cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "8"};
cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320"};
cvar_t r_bloom_power = {CVAR_SAVE, "r_bloom_power", "4"};
+
+cvar_t developer_texturelogging = {0, "developer_texturelogging", "1"};
+
rtexturepool_t *r_main_texturepool;
rtexture_t *r_bloom_texture_screen;
rtexture_t *r_bloom_texture_bloom;
rtexture_t *r_texture_white;
rtexture_t *r_texture_black;
rtexture_t *r_texture_notexture;
+rtexture_t *r_texture_whitecube;
+rtexture_t *r_texture_normalizationcube;
void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
{
void gl_main_start(void)
{
- int x, y;
+ int x, y, side;
+ vec3_t v;
+ vec_t s, t, intensity;
qbyte pix[16][16][4];
- qbyte data[4];
+#define NORMSIZE 64
+ qbyte data[6*NORMSIZE*NORMSIZE*4];
r_main_texturepool = R_AllocTexturePool();
r_bloom_texture_screen = NULL;
r_bloom_texture_bloom = NULL;
}
}
}
- r_texture_notexture = R_LoadTexture2D(mod_shared_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
+ r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
+ if (gl_texturecubemap)
+ {
+ data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255;
+ data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255;
+ data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255;
+ data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255;
+ data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255;
+ data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255;
+ r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
+ for (side = 0;side < 6;side++)
+ {
+ for (y = 0;y < NORMSIZE;y++)
+ {
+ for (x = 0;x < NORMSIZE;x++)
+ {
+ s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
+ t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
+ switch(side)
+ {
+ case 0:
+ v[0] = 1;
+ v[1] = -t;
+ v[2] = -s;
+ break;
+ case 1:
+ v[0] = -1;
+ v[1] = -t;
+ v[2] = s;
+ break;
+ case 2:
+ v[0] = s;
+ v[1] = 1;
+ v[2] = t;
+ break;
+ case 3:
+ v[0] = s;
+ v[1] = -1;
+ v[2] = -t;
+ break;
+ case 4:
+ v[0] = s;
+ v[1] = -t;
+ v[2] = 1;
+ break;
+ case 5:
+ v[0] = -s;
+ v[1] = -t;
+ v[2] = -1;
+ break;
+ }
+ intensity = 127.0f / sqrt(DotProduct(v, v));
+ data[((side*NORMSIZE+y)*NORMSIZE+x)*4+0] = 128.0f + intensity * v[0];
+ data[((side*NORMSIZE+y)*NORMSIZE+x)*4+1] = 128.0f + intensity * v[1];
+ data[((side*NORMSIZE+y)*NORMSIZE+x)*4+2] = 128.0f + intensity * v[2];
+ data[((side*NORMSIZE+y)*NORMSIZE+x)*4+3] = 255;
+ }
+ }
+ }
+ r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
+ }
}
void gl_main_shutdown(void)
r_texture_blanknormalmap = NULL;
r_texture_white = NULL;
r_texture_black = NULL;
+ r_texture_whitecube = NULL;
+ r_texture_normalizationcube = NULL;
}
extern void CL_ParseEntityLump(char *entitystring);
Cvar_RegisterVariable(&r_bloom_blur);
Cvar_RegisterVariable(&r_bloom_resolution);
Cvar_RegisterVariable(&r_bloom_power);
+ Cvar_RegisterVariable(&developer_texturelogging);
if (gamemode == GAME_NEHAHRA || gamemode == GAME_NEXUIZ || gamemode == GAME_TENEBRAE)
Cvar_SetValue("r_fullbrights", 0);
R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
if (!r_drawentities.integer)
return;
+ r_refdef.worldentity->visframe = r_framecount;
renderimask = envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : (chase_active.integer ? 0 : RENDER_EXTERIORMODEL);
if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs)
{
qglViewport(r_view_x, vid.realheight - (r_view_y + bloomheight), bloomwidth, bloomheight);
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_Color(1, 1, 1, 1);
- R_Mesh_Draw(4, 2, polygonelements);
+ R_Mesh_Draw(0, 4, 2, polygonelements);
c_bloomdraws++;
c_bloomdrawpixels += bloomwidth * bloomheight;
// render multiple times with a multiply blendfunc to raise to a power
GL_BlendFunc(GL_DST_COLOR, GL_ZERO);
for (x = 1;x < r_bloom_power.integer;x++)
{
- R_Mesh_Draw(4, 2, polygonelements);
+ R_Mesh_Draw(0, 4, 2, polygonelements);
c_bloomdraws++;
c_bloomdrawpixels += bloomwidth * bloomheight;
}
if (r < 0.01f)
continue;
GL_Color(r, r, r, 1);
- R_Mesh_Draw(4, 2, polygonelements);
+ R_Mesh_Draw(0, 4, 2, polygonelements);
c_bloomdraws++;
c_bloomdrawpixels += bloomwidth * bloomheight;
GL_BlendFunc(GL_ONE, GL_ONE);
if (r < 0.01f)
continue;
GL_Color(r, r, r, 1);
- R_Mesh_Draw(4, 2, polygonelements);
+ R_Mesh_Draw(0, 4, 2, polygonelements);
c_bloomdraws++;
c_bloomdrawpixels += bloomwidth * bloomheight;
GL_BlendFunc(GL_ONE, GL_ONE);
R_Mesh_State(&m);
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_Color(1,1,1,1);
- R_Mesh_Draw(4, 2, polygonelements);
+ R_Mesh_Draw(0, 4, 2, polygonelements);
c_bloomdraws++;
c_bloomdrawpixels += r_view_width * r_view_height;
// now blend on the bloom texture if multipass
R_Mesh_State(&m);
GL_BlendFunc(GL_ONE, GL_ONE);
GL_Color(1,1,1,1);
- R_Mesh_Draw(4, 2, polygonelements);
+ R_Mesh_Draw(0, 4, 2, polygonelements);
c_bloomdraws++;
c_bloomdrawpixels += r_view_width * r_view_height;
}
R_Mesh_State(&m);
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
- R_Mesh_Draw(4, 2, polygonelements);
+ R_Mesh_Draw(0, 4, 2, polygonelements);
}
}
R_MeshQueue_Render();
R_MeshQueue_EndScene();
- if (r_shadow_visiblevolumes.integer && !r_showtrispass)
+ if ((r_shadow_visiblelighting.integer || r_shadow_visiblevolumes.integer) && !r_showtrispass)
{
R_ShadowVolumeLighting(true);
- R_TimeReport("shadowvolume");
+ R_TimeReport("visiblevolume");
}
GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
else
m.pointer_color = nomodelcolor4f;
R_Mesh_State(&m);
- R_Mesh_Draw(6, 8, nomodelelements);
+ R_Mesh_Draw(0, 6, 8, nomodelelements);
}
void R_DrawNoModel(entity_render_t *ent)
m.pointer_vertex = varray_vertex3f;
R_Mesh_State(&m);
GL_Color(cr, cg, cb, ca);
- R_Mesh_Draw(4, 2, polygonelements);
+ R_Mesh_Draw(0, 4, 2, polygonelements);
}