cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
+cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
+cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
-cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
-cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
+cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
+cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
+cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
+cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
+cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
+cvar_t r_glsl_usegeneric = {CVAR_SAVE, "r_glsl_usegeneric", "1", "use shaders for rendering simple geometry (rather than conventional fixed-function rendering for this purpose)"};
cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
-extern qboolean v_flipped_state;
+extern cvar_t v_glslgamma;
-typedef struct r_glsl_bloomshader_s
-{
- int program;
- int loc_Texture_Bloom;
-}
-r_glsl_bloomshader_t;
+extern qboolean v_flipped_state;
static struct r_bloomstate_s
{
int bloomtexturewidth, bloomtextureheight;
rtexture_t *texture_bloom;
- r_glsl_bloomshader_t *shader;
-
// arrays for rendering the screen passes
float screentexcoord2f[8];
float bloomtexcoord2f[8];
rtexture_t *r_texture_whitecube;
rtexture_t *r_texture_normalizationcube;
rtexture_t *r_texture_fogattenuation;
+rtexture_t *r_texture_gammaramps;
+unsigned int r_texture_gammaramps_serial;
//rtexture_t *r_texture_fogintensity;
char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
"\n"
"// common definitions between vertex shader and fragment shader:\n"
"\n"
-"#ifdef __GLSL_CG_DATA_TYPES\n"
-"# define myhalf half\n"
-"# define myhalf2 half2\n"
-"# define myhalf3 half3\n"
-"# define myhalf4 half4\n"
-"#else\n"
+"//#ifdef __GLSL_CG_DATA_TYPES\n"
+"//# define myhalf half\n"
+"//# define myhalf2 half2\n"
+"//# define myhalf3 half3\n"
+"//# define myhalf4 half4\n"
+"//#else\n"
"# define myhalf float\n"
"# define myhalf2 vec2\n"
"# define myhalf3 vec3\n"
"# define myhalf4 vec4\n"
+"//#endif\n"
+"\n"
+"#ifdef MODE_DEPTH_OR_SHADOW\n"
+"\n"
+"# ifdef VERTEX_SHADER\n"
+"void main(void)\n"
+"{\n"
+" gl_Position = ftransform();\n"
+"}\n"
+"# endif\n"
+"\n"
+"#else\n"
+"\n"
+"#ifdef MODE_POSTPROCESS\n"
+"# ifdef VERTEX_SHADER\n"
+"void main(void)\n"
+"{\n"
+" gl_FrontColor = gl_Color;\n"
+" gl_Position = ftransform();\n"
+" gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
+"#ifdef USEGLOW\n"
+" gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
+"#endif\n"
+"}\n"
+"# endif\n"
+"# ifdef FRAGMENT_SHADER\n"
+"\n"
+"uniform sampler2D Texture_First;\n"
+"#ifdef USEGLOW\n"
+"uniform sampler2D Texture_Second;\n"
+"#endif\n"
+"#ifdef USEGAMMARAMPS\n"
+"uniform sampler2D Texture_Attenuation;\n"
+"#endif\n"
+"#ifdef USEVERTEXTEXTUREBLEND\n"
+"uniform vec4 TintColor;\n"
+"#endif\n"
+"#ifdef USECOLORMOD\n"
+"uniform vec3 Gamma;\n"
+"#endif\n"
+"//uncomment these if you want to use them:\n"
+"// uniform vec4 UserVec1;\n"
+"// uniform vec4 UserVec2;\n"
+"// uniform vec4 UserVec3;\n"
+"// uniform vec4 UserVec4;\n"
+"// uniform float ClientTime;\n"
+"void main(void)\n"
+"{\n"
+" gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
+"#ifdef USEGLOW\n"
+" gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
+"#endif\n"
+"#ifdef USEVERTEXTEXTUREBLEND\n"
+" gl_FragColor = mix(TintColor, gl_FragColor, TintColor.a);\n"
+"#endif\n"
+"\n"
+"#ifdef USEPOSTPROCESSING\n"
+"// add your own postprocessing here or make your own ifdef for it\n"
+"#endif\n"
+"\n"
+"#ifdef USEGAMMARAMPS\n"
+" gl_FragColor.r = texture2D(Texture_Attenuation, vec2(gl_FragColor.r, 0)).r;\n"
+" gl_FragColor.g = texture2D(Texture_Attenuation, vec2(gl_FragColor.g, 0)).g;\n"
+" gl_FragColor.b = texture2D(Texture_Attenuation, vec2(gl_FragColor.b, 0)).b;\n"
"#endif\n"
+"}\n"
+"# endif\n"
+"\n"
+"\n"
+"#else\n"
+"#ifdef MODE_GENERIC\n"
+"# ifdef VERTEX_SHADER\n"
+"void main(void)\n"
+"{\n"
+" gl_FrontColor = gl_Color;\n"
+"# ifdef USEDIFFUSE\n"
+" gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
+"# endif\n"
+"# ifdef USESPECULAR\n"
+" gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
+"# endif\n"
+" gl_Position = ftransform();\n"
+"}\n"
+"# endif\n"
+"# ifdef FRAGMENT_SHADER\n"
+"\n"
+"# ifdef USEDIFFUSE\n"
+"uniform sampler2D Texture_First;\n"
+"# endif\n"
+"# ifdef USESPECULAR\n"
+"uniform sampler2D Texture_Second;\n"
+"# endif\n"
+"\n"
+"void main(void)\n"
+"{\n"
+" gl_FragColor = gl_Color;\n"
+"# ifdef USEDIFFUSE\n"
+" gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
+"# endif\n"
+"\n"
+"# ifdef USESPECULAR\n"
+" vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
+"# endif\n"
+"# ifdef USECOLORMAPPING\n"
+" gl_FragColor *= tex2;\n"
+"# endif\n"
+"# ifdef USEGLOW\n"
+" gl_FragColor += tex2;\n"
+"# endif\n"
+"# ifdef USEVERTEXTEXTUREBLEND\n"
+" gl_FragColor = mix(tex2, gl_FragColor, tex2.a);\n"
+"# endif\n"
+"}\n"
+"# endif\n"
+"\n"
+"#else // !MODE_GENERIC\n"
"\n"
"varying vec2 TexCoord;\n"
"varying vec2 TexCoordLightmap;\n"
"\n"
-"//#ifdef MODE_LIGHTSOURCE\n"
+"#ifdef MODE_LIGHTSOURCE\n"
"varying vec3 CubeVector;\n"
-"//#endif\n"
+"#endif\n"
"\n"
-"//#ifdef MODE_LIGHTSOURCE\n"
+"#ifdef MODE_LIGHTSOURCE\n"
"varying vec3 LightVector;\n"
-"//#else\n"
-"//# ifdef MODE_LIGHTDIRECTION\n"
-"//varying vec3 LightVector;\n"
-"//# endif\n"
-"//#endif\n"
+"#endif\n"
+"#ifdef MODE_LIGHTDIRECTION\n"
+"varying vec3 LightVector;\n"
+"#endif\n"
"\n"
"varying vec3 EyeVector;\n"
-"//#ifdef USEFOG\n"
+"#ifdef USEFOG\n"
"varying vec3 EyeVectorModelSpace;\n"
-"//#endif\n"
+"#endif\n"
"\n"
"varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
"varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
"varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
"\n"
-"//#ifdef MODE_WATER\n"
+"#ifdef MODE_WATER\n"
"varying vec4 ModelViewProjectionPosition;\n"
-"//#else\n"
-"//# ifdef MODE_REFRACTION\n"
-"//varying vec4 ModelViewProjectionPosition;\n"
-"//# else\n"
-"//# ifdef USEREFLECTION\n"
-"//varying vec4 ModelViewProjectionPosition;\n"
-"//# endif\n"
-"//# endif\n"
-"//#endif\n"
+"#ifdef MODE_REFRACTION\n"
+"varying vec4 ModelViewProjectionPosition;\n"
+"#else\n"
+"# ifdef USEREFLECTION\n"
+"varying vec4 ModelViewProjectionPosition;\n"
+"# endif\n"
+"#endif\n"
+"#endif\n"
"\n"
"\n"
"\n"
"uniform vec3 EyePosition;\n"
"uniform vec3 LightDir;\n"
"\n"
-"// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
+"// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
"\n"
"void main(void)\n"
"{\n"
" vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
" //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
" vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
-" float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 5.0) * ReflectFactor + ReflectOffset;\n"
+" float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
" gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
"}\n"
"\n"
-"#else // MODE_WATER\n"
+"#else // !MODE_WATER\n"
"#ifdef MODE_REFRACTION\n"
"\n"
"// refraction pass\n"
" gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
"}\n"
"\n"
-"#else // MODE_REFRACTION\n"
+"#else // !MODE_REFRACTION\n"
"void main(void)\n"
"{\n"
"#ifdef USEOFFSETMAPPING\n"
"\n"
" gl_FragColor = vec4(color);\n"
"}\n"
-"#endif // MODE_REFRACTION\n"
-"#endif // MODE_WATER\n"
+"#endif // !MODE_REFRACTION\n"
+"#endif // !MODE_WATER\n"
"\n"
"#endif // FRAGMENT_SHADER\n"
+"\n"
+"#endif // !MODE_GENERIC\n"
+"#endif // !MODE_POSTPROCESS\n"
+"#endif // !MODE_DEPTH_OR_SHADOW\n"
;
typedef struct shaderpermutationinfo_s
SHADERPERMUTATION_REFLECTION = 1<<8, // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
SHADERPERMUTATION_OFFSETMAPPING = 1<<9, // adjust texcoords to roughly simulate a displacement mapped surface
SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<10, // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
- SHADERPERMUTATION_LIMIT = 1<<11, // size of permutations array
- SHADERPERMUTATION_COUNT = 11 // size of shaderpermutationinfo array
+ SHADERPERMUTATION_GAMMARAMPS = 1<<11, // gamma (postprocessing only)
+ SHADERPERMUTATION_POSTPROCESSING = 1<<12, // user defined postprocessing
+ SHADERPERMUTATION_LIMIT = 1<<13, // size of permutations array
+ SHADERPERMUTATION_COUNT = 13 // size of shaderpermutationinfo array
}
shaderpermutation_t;
{"#define USEREFLECTION\n", " reflection"},
{"#define USEOFFSETMAPPING\n", " offsetmapping"},
{"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
+ {"#define USEGAMMARAMPS\n", " gammaramps"},
+ {"#define USEPOSTPROCESSING\n", " postprocessing"},
};
// this enum is multiplied by SHADERPERMUTATION_MODEBASE
typedef enum shadermode_e
{
+ SHADERMODE_GENERIC, // (particles/HUD/etc) vertex color, optionally multiplied by one texture
+ SHADERMODE_POSTPROCESS, // postprocessing shader (r_glsl_postprocess)
+ SHADERMODE_DEPTH_OR_SHADOW, // (depthfirst/shadows) vertex shader only
SHADERMODE_FLATCOLOR, // (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
SHADERMODE_VERTEXCOLOR, // (lightmap) modulate texture by vertex colors (q3bsp)
SHADERMODE_LIGHTMAP, // (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
// NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
{
+ {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
+ {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
+ {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
{"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
{"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
{"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
// 0 if compilation failed
int program;
// locations of detected uniforms in program object, or -1 if not found
+ int loc_Texture_First;
+ int loc_Texture_Second;
int loc_Texture_Normal;
int loc_Texture_Color;
int loc_Texture_Gloss;
int loc_SpecularColor;
int loc_LightDir;
int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
+ int loc_GammaCoeff; // 1 / gamma
int loc_DistortScaleRefractReflect;
int loc_ScreenScaleRefractReflect;
int loc_ScreenCenterRefractReflect;
int loc_ReflectColor;
int loc_ReflectFactor;
int loc_ReflectOffset;
+ int loc_UserVec1;
+ int loc_UserVec2;
+ int loc_UserVec3;
+ int loc_UserVec4;
+ int loc_ClientTime;
}
r_glsl_permutation_t;
qglUseProgramObjectARB(p->program);CHECKGLERROR
// look up all the uniform variable names we care about, so we don't
// have to look them up every time we set them
+ p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
+ p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
+ p->loc_GammaCoeff = qglGetUniformLocationARB(p->program, "GammaCoeff");
+ p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
+ p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
+ p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
+ p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
+ p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
// initialize the samplers to refer to the texture units we use
+ if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
+ if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
CHECKGLERROR
- qglUseProgramObjectARB(0);CHECKGLERROR
if (developer.integer)
Con_Printf("GLSL shader %s compiled.\n", permutationname);
}
Con_Printf("glsl/default.glsl written\n");
}
+void R_SetupShader_SetPermutation(shadermode_t mode, unsigned int permutation)
+{
+ r_glsl_permutation_t *perm = &r_glsl_permutations[mode][permutation];
+ if (r_glsl_permutation != perm)
+ {
+ r_glsl_permutation = perm;
+ if (!r_glsl_permutation->program)
+ {
+ if (!r_glsl_permutation->compiled)
+ R_GLSL_CompilePermutation(mode, permutation);
+ if (!r_glsl_permutation->program)
+ {
+ // remove features until we find a valid permutation
+ int i;
+ for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
+ {
+ // reduce i more quickly whenever it would not remove any bits
+ int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
+ if (!(permutation & j))
+ continue;
+ permutation -= j;
+ r_glsl_permutation = &r_glsl_permutations[mode][permutation];
+ if (!r_glsl_permutation->compiled)
+ R_GLSL_CompilePermutation(mode, permutation);
+ if (r_glsl_permutation->program)
+ break;
+ }
+ if (i >= SHADERPERMUTATION_COUNT)
+ {
+ Con_Printf("OpenGL 2.0 shaders disabled - unable to find a working shader permutation fallback on this driver (set r_glsl 1 if you want to try again)\n");
+ Cvar_SetValueQuick(&r_glsl, 0);
+ R_GLSL_Restart_f(); // unload shaders
+ return; // no bit left to clear
+ }
+ }
+ }
+ CHECKGLERROR
+ qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
+ }
+}
+
+void R_SetupGenericShader(qboolean usetexture)
+{
+ if (gl_support_fragment_shader)
+ {
+ if (r_glsl.integer && r_glsl_usegeneric.integer)
+ R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
+ else if (r_glsl_permutation)
+ {
+ r_glsl_permutation = NULL;
+ qglUseProgramObjectARB(0);CHECKGLERROR
+ }
+ }
+}
+
+void R_SetupGenericTwoTextureShader(int texturemode)
+{
+ if (gl_support_fragment_shader)
+ {
+ if (r_glsl.integer && r_glsl_usegeneric.integer)
+ R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
+ else if (r_glsl_permutation)
+ {
+ r_glsl_permutation = NULL;
+ qglUseProgramObjectARB(0);CHECKGLERROR
+ }
+ }
+ if (!r_glsl_permutation)
+ {
+ if (texturemode == GL_DECAL && gl_combine.integer)
+ texturemode = GL_INTERPOLATE_ARB;
+ R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
+ }
+}
+
+void R_SetupDepthOrShadowShader(void)
+{
+ if (gl_support_fragment_shader)
+ {
+ if (r_glsl.integer && r_glsl_usegeneric.integer)
+ R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
+ else if (r_glsl_permutation)
+ {
+ r_glsl_permutation = NULL;
+ qglUseProgramObjectARB(0);CHECKGLERROR
+ }
+ }
+}
+
extern rtexture_t *r_shadow_attenuationgradienttexture;
extern rtexture_t *r_shadow_attenuation2dtexture;
extern rtexture_t *r_shadow_attenuation3dtexture;
-int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
+void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
{
// select a permutation of the lighting shader appropriate to this
// combination of texture, entity, light source, and fogging, only use the
// fragment shader on features that are not being used
unsigned int permutation = 0;
shadermode_t mode = 0;
- r_glsl_permutation = NULL;
// TODO: implement geometry-shader based shadow volumes someday
if (r_glsl_offsetmapping.integer)
{
mode = SHADERMODE_FLATCOLOR;
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
- if (rsurface.texture->currentskinframe->glow)
+ if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
permutation |= SHADERPERMUTATION_GLOW;
if (r_refdef.fogenabled)
permutation |= SHADERPERMUTATION_FOG;
mode = SHADERMODE_LIGHTDIRECTION;
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
- if (rsurface.texture->currentskinframe->glow)
+ if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
permutation |= SHADERPERMUTATION_GLOW;
permutation |= SHADERPERMUTATION_DIFFUSE;
if (specularscale > 0)
mode = SHADERMODE_LIGHTDIRECTION;
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
- if (rsurface.texture->currentskinframe->glow)
+ if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
permutation |= SHADERPERMUTATION_GLOW;
if (r_refdef.fogenabled)
permutation |= SHADERPERMUTATION_FOG;
}
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
- if (rsurface.texture->currentskinframe->glow)
+ if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
permutation |= SHADERPERMUTATION_GLOW;
if (r_refdef.fogenabled)
permutation |= SHADERPERMUTATION_FOG;
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
permutation |= SHADERPERMUTATION_REFLECTION;
}
- r_glsl_permutation = &r_glsl_permutations[mode][permutation];
- if (!r_glsl_permutation->program)
- {
- if (!r_glsl_permutation->compiled)
- R_GLSL_CompilePermutation(mode, permutation);
- if (!r_glsl_permutation->program)
- {
- // remove features until we find a valid permutation
- int i;
- for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
- {
- // reduce i more quickly whenever it would not remove any bits
- int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
- if (!(permutation & j))
- continue;
- permutation -= j;
- r_glsl_permutation = &r_glsl_permutations[mode][permutation];
- if (!r_glsl_permutation->compiled)
- R_GLSL_CompilePermutation(mode, permutation);
- if (r_glsl_permutation->program)
- break;
- }
- if (i >= SHADERPERMUTATION_COUNT)
- {
- Con_Printf("OpenGL 2.0 shaders disabled - unable to find a working shader permutation fallback on this driver (set r_glsl 1 if you want to try again)\n");
- Cvar_SetValueQuick(&r_glsl, 0);
- return 0; // no bit left to clear
- }
- }
- }
- CHECKGLERROR
- qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
+ R_SetupShader_SetPermutation(mode, permutation);
if (mode == SHADERMODE_LIGHTSOURCE)
{
if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
CHECKGLERROR
- return permutation;
}
#define SKINFRAME_HASH 1024
R_BuildNormalizationCube();
}
r_texture_fogattenuation = NULL;
+ r_texture_gammaramps = NULL;
//r_texture_fogintensity = NULL;
memset(&r_bloomstate, 0, sizeof(r_bloomstate));
memset(&r_waterstate, 0, sizeof(r_waterstate));
r_texture_whitecube = NULL;
r_texture_normalizationcube = NULL;
r_texture_fogattenuation = NULL;
+ r_texture_gammaramps = NULL;
//r_texture_fogintensity = NULL;
memset(&r_bloomstate, 0, sizeof(r_bloomstate));
memset(&r_waterstate, 0, sizeof(r_waterstate));
Cvar_RegisterVariable(&r_fog_exp2);
Cvar_RegisterVariable(&r_textureunits);
Cvar_RegisterVariable(&r_glsl);
+ Cvar_RegisterVariable(&r_glsl_contrastboost);
+ Cvar_RegisterVariable(&r_glsl_deluxemapping);
Cvar_RegisterVariable(&r_glsl_offsetmapping);
Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
- Cvar_RegisterVariable(&r_glsl_deluxemapping);
+ Cvar_RegisterVariable(&r_glsl_postprocess);
+ Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
+ Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
+ Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
+ Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
+ Cvar_RegisterVariable(&r_glsl_usegeneric);
Cvar_RegisterVariable(&r_water);
Cvar_RegisterVariable(&r_water_resolutionmultiplier);
Cvar_RegisterVariable(&r_water_clippingplanebias);
Cvar_RegisterVariable(&r_bloom_colorsubtract);
Cvar_RegisterVariable(&r_hdr);
Cvar_RegisterVariable(&r_hdr_scenebrightness);
- Cvar_RegisterVariable(&r_glsl_contrastboost);
Cvar_RegisterVariable(&r_hdr_glowintensity);
Cvar_RegisterVariable(&r_hdr_range);
Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
{
int i;
double slopex, slopey;
+ vec3_t forward, left, up, origin;
- // break apart the view matrix into vectors for various purposes
- Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
- VectorNegate(r_refdef.view.left, r_refdef.view.right);
+ // we can't trust r_refdef.view.forward and friends in reflected scenes
+ Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
#if 0
r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
{
slopex = 1.0 / r_refdef.view.frustum_x;
slopey = 1.0 / r_refdef.view.frustum_y;
- VectorMA(r_refdef.view.forward, -slopex, r_refdef.view.left, r_refdef.view.frustum[0].normal);
- VectorMA(r_refdef.view.forward, slopex, r_refdef.view.left, r_refdef.view.frustum[1].normal);
- VectorMA(r_refdef.view.forward, -slopey, r_refdef.view.up , r_refdef.view.frustum[2].normal);
- VectorMA(r_refdef.view.forward, slopey, r_refdef.view.up , r_refdef.view.frustum[3].normal);
- VectorCopy(r_refdef.view.forward, r_refdef.view.frustum[4].normal);
+ VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
+ VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
+ VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
+ VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
+ VectorCopy(forward, r_refdef.view.frustum[4].normal);
// Leaving those out was a mistake, those were in the old code, and they
// fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
VectorNormalize(r_refdef.view.frustum[3].normal);
// calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
- VectorMAMAMAM(1, r_refdef.view.origin, 1024, r_refdef.view.forward, -1024 * slopex, r_refdef.view.left, -1024 * slopey, r_refdef.view.up, r_refdef.view.frustumcorner[0]);
- VectorMAMAMAM(1, r_refdef.view.origin, 1024, r_refdef.view.forward, 1024 * slopex, r_refdef.view.left, -1024 * slopey, r_refdef.view.up, r_refdef.view.frustumcorner[1]);
- VectorMAMAMAM(1, r_refdef.view.origin, 1024, r_refdef.view.forward, -1024 * slopex, r_refdef.view.left, 1024 * slopey, r_refdef.view.up, r_refdef.view.frustumcorner[2]);
- VectorMAMAMAM(1, r_refdef.view.origin, 1024, r_refdef.view.forward, 1024 * slopex, r_refdef.view.left, 1024 * slopey, r_refdef.view.up, r_refdef.view.frustumcorner[3]);
+ VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[0]);
+ VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[1]);
+ VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[2]);
+ VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[3]);
r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
}
else
{
- VectorScale(r_refdef.view.left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
- VectorScale(r_refdef.view.left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
- VectorScale(r_refdef.view.up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
- VectorScale(r_refdef.view.up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
- VectorCopy(r_refdef.view.forward, r_refdef.view.frustum[4].normal);
+ VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
+ VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
+ VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
+ VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
+ VectorCopy(forward, r_refdef.view.frustum[4].normal);
r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
// Quake2 has it disabled as well.
// rotate R_VIEWFORWARD right by FOV_X/2 degrees
- //RotatePointAroundVector( r_refdef.view.frustum[0].normal, r_refdef.view.up, r_refdef.view.forward, -(90 - r_refdef.fov_x / 2));
+ //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
//r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
//PlaneClassify(&frustum[0]);
// rotate R_VIEWFORWARD left by FOV_X/2 degrees
- //RotatePointAroundVector( r_refdef.view.frustum[1].normal, r_refdef.view.up, r_refdef.view.forward, (90 - r_refdef.fov_x / 2));
+ //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
//r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
//PlaneClassify(&frustum[1]);
// rotate R_VIEWFORWARD up by FOV_X/2 degrees
- //RotatePointAroundVector( r_refdef.view.frustum[2].normal, r_refdef.view.left, r_refdef.view.forward, -(90 - r_refdef.fov_y / 2));
+ //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
//r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
//PlaneClassify(&frustum[2]);
// rotate R_VIEWFORWARD down by FOV_X/2 degrees
- //RotatePointAroundVector( r_refdef.view.frustum[3].normal, r_refdef.view.left, r_refdef.view.forward, (90 - r_refdef.fov_y / 2));
+ //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
//r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
//PlaneClassify(&frustum[3]);
// nearclip plane
- //VectorCopy(r_refdef.view.forward, r_refdef.view.frustum[4].normal);
+ //VectorCopy(forward, r_refdef.view.frustum[4].normal);
//r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
//PlaneClassify(&frustum[4]);
}
void R_ResetViewRendering2D(void)
{
- if (gl_support_fragment_shader)
- {
- qglUseProgramObjectARB(0);CHECKGLERROR
- }
-
DrawQ_Finish();
// GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
+ R_SetupGenericShader(true);
}
void R_ResetViewRendering3D(void)
{
- if (gl_support_fragment_shader)
- {
- qglUseProgramObjectARB(0);CHECKGLERROR
- }
-
DrawQ_Finish();
// GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
GL_CullFace(r_refdef.view.cullface_back);
+ R_SetupGenericShader(true);
}
-/*
- R_Bloom_SetupShader(
-"// bloom shader\n"
-"// written by Forest 'LordHavoc' Hale\n"
-"\n"
-"// common definitions between vertex shader and fragment shader:\n"
-"\n"
-"#ifdef __GLSL_CG_DATA_TYPES\n"
-"#define myhalf half\n"
-"#define myhalf2 half2\n"
-"#define myhalf3 half3\n"
-"#define myhalf4 half4\n"
-"#else\n"
-"#define myhalf float\n"
-"#define myhalf2 vec2\n"
-"#define myhalf3 vec3\n"
-"#define myhalf4 vec4\n"
-"#endif\n"
-"\n"
-"varying vec2 ScreenTexCoord;\n"
-"varying vec2 BloomTexCoord;\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"// vertex shader specific:\n"
-"#ifdef VERTEX_SHADER\n"
-"\n"
-"void main(void)\n"
-"{\n"
-" ScreenTexCoord = vec2(gl_MultiTexCoord0);\n"
-" BloomTexCoord = vec2(gl_MultiTexCoord1);\n"
-" // transform vertex to camera space, using ftransform to match non-VS\n"
-" // rendering\n"
-" gl_Position = ftransform();\n"
-"}\n"
-"\n"
-"#endif // VERTEX_SHADER\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"// fragment shader specific:\n"
-"#ifdef FRAGMENT_SHADER\n"
-"\n"
-"void main(void)\n"
-"{\n"
-" int x, y;
-" myhalf3 color = myhalf3(texture2D(Texture_Screen, ScreenTexCoord));\n"
-" for (x = -BLUR_X;x <= BLUR_X;x++)
-" color.rgb += myhalf3(texture2D(Texture_Bloom, BloomTexCoord));\n"
-" color.rgb += myhalf3(texture2D(Texture_Bloom, BloomTexCoord));\n"
-" color.rgb += myhalf3(texture2D(Texture_Bloom, BloomTexCoord));\n"
-" color.rgb += myhalf3(texture2D(Texture_Bloom, BloomTexCoord));\n"
-
-" gl_FragColor = vec4(color);\n"
-"}\n"
-"\n"
-"#endif // FRAGMENT_SHADER\n"
-*/
-
void R_RenderScene(qboolean addwaterplanes);
static void R_Water_StartFrame(void)
{
// render reflected scene and copy into texture
Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
+ // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
+ Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
r_refdef.view.clipplane = p->plane;
// reverse the cullface settings for this render
r_refdef.view.cullface_front = GL_FRONT;
r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
+ r_bloomstate.bloomwidth = min(r_bloomstate.bloomwidth, gl_max_texture_size);
+ r_bloomstate.bloomheight = min(r_bloomstate.bloomheight, gl_max_texture_size);
// calculate desired texture sizes
if (gl_support_arb_texture_non_power_of_two)
for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
}
- if (r_hdr.integer)
- {
- screentexturewidth = screentextureheight = 0;
- }
- else if (r_bloom.integer)
+ if ((r_hdr.integer || r_bloom.integer) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > gl_max_texture_size || r_refdef.view.height > gl_max_texture_size))
{
+ Cvar_SetValueQuick(&r_hdr, 0);
+ Cvar_SetValueQuick(&r_bloom, 0);
}
- else
- {
+
+ if (!(r_glsl.integer && (r_glsl_postprocess.integer || (v_glslgamma.integer && !vid_gammatables_trivial) || r_bloom.integer || r_hdr.integer)) && !r_bloom.integer)
screentexturewidth = screentextureheight = 0;
+ if (!r_hdr.integer && !r_bloom.integer)
bloomtexturewidth = bloomtextureheight = 0;
- }
-
- if ((!bloomtexturewidth && !bloomtextureheight) || r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512 || screentexturewidth > gl_max_texture_size || screentextureheight > gl_max_texture_size || bloomtexturewidth > gl_max_texture_size || bloomtextureheight > gl_max_texture_size)
- {
- // can't use bloom if the parameters are too weird
- // can't use bloom if the card does not support the texture size
- if (r_bloomstate.texture_screen)
- R_FreeTexture(r_bloomstate.texture_screen);
- if (r_bloomstate.texture_bloom)
- R_FreeTexture(r_bloomstate.texture_bloom);
- memset(&r_bloomstate, 0, sizeof(r_bloomstate));
- return;
- }
-
- r_bloomstate.enabled = true;
- r_bloomstate.hdr = r_hdr.integer != 0;
// allocate textures as needed
if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
// set up a texcoord array for the full resolution screen image
// (we have to keep this around to copy back during final render)
r_bloomstate.screentexcoord2f[0] = 0;
- r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
- r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
- r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
- r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
+ r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
+ r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
+ r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
+ r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
r_bloomstate.screentexcoord2f[5] = 0;
r_bloomstate.screentexcoord2f[6] = 0;
r_bloomstate.screentexcoord2f[7] = 0;
// (which will be additive blended over the screen image)
r_bloomstate.bloomtexcoord2f[0] = 0;
r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
- r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
+ r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
- r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
+ r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
r_bloomstate.bloomtexcoord2f[5] = 0;
r_bloomstate.bloomtexcoord2f[6] = 0;
r_bloomstate.bloomtexcoord2f[7] = 0;
+
+ if (r_hdr.integer || r_bloom.integer)
+ {
+ r_bloomstate.enabled = true;
+ r_bloomstate.hdr = r_hdr.integer != 0;
+ }
}
-void R_Bloom_CopyScreenTexture(float colorscale)
+void R_Bloom_CopyBloomTexture(float colorscale)
{
r_refdef.stats.bloom++;
- R_ResetViewRendering2D();
- R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
- R_Mesh_ColorPointer(NULL, 0, 0);
- R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
- R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
-
- // copy view into the screen texture
- GL_ActiveTexture(0);
- CHECKGLERROR
- qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
- r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
-
- // now scale it down to the bloom texture size
+ // scale down screen texture to the bloom texture size
CHECKGLERROR
qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_Color(colorscale, colorscale, colorscale, 1);
// TODO: optimize with multitexture or GLSL
+ R_SetupGenericShader(true);
+ R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
+ R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
R_ResetViewRendering2D();
R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
R_Mesh_ColorPointer(NULL, 0, 0);
+ R_SetupGenericShader(true);
// we have a bloom image in the framebuffer
CHECKGLERROR
static void R_BlendView(void)
{
- if (r_bloomstate.enabled && r_bloomstate.hdr)
+ if (r_bloomstate.texture_screen)
+ {
+ // copy view into the screen texture
+ R_ResetViewRendering2D();
+ R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
+ R_Mesh_ColorPointer(NULL, 0, 0);
+ R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
+ GL_ActiveTexture(0);CHECKGLERROR
+ qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
+ r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
+ }
+
+ if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
+ {
+ unsigned int permutation =
+ (r_bloomstate.texture_bloom ? SHADERPERMUTATION_GLOW : 0)
+ | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)
+ | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
+ | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0);
+
+ if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
+ {
+ // render simple bloom effect
+ // copy the screen and shrink it and darken it for the bloom process
+ R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
+ // make the bloom texture
+ R_Bloom_MakeTexture();
+ }
+
+ R_ResetViewRendering2D();
+ R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
+ R_Mesh_ColorPointer(NULL, 0, 0);
+ GL_Color(1, 1, 1, 1);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
+ R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
+ R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
+ R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
+ R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
+ if (r_glsl_permutation->loc_Texture_Attenuation >= 0)
+ R_Mesh_TexBind(GL20TU_ATTENUATION, R_GetTexture(r_texture_gammaramps));
+ if (r_glsl_permutation->loc_TintColor >= 0)
+ qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
+ if (r_glsl_permutation->loc_ClientTime >= 0)
+ qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
+ if (r_glsl_permutation->loc_UserVec1 >= 0)
+ {
+ float a=0, b=0, c=0, d=0;
+ sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
+ qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
+ }
+ if (r_glsl_permutation->loc_UserVec2 >= 0)
+ {
+ float a=0, b=0, c=0, d=0;
+ sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
+ qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
+ }
+ if (r_glsl_permutation->loc_UserVec3 >= 0)
+ {
+ float a=0, b=0, c=0, d=0;
+ sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
+ qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
+ }
+ if (r_glsl_permutation->loc_UserVec4 >= 0)
+ {
+ float a=0, b=0, c=0, d=0;
+ sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
+ qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
+ }
+ R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
+ r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
+ return;
+ }
+
+
+
+ if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
{
// render high dynamic range bloom effect
// the bloom texture was made earlier this render, so we just need to
R_ResetViewRendering2D();
R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
R_Mesh_ColorPointer(NULL, 0, 0);
+ R_SetupGenericShader(true);
GL_Color(1, 1, 1, 1);
GL_BlendFunc(GL_ONE, GL_ONE);
R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
}
- else if (r_bloomstate.enabled)
+ else if (r_bloomstate.texture_bloom)
{
// render simple bloom effect
// copy the screen and shrink it and darken it for the bloom process
- R_Bloom_CopyScreenTexture(r_bloom_colorscale.value);
+ R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
// make the bloom texture
R_Bloom_MakeTexture();
// put the original screen image back in place and blend the bloom
R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
if (r_textureunits.integer >= 2 && gl_combine.integer)
{
- R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
+ R_SetupGenericTwoTextureShader(GL_ADD);
R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
}
else
{
+ R_SetupGenericShader(true);
R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
// now blend on the bloom texture
R_ResetViewRendering2D();
R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
R_Mesh_ColorPointer(NULL, 0, 0);
+ R_SetupGenericShader(false);
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
}
else
r_refdef.fogenabled = false;
+
+ if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
+ {
+ if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
+ {
+ // build GLSL gamma texture
+#define RAMPWIDTH 256
+ unsigned short ramp[RAMPWIDTH * 3];
+ unsigned char ramprgb[RAMPWIDTH][4];
+ int i;
+
+ r_texture_gammaramps_serial = vid_gammatables_serial;
+
+ VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
+ for(i = 0; i < RAMPWIDTH; ++i)
+ {
+ ramprgb[i][0] = ramp[i] >> 8;
+ ramprgb[i][1] = ramp[i + RAMPWIDTH] >> 8;
+ ramprgb[i][2] = ramp[i + 2 * RAMPWIDTH] >> 8;
+ ramprgb[i][3] = 0;
+ }
+ if (r_texture_gammaramps)
+ {
+ R_UpdateTexture(r_texture_gammaramps, &ramprgb[0][0], 0, 0, RAMPWIDTH, 1);
+ }
+ else
+ {
+ r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &ramprgb[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
+ }
+ }
+ }
+ else
+ {
+ // remove GLSL gamma texture
+ }
+}
+
+static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
+static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
+/*
+================
+R_SelectScene
+================
+*/
+void R_SelectScene( r_refdef_scene_type_t scenetype ) {
+ if( scenetype != r_currentscenetype ) {
+ // store the old scenetype
+ r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
+ r_currentscenetype = scenetype;
+ // move in the new scene
+ r_refdef.scene = r_scenes_store[ r_currentscenetype ];
+ }
+}
+
+/*
+================
+R_GetScenePointer
+================
+*/
+r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
+{
+ // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
+ if( scenetype == r_currentscenetype ) {
+ return &r_refdef.scene;
+ } else {
+ return &r_scenes_store[ scenetype ];
+ }
}
/*
r_refdef.view.colorscale = r_hdr_scenebrightness.value;
+ // break apart the view matrix into vectors for various purposes
+ // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
+ // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
+ Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
+ VectorNegate(r_refdef.view.left, r_refdef.view.right);
+ // make an inverted copy of the view matrix for tracking sprites
+ Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
+
R_Shadow_UpdateWorldLightSelection();
R_Bloom_StartFrame();
static void R_DrawEntityBBoxes(void);
void R_RenderScene(qboolean addwaterplanes)
{
- Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
+ r_refdef.stats.renders++;
+
R_UpdateFogColor();
if (addwaterplanes)
R_TimeReport("explosions");
}
- if (gl_support_fragment_shader)
- {
- qglUseProgramObjectARB(0);CHECKGLERROR
- }
+ R_SetupGenericShader(true);
VM_CL_AddPolygonsToMeshQueue();
if (r_refdef.view.showdebug)
}
}
- if (gl_support_fragment_shader)
- {
- qglUseProgramObjectARB(0);CHECKGLERROR
- }
+ R_SetupGenericShader(true);
R_MeshQueue_RenderTransparent();
if (r_timereport_active)
R_TimeReport("drawtrans");
- if (gl_support_fragment_shader)
- {
- qglUseProgramObjectARB(0);CHECKGLERROR
- }
+ R_SetupGenericShader(true);
if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value > 0 || r_showcollisionbrushes.value > 0))
{
R_TimeReport("modeldebug");
}
- if (gl_support_fragment_shader)
- {
- qglUseProgramObjectARB(0);CHECKGLERROR
- }
+ R_SetupGenericShader(true);
if (cl.csqc_vidvars.drawworld)
{
R_Mesh_VertexPointer(vertex3f, 0, 0);
R_Mesh_ColorPointer(color4f, 0, 0);
R_Mesh_ResetTextureState();
+ R_SetupGenericShader(false);
R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
}
// this function draws bounding boxes of server entities
if (!sv.active)
return;
+ R_SetupGenericShader(false);
SV_VM_Begin();
for (i = 0;i < numsurfaces;i++)
{
GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
+ R_SetupGenericShader(false);
R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
if (r_refdef.fogenabled)
{
}
else
GL_CullFace(r_refdef.view.cullface_back);
+ GL_CullFace(GL_NONE);
GL_DepthMask(false);
GL_DepthRange(0, depthshort ? 0.0625 : 1);
R_Mesh_VertexPointer(vertex3f, 0, 0);
R_Mesh_ColorPointer(NULL, 0, 0);
R_Mesh_ResetTextureState();
+ R_SetupGenericShader(true);
R_Mesh_TexBind(0, R_GetTexture(texture));
R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
// FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
t->currentmaterialflags |= MATERIALFLAG_WATERSHADER;
*/
}
+ if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled)
+ t->currentalpha *= t->r_water_wateralpha;
if(!r_waterstate.enabled)
t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
if (!(ent->flags & RENDER_LIGHT))
t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
if (ent->flags & RENDER_VIEWMODEL)
t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
+ if (t->backgroundnumskinframes)
+ t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
{
if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
}
else
- {
- if (t->backgroundnumskinframes)
- t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
- }
- // make sure that the waterscroll matrix is used on water surfaces when
// there is no tcmod
if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
t->currenttexmatrix = r_waterscrollmatrix;
// lightmaps mode looks bad with dlights using actual texturing, so turn
// off the colormap and glossmap, but leave the normalmap on as it still
// accurately represents the shading involved
- if (gl_lightmaps.integer && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
+ if (gl_lightmaps.integer)
{
- t->basetexture = r_texture_white;
+ t->basetexture = r_texture_grey128;
+ t->backgroundbasetexture = NULL;
t->specularscale = 0;
+ t->currentmaterialflags &= ~(MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_WATERALPHA | MATERIALFLAG_WATER | MATERIALFLAG_SKY | MATERIALFLAG_ALPHATEST | MATERIALFLAG_BLENDED | MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
+ t->currentmaterialflags |= MATERIALFLAG_WALL;
}
Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
{
- rtexture_t *currentbasetexture;
int layerflags = 0;
if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
- currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
{
// fullbright is not affected by r_refdef.lightmapintensity
- R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
+ R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
VectorScale(t->lightmapcolor, r_ambient.value * (1.0f / 64.0f), ambientcolor);
VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
// basic lit geometry
- R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, currentbasetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
+ R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
// add pants/shirt if needed
if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
// now add ambient passes if needed
if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
{
- R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
+ R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ambientcolor[0], ent->colormap_pantscolor[1] * ambientcolor[1], ent->colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ambientcolor[0], ent->colormap_shirtcolor[1] * ambientcolor[1], ent->colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
}
}
- if (t->currentskinframe->glow != NULL)
+ if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->lightmapcolor[3]);
if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
{
rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
}
-void RSurf_CleanUp(void)
-{
- CHECKGLERROR
- if (rsurface.mode == RSURFMODE_GLSL)
- {
- qglUseProgramObjectARB(0);CHECKGLERROR
- }
- GL_AlphaTest(false);
- rsurface.mode = RSURFMODE_NONE;
- rsurface.uselightmaptexture = false;
- rsurface.texture = NULL;
-}
-
void RSurf_ActiveWorldEntity(void)
{
model_t *model = r_refdef.scene.worldmodel;
- RSurf_CleanUp();
if (rsurface.array_size < model->surfmesh.num_vertices)
R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
rsurface.matrix = identitymatrix;
void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
{
model_t *model = ent->model;
- RSurf_CleanUp();
if (rsurface.array_size < model->surfmesh.num_vertices)
R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
rsurface.matrix = ent->matrix;
v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
#if 0
- Debug_PolygonBegin(NULL, 0, false, 0);
+ Debug_PolygonBegin(NULL, 0);
Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
#if 0
- Debug_PolygonBegin(NULL, 0, false, 0);
+ Debug_PolygonBegin(NULL, 0);
Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
CrossProduct(up, forward, newright);
VectorNormalize(newright);
#if 0
- Debug_PolygonBegin(NULL, 0, false, 0);
+ Debug_PolygonBegin(NULL, 0);
Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
Debug_PolygonEnd();
#endif
#if 0
- Debug_PolygonBegin(NULL, 0, false, 0);
+ Debug_PolygonBegin(NULL, 0);
Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
}
-static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
-{
- RSurf_SetupDepthAndCulling();
- if (rsurface.mode != RSURFMODE_SHOWSURFACES)
- {
- rsurface.mode = RSURFMODE_SHOWSURFACES;
- GL_DepthMask(true);
- GL_BlendFunc(GL_ONE, GL_ZERO);
- R_Mesh_ColorPointer(NULL, 0, 0);
- R_Mesh_ResetTextureState();
- }
- RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
- RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
-}
-
static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
{
// transparent sky would be ridiculous
if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
return;
- if (rsurface.mode != RSURFMODE_SKY)
- {
- if (rsurface.mode == RSURFMODE_GLSL)
- {
- qglUseProgramObjectARB(0);CHECKGLERROR
- }
- rsurface.mode = RSURFMODE_SKY;
- }
+ R_SetupGenericShader(false);
if (skyrendernow)
{
skyrendernow = false;
R_Mesh_ResetTextureState();
if (skyrendermasked)
{
+ R_SetupDepthOrShadowShader();
// depth-only (masking)
GL_ColorMask(0,0,0,0);
// just to make sure that braindead drivers don't draw
}
else
{
+ R_SetupGenericShader(false);
// fog sky
GL_BlendFunc(GL_ONE, GL_ZERO);
}
if (skyrendermasked)
GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
}
+ R_Mesh_ResetTextureState();
+ GL_Color(1, 1, 1, 1);
}
-static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist)
+static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
{
if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
return;
- if (rsurface.mode != RSURFMODE_GLSL)
- {
- rsurface.mode = RSURFMODE_GLSL;
- R_Mesh_ResetTextureState();
- GL_Color(1, 1, 1, 1);
- }
-
R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
}
+ GL_LockArrays(0, 0);
GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
GL_DepthMask(false);
- GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
R_Mesh_ColorPointer(NULL, 0, 0);
else
GL_DepthMask(true);
GL_AlphaTest(false);
}
+ else
+ {
+ GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
+ GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
+ GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
+ }
if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
{
else
RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
}
+ GL_LockArrays(0, 0);
}
-static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist)
+static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
{
// OpenGL 1.3 path - anything not completely ancient
int texturesurfaceindex;
rmeshstate_t m;
int layerindex;
const texturelayer_t *layer;
- if (rsurface.mode != RSURFMODE_MULTIPASS)
- rsurface.mode = RSURFMODE_MULTIPASS;
RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
qglDepthFunc(GL_EQUAL);CHECKGLERROR
}
}
- GL_DepthMask(layer->depthmask);
+ GL_DepthMask(layer->depthmask && writedepth);
GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
{
}
}
-static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist)
+static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
{
// OpenGL 1.1 - crusty old voodoo path
int texturesurfaceindex;
rmeshstate_t m;
int layerindex;
const texturelayer_t *layer;
- if (rsurface.mode != RSURFMODE_MULTIPASS)
- rsurface.mode = RSURFMODE_MULTIPASS;
RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
qglDepthFunc(GL_EQUAL);CHECKGLERROR
}
}
- GL_DepthMask(layer->depthmask);
+ GL_DepthMask(layer->depthmask && writedepth);
GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
R_Mesh_ColorPointer(NULL, 0, 0);
applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
}
}
-static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
+static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
{
- if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW)
- return;
- rsurface.rtlight = NULL;
CHECKGLERROR
- if (depthonly)
- {
- if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
- return;
- if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
- return;
- if (rsurface.mode != RSURFMODE_MULTIPASS)
- rsurface.mode = RSURFMODE_MULTIPASS;
- if (r_depthfirst.integer == 3)
- {
- int i = (int)(texturesurfacelist[0] - rsurface.modelsurfaces);
- if (!r_refdef.view.showdebug)
- GL_Color(0, 0, 0, 1);
- else
- GL_Color(((i >> 6) & 7) / 7.0f, ((i >> 3) & 7) / 7.0f, (i & 7) / 7.0f,1);
- }
- else
- {
- GL_ColorMask(0,0,0,0);
- GL_Color(1,1,1,1);
- }
- RSurf_SetupDepthAndCulling();
- GL_DepthTest(true);
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_DepthMask(true);
- GL_AlphaTest(false);
- R_Mesh_ColorPointer(NULL, 0, 0);
- R_Mesh_ResetTextureState();
- RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
- RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
- GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
- }
- else if (r_depthfirst.integer == 3)
- return;
- else if (!r_refdef.view.showdebug && (r_showsurfaces.integer || gl_lightmaps.integer))
- {
- GL_Color(0, 0, 0, 1);
- RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
- }
- else if (r_showsurfaces.integer)
- {
- if (rsurface.mode != RSURFMODE_MULTIPASS)
- rsurface.mode = RSURFMODE_MULTIPASS;
- RSurf_SetupDepthAndCulling();
- GL_DepthTest(true);
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_DepthMask(writedepth);
- GL_Color(1,1,1,1);
- GL_AlphaTest(false);
- R_Mesh_ColorPointer(NULL, 0, 0);
- R_Mesh_ResetTextureState();
- RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
- R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
- }
- else if (gl_lightmaps.integer)
- {
- rmeshstate_t m;
- if (rsurface.mode != RSURFMODE_MULTIPASS)
- rsurface.mode = RSURFMODE_MULTIPASS;
- GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
- GL_DepthTest(true);
- GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_DepthMask(writedepth);
- GL_Color(1,1,1,1);
- GL_AlphaTest(false);
- R_Mesh_ColorPointer(NULL, 0, 0);
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(r_texture_white);
- m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
- m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
- m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
- R_Mesh_TextureState(&m);
- RSurf_PrepareVerticesForBatch(rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, false, texturenumsurfaces, texturesurfacelist);
- if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
- RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
- else if (rsurface.uselightmaptexture)
- RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
- else
- RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
- }
- else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
- R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
- else if (rsurface.texture->currentnumlayers)
- {
- // write depth for anything we skipped on the depth-only pass earlier
- if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
- writedepth = true;
- RSurf_SetupDepthAndCulling();
- GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
- GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
- GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
- if (r_glsl.integer && gl_support_fragment_shader)
- R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist);
- else if (gl_combine.integer && r_textureunits.integer >= 2)
- R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist);
- else
- R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist);
- }
+ RSurf_SetupDepthAndCulling();
+ if (r_glsl.integer && gl_support_fragment_shader)
+ R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
+ else if (gl_combine.integer && r_textureunits.integer >= 2)
+ R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
+ else
+ R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
CHECKGLERROR
- GL_LockArrays(0, 0);
}
static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
texturesurfacelist[texturenumsurfaces++] = surface;
}
// render the range of surfaces
- R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, true, false);
+ R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
}
+ GL_AlphaTest(false);
+}
- RSurf_CleanUp();
+static void R_ProcessTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
+{
+ CHECKGLERROR
+ if (depthonly)
+ {
+ if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
+ return;
+ if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
+ return;
+ RSurf_SetupDepthAndCulling();
+ RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
+ RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+ }
+ else if (r_showsurfaces.integer)
+ {
+ RSurf_SetupDepthAndCulling();
+ GL_DepthTest(true);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_AlphaTest(false);
+ R_Mesh_ColorPointer(NULL, 0, 0);
+ R_Mesh_ResetTextureState();
+ R_SetupGenericShader(false);
+ RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
+ if (!r_refdef.view.showdebug)
+ {
+ GL_Color(0, 0, 0, 1);
+ RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+ }
+ else
+ RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
+ }
+ else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
+ R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
+ else if (!rsurface.texture->currentnumlayers)
+ return;
+ else if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) && queueentity)
+ {
+ // transparent surfaces get pushed off into the transparent queue
+ int surfacelistindex;
+ const msurface_t *surface;
+ vec3_t tempcenter, center;
+ for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
+ {
+ surface = texturesurfacelist[surfacelistindex];
+ tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
+ tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
+ tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
+ Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
+ R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
+ }
+ }
+ else
+ {
+ // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
+ R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
+ }
+ CHECKGLERROR
}
void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
{
int i, j;
- vec3_t tempcenter, center;
texture_t *texture;
// if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one
if (addwaterplanes)
texture = surfacelist[i]->texture;
rsurface.texture = texture->currentframe;
rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
- if (!(rsurface.texture->currentmaterialflags & flagsmask))
+ if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
{
// if this texture is not the kind we want, skip ahead to the next one
for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
;
continue;
}
- if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
- {
- // transparent surfaces get pushed off into the transparent queue
- const msurface_t *surface = surfacelist[i];
- if (depthonly)
- continue;
- tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
- tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
- tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
- Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
- R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight);
- }
- else
- {
- // simply scan ahead until we find a different texture or lightmap state
- for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
- ;
- // render the range of surfaces
- R_DrawTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
- }
+ // simply scan ahead until we find a different texture or lightmap state
+ for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
+ ;
+ // render the range of surfaces
+ R_ProcessTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
}
}
R_Mesh_VertexPointer(vertex3f, 0, 0);
R_Mesh_ColorPointer(NULL, 0, 0);
R_Mesh_ResetTextureState();
+ R_SetupGenericShader(false);
i = surfacelist[0];
GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
R_Mesh_ColorPointer(NULL, 0, 0);
R_Mesh_ResetTextureState();
+ R_SetupGenericShader(false);
GL_DepthRange(0, 1);
GL_DepthTest(!r_showdisabledepthtest.integer);
GL_DepthMask(false);
t = NULL;
rsurface.uselightmaptexture = false;
rsurface.texture = NULL;
+ rsurface.rtlight = NULL;
numsurfacelist = 0;
j = model->firstmodelsurface;
endj = j + model->nummodelsurfaces;
r_refdef.stats.world_surfaces += numsurfacelist;
if (numsurfacelist)
R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
- RSurf_CleanUp();
+ GL_AlphaTest(false);
}
void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
t = NULL;
rsurface.uselightmaptexture = false;
rsurface.texture = NULL;
+ rsurface.rtlight = NULL;
numsurfacelist = 0;
surface = model->data_surfaces + model->firstmodelsurface;
endsurface = surface + model->nummodelsurfaces;
r_refdef.stats.entities_surfaces += numsurfacelist;
if (numsurfacelist)
R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
- RSurf_CleanUp();
+ GL_AlphaTest(false);
}