - Zachary 'Zakk' Slater, Thilo Schulz, Tim Angus, and the rest of the
+ ioquake3 team and contributors, for improving massively upon the raw Quake
+ 3 source, and accepting my and gimhael's modular renderer patch.
+
+ - Robert 'Tr3B' Beckebans and the other contributors to XReaL, for letting me
+ liberally copy code from you. :)
+
+ - Andrew 'Black Monk' Prosnik, Andrei 'Makro' Drexler, Tomi 'T.T.I.' Isoaho,
+ Richard 'JBravo' Allen, Walter 'Johnny Rocket' Somol, and the rest of the
+ Boomstick Studios, for contributing code, feature requests, and testing.
+
+ - Yoshiharu Gotanda, Tatsuya Shoji, and the rest of tri-Ace's R&D Department,
+ for creating the tri-Ace shading equations and posting their derivations in
+ simple English.
+
+ - Matthias 'gimhael' Bentrup, for random ideas and bits of code.
+
+ - Evan 'megatog615' Goers, for testing, ideas, and bugging me just enough
+ that I'd write documentation. :)
+
+ - The folks at #ioquake3, who don't seem to mind when I suddenly drop a
+ screenshot and insist on talking about it. :)
+
+ - And lots of various other random people, who posted on forums, blogs, and
+ Wikipedia, who helped in small but numerous ways.
+
+If I missed you in this section, feel free to drop me a line and I'll add you.
+
+
+-------------------------------------------------------------------------------
+ CONTACT
+-------------------------------------------------------------------------------
+
+My name is James Canete, and I wrote most of this readme. Also, a renderer.
+
+If you wish to get in touch with me, try my GMail at use.less01 (you should be
+able to solve this), or look for SmileTheory in #ioquake3 on irc.freenode.net.
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