/// hash lookup data
struct r_glsl_permutation_s *hashnext;
unsigned int mode;
- dpuint64 permutation;
+ uint64_t permutation;
/// indicates if we have tried compiling this permutation already
qboolean compiled;
shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
else \
shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
-static void R_CompileShader_AddStaticParms(unsigned int mode, dpuint64 permutation)
+static void R_CompileShader_AddStaticParms(unsigned int mode, uint64_t permutation)
{
shaderstaticparms_count = 0;
/// storage for permutations linked in the hash table
memexpandablearray_t r_glsl_permutationarray;
-static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, dpuint64 permutation)
+static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, uint64_t permutation)
{
//unsigned int hashdepth = 0;
unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
}
-static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, dpuint64 permutation)
+static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, uint64_t permutation)
{
int i;
int ubibind;
Mem_Free(sourcestring);
}
-static void R_SetupShader_SetPermutationGLSL(unsigned int mode, dpuint64 permutation)
+static void R_SetupShader_SetPermutationGLSL(unsigned int mode, uint64_t permutation)
{
r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
if (r_glsl_permutation != perm)
{
if (!r_glsl_permutation->compiled)
{
- Con_DPrintf("Compiling shader mode %u permutation %llx\n", mode, permutation);
+ Con_DPrintf("Compiling shader mode %u permutation %"PRIx64"\n", mode, permutation);
R_GLSL_CompilePermutation(perm, mode, permutation);
}
if (!r_glsl_permutation->program)
for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
{
// reduce i more quickly whenever it would not remove any bits
- dpuint64 j = 1ll<<(SHADERPERMUTATION_COUNT-1-i);
+ uint64_t j = 1ll<<(SHADERPERMUTATION_COUNT-1-i);
if (!(permutation & j))
continue;
permutation -= j;
void R_SetupShader_Generic(rtexture_t *t, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
{
- dpuint64 permutation = 0;
+ uint64_t permutation = 0;
if (r_trippy.integer && !notrippy)
permutation |= SHADERPERMUTATION_TRIPPY;
permutation |= SHADERPERMUTATION_VIEWTINT;
void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal)
{
- dpuint64 permutation = 0;
+ uint64_t permutation = 0;
if (r_trippy.integer && !notrippy)
permutation |= SHADERPERMUTATION_TRIPPY;
if (depthrgb)
// combination of texture, entity, light source, and fogging, only use the
// minimum features necessary to avoid wasting rendering time in the
// fragment shader on features that are not being used
- dpuint64 permutation = 0;
+ uint64_t permutation = 0;
unsigned int mode = 0;
int blendfuncflags;
texture_t *t = rsurface.texture;
}
if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
- if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
+ if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA && !notrippy)
permutation |= SHADERPERMUTATION_FOGALPHAHACK;
switch(vid.renderpath)
{
if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
}
// additive passes are only darkened by fog, not tinted
- if (r_glsl_permutation->loc_FogColor >= 0)
+ if (r_glsl_permutation->loc_FogColor >= 0 && !notrippy)
{
if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, t->offsetbias);
if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
- if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
+ if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegrid_state.matrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegrid_state.intensity*r_refdef.view.colorscale);
if (r_glsl_permutation->loc_LightGridMatrix >= 0 && r_refdef.scene.worldmodel)
// combination of texture, entity, light source, and fogging, only use the
// minimum features necessary to avoid wasting rendering time in the
// fragment shader on features that are not being used
- dpuint64 permutation = 0;
+ uint64_t permutation = 0;
unsigned int mode = 0;
const float *lightcolorbase = rtlight->currentcolor;
float ambientscale = rtlight->ambientscale;
if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f( r_glsl_permutation->loc_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
- if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
+ if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
static rtexture_t *R_LoadCubemap(const char *basename)
{
- int i, j, cubemapsize;
+ int i, j, cubemapsize, forcefilter;
unsigned char *cubemappixels, *image_buffer;
rtexture_t *cubemaptexture;
char name[256];
+
+ // HACK: if the cubemap name starts with a !, the cubemap is nearest-filtered
+ forcefilter = TEXF_FORCELINEAR;
+ if (basename && basename[0] == '!')
+ {
+ basename++;
+ forcefilter = TEXF_FORCENEAREST;
+ }
// must start 0 so the first loadimagepixels has no requested width/height
cubemapsize = 0;
cubemappixels = NULL;
if (developer_loading.integer)
Con_Printf("loading cubemap \"%s\"\n", basename);
- cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
+ cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | forcefilter | TEXF_CLAMP, -1, NULL);
Mem_Free(cubemappixels);
}
else
r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
R_InitShaderModeInfo();
- Cmd_AddCommand(&cmd_client, "r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
- Cmd_AddCommand(&cmd_client, "r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
+ Cmd_AddCommand(CMD_CLIENT, "r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
+ Cmd_AddCommand(CMD_CLIENT, "r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
// FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
if (gamemode == GAME_NEHAHRA)
{
qboolean R_CanSeeBox(int numsamples, vec_t eyejitter, vec_t entboxenlarge, vec_t entboxexpand, vec_t pad, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
{
- int i;
+ long unsigned int i;
+ int j;
vec3_t eyemins, eyemaxs;
vec3_t boxmins, boxmaxs;
vec3_t padmins, padmaxs;
{
for (i = 0; i < sizeof(positions) / sizeof(positions[0]); i++)
{
+ trace_t trace;
VectorCopy(eye, start);
end[0] = boxmins[0] + (boxmaxs[0] - boxmins[0]) * positions[i][0];
end[1] = boxmins[1] + (boxmaxs[1] - boxmins[1]) * positions[i][1];
end[2] = boxmins[2] + (boxmaxs[2] - boxmins[2]) * positions[i][2];
//trace_t trace = CL_TraceLine(start, end, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, MATERIALFLAGMASK_TRANSLUCENT, 0.0f, true, false, NULL, true, true);
- trace_t trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
+ trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
// not picky - if the trace ended anywhere in the box we're good
if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
return true;
return true;
// try various random positions
- for (i = 0; i < numsamples; i++)
+ for (j = 0; j < numsamples; j++)
{
VectorSet(start, lhrandom(eyemins[0], eyemaxs[0]), lhrandom(eyemins[1], eyemaxs[1]), lhrandom(eyemins[2], eyemaxs[2]));
VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
{
samples = ent->last_trace_visibility == 0 ? r_cullentities_trace_tempentitysamples.integer : r_cullentities_trace_samples.integer;
if (R_CanSeeBox(samples, r_cullentities_trace_eyejitter.value, r_cullentities_trace_enlarge.value, r_cullentities_trace_expand.value, r_cullentities_trace_pad.value, r_refdef.view.origin, ent->mins, ent->maxs))
- ent->last_trace_visibility = realtime;
- if (ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
+ ent->last_trace_visibility = host.realtime;
+ if (ent->last_trace_visibility < host.realtime - r_cullentities_trace_delay.value)
r_refdef.viewcache.entityvisible[i] = 0;
}
}
// free resources for rendertargets that have not been used for a while
// (note: this check is run after the frame render, so any targets used
// this frame will not be affected even at low framerates)
- if (r && (realtime - r->lastusetime > 0.2 || force))
+ if (r && (host.realtime - r->lastusetime > 0.2 || force))
{
if (r->fbo)
R_Mesh_DestroyFramebufferObject(r->fbo);
for (i = 0; i < end; i++)
{
r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
- if (r && r->lastusetime != realtime && r->texturewidth == texturewidth && r->textureheight == textureheight && r->depthtextype == depthtextype && r->colortextype[0] == colortextype0 && r->colortextype[1] == colortextype1 && r->colortextype[2] == colortextype2 && r->colortextype[3] == colortextype3)
+ if (r && r->lastusetime != host.realtime && r->texturewidth == texturewidth && r->textureheight == textureheight && r->depthtextype == depthtextype && r->colortextype[0] == colortextype0 && r->colortextype[1] == colortextype1 && r->colortextype[2] == colortextype2 && r->colortextype[3] == colortextype3)
break;
}
if (i == end)
if (r->depthisrenderbuffer)
r->depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, va(vabuf, sizeof(vabuf), "renderbuffer%i_depth_type%i", i, (int)r->depthtextype), r->texturewidth, r->textureheight, r->depthtextype);
else
- r->depthtexture = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_depth_type%i", i, j, (int)r->depthtextype), r->texturewidth, r->textureheight, NULL, r->depthtextype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
+ r->depthtexture = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_depth_type%i", i, (int)r->depthtextype), r->texturewidth, r->textureheight, NULL, r->depthtextype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
}
r->fbo = R_Mesh_CreateFramebufferObject(r->depthtexture, r->colortexture[0], r->colortexture[1], r->colortexture[2], r->colortexture[3]);
}
r_refdef.stats[r_stat_rendertargets_used]++;
r_refdef.stats[r_stat_rendertargets_pixels] += r->texturewidth * r->textureheight;
- r->lastusetime = realtime;
+ r->lastusetime = host.realtime;
R_CalcTexCoordsForView(0, 0, r->texturewidth, r->textureheight, r->texturewidth, r->textureheight, r->texcoord2f);
return r;
}
{
int waterwidth, waterheight;
- if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
+ if (viewwidth > (int)vid.maxtexturesize_2d || viewheight > (int)vid.maxtexturesize_2d)
return;
// set waterwidth and waterheight to the water resolution that will be
// set bloomwidth and bloomheight to the bloom resolution that will be
// used (often less than the screen resolution for faster rendering)
- r_fb.bloomheight = bound(1, r_bloom_resolution.value * 0.75f, vid.height * 4);
- r_fb.bloomwidth = r_fb.bloomheight * vid.width / vid.height;
- r_fb.bloomwidth = bound(1, r_fb.bloomwidth, vid.width * 4);
+ r_fb.bloomheight = bound(1, r_bloom_resolution.value * 0.75f, screentextureheight);
+ r_fb.bloomwidth = r_fb.bloomheight * screentexturewidth / screentextureheight;
+ r_fb.bloomwidth = bound(1, r_fb.bloomwidth, screentexturewidth);
r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
static void R_BlendView(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
{
- dpuint64 permutation;
+ uint64_t permutation;
float uservecs[4][4];
rtexture_t *viewtexture;
rtexture_t *bloomtexture;
if (r_glsl_permutation->loc_UserVec3 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
if (r_glsl_permutation->loc_UserVec4 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
- if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
+ if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
if (r_glsl_permutation->loc_BloomColorSubtract >= 0) qglUniform4f(r_glsl_permutation->loc_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
if (r_glsl_permutation->loc_ColorFringe >= 0) qglUniform1f(r_glsl_permutation->loc_ColorFringe, r_colorfringe.value );
break;
static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
{
- int i, j;
+ int j;
+ const float *v;
+ float p[3], mins[3], maxs[3];
+ int scissor[4];
// transparent sky would be ridiculous
if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
return;
// add the vertices of the surfaces to a world bounding box so we can scissor the sky render later
if (r_sky_scissor.integer)
{
- RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
- for (i = 0; i < texturenumsurfaces; i++)
+ RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
+ for (j = 0, v = rsurface.batchvertex3f + 3 * rsurface.batchfirstvertex; j < rsurface.batchnumvertices; j++, v += 3)
{
- const msurface_t *surf = texturesurfacelist[i];
- const float *v;
- float p[3];
- float mins[3], maxs[3];
- int scissor[4];
- for (j = 0, v = rsurface.batchvertex3f + 3 * surf->num_firstvertex; j < surf->num_vertices; j++, v += 3)
+ Matrix4x4_Transform(&rsurface.matrix, v, p);
+ if (j > 0)
{
- Matrix4x4_Transform(&rsurface.matrix, v, p);
- if (j > 0)
- {
- if (mins[0] > p[0]) mins[0] = p[0];
- if (mins[1] > p[1]) mins[1] = p[1];
- if (mins[2] > p[2]) mins[2] = p[2];
- if (maxs[0] < p[0]) maxs[0] = p[0];
- if (maxs[1] < p[1]) maxs[1] = p[1];
- if (maxs[2] < p[2]) maxs[2] = p[2];
- }
- else
- {
- VectorCopy(p, mins);
- VectorCopy(p, maxs);
- }
+ if (mins[0] > p[0]) mins[0] = p[0];
+ if (mins[1] > p[1]) mins[1] = p[1];
+ if (mins[2] > p[2]) mins[2] = p[2];
+ if (maxs[0] < p[0]) maxs[0] = p[0];
+ if (maxs[1] < p[1]) maxs[1] = p[1];
+ if (maxs[2] < p[2]) maxs[2] = p[2];
}
- if (!R_ScissorForBBox(mins, maxs, scissor))
+ else
{
- if (skyscissor[2])
+ VectorCopy(p, mins);
+ VectorCopy(p, maxs);
+ }
+ }
+ if (!R_ScissorForBBox(mins, maxs, scissor))
+ {
+ if (skyscissor[2])
+ {
+ if (skyscissor[0] > scissor[0])
{
- if (skyscissor[0] > scissor[0])
- {
- skyscissor[2] += skyscissor[0] - scissor[0];
- skyscissor[0] = scissor[0];
- }
- if (skyscissor[1] > scissor[1])
- {
- skyscissor[3] += skyscissor[1] - scissor[1];
- skyscissor[1] = scissor[1];
- }
- if (skyscissor[0] + skyscissor[2] < scissor[0] + scissor[2])
- skyscissor[2] = scissor[0] + scissor[2] - skyscissor[0];
- if (skyscissor[1] + skyscissor[3] < scissor[1] + scissor[3])
- skyscissor[3] = scissor[1] + scissor[3] - skyscissor[1];
+ skyscissor[2] += skyscissor[0] - scissor[0];
+ skyscissor[0] = scissor[0];
}
- else
- Vector4Copy(scissor, skyscissor);
+ if (skyscissor[1] > scissor[1])
+ {
+ skyscissor[3] += skyscissor[1] - scissor[1];
+ skyscissor[1] = scissor[1];
+ }
+ if (skyscissor[0] + skyscissor[2] < scissor[0] + scissor[2])
+ skyscissor[2] = scissor[0] + scissor[2] - skyscissor[0];
+ if (skyscissor[1] + skyscissor[3] < scissor[1] + scissor[3])
+ skyscissor[3] = scissor[1] + scissor[3] - skyscissor[1];
}
+ else
+ Vector4Copy(scissor, skyscissor);
}
}
}
}
-extern cvar_t mod_collision_bih;
static void R_DrawDebugModel(void)
{
entity_render_t *ent = rsurface.entity;