// r_main.c
#include "quakedef.h"
+#include "cl_dyntexture.h"
#include "r_shadow.h"
#include "polygon.h"
#include "image.h"
// screen size info
//
r_refdef_t r_refdef;
-r_view_t r_view;
-r_viewcache_t r_viewcache;
cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "1", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
+cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
+cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
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_water = {CVAR_SAVE, "r_glsl_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
-cvar_t r_glsl_water_clippingplanebias = {CVAR_SAVE, "r_glsl_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
-cvar_t r_glsl_water_resolutionmultiplier = {CVAR_SAVE, "r_glsl_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
-cvar_t r_glsl_water_refractcolor_r = {CVAR_SAVE, "r_glsl_water_refractcolor_r", "1", "water color tint for refraction"};
-cvar_t r_glsl_water_refractcolor_g = {CVAR_SAVE, "r_glsl_water_refractcolor_g", "1", "water color tint for refraction"};
-cvar_t r_glsl_water_refractcolor_b = {CVAR_SAVE, "r_glsl_water_refractcolor_b", "1", "water color tint for refraction"};
-cvar_t r_glsl_water_reflectcolor_r = {CVAR_SAVE, "r_glsl_water_reflectcolor_r", "1", "water color tint for reflection"};
-cvar_t r_glsl_water_reflectcolor_g = {CVAR_SAVE, "r_glsl_water_reflectcolor_g", "1", "water color tint for reflection"};
-cvar_t r_glsl_water_reflectcolor_b = {CVAR_SAVE, "r_glsl_water_reflectcolor_b", "1", "water color tint for reflection"};
-cvar_t r_glsl_water_refractdistort = {CVAR_SAVE, "r_glsl_water_refractdistort", "0.01", "how much water refractions shimmer"};
-cvar_t r_glsl_water_reflectdistort = {CVAR_SAVE, "r_glsl_water_reflectdistort", "0.01", "how much water reflections shimmer"};
-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_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
+cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
+cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
+cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
+cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
+cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
+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 *texture_reflection;
mplane_t plane;
int materialflags; // combined flags of all water surfaces on this plane
+ unsigned char pvsbits[(32768+7)>>3]; // FIXME: buffer overflow on huge maps
+ qboolean pvsvalid;
}
r_waterstate_waterplane_t;
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;
-// information about each possible shader permutation
-r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_MAX];
-// currently selected permutation
-r_glsl_permutation_t *r_glsl_permutation;
-
char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
Cvar_Set("gl_foggreen", "0.3");
Cvar_Set("gl_fogblue", "0.3");
}
- r_refdef.fog_density = r_refdef.fog_red = r_refdef.fog_green = r_refdef.fog_blue = 0.0f;
+ r_refdef.fog_density = 0;
+ r_refdef.fog_red = 0;
+ r_refdef.fog_green = 0;
+ r_refdef.fog_blue = 0;
+ r_refdef.fog_alpha = 1;
+ r_refdef.fog_start = 0;
+ r_refdef.fog_end = 0;
}
-float FogPoint_World(const vec3_t p)
+float FogForDistance(vec_t dist)
{
- int fogmasktableindex = (int)(VectorDistance((p), r_view.origin) * r_refdef.fogmasktabledistmultiplier);
+ unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
}
+float FogPoint_World(const vec3_t p)
+{
+ return FogForDistance(VectorDistance((p), r_refdef.view.origin));
+}
+
float FogPoint_Model(const vec3_t p)
{
- int fogmasktableindex = (int)(VectorDistance((p), rsurface.modelorg) * r_refdef.fogmasktabledistmultiplier);
- return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
+ return FogForDistance(VectorDistance((p), rsurface.modelorg));
}
static void R_BuildBlankTextures(void)
{
unsigned char data[4];
- data[0] = 128; // normal X
+ data[2] = 128; // normal X
data[1] = 128; // normal Y
- data[2] = 255; // normal Z
+ data[0] = 255; // normal Z
data[3] = 128; // height
- r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+ r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
data[0] = 255;
data[1] = 255;
data[2] = 255;
data[3] = 255;
- r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+ r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
data[0] = 128;
data[1] = 128;
data[2] = 128;
data[3] = 255;
- r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+ r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
data[0] = 0;
data[1] = 0;
data[2] = 0;
data[3] = 255;
- r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+ r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
}
static void R_BuildNoTexture(void)
}
}
}
- r_texture_notexture = R_LoadTexture2D(r_main_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_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
}
static void R_BuildWhiteCube(void)
{
unsigned char data[6*1*1*4];
- 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);
+ memset(data, 255, sizeof(data));
+ r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
}
static void R_BuildNormalizationCube(void)
break;
}
intensity = 127.0f / sqrt(DotProduct(v, v));
- data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[0]);
+ data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
- data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[2]);
+ data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
data[side][y][x][3] = 255;
}
}
}
- r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
+ r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
}
static void R_BuildFogTexture(void)
{
int x, b;
-#define FOGWIDTH 64
+#define FOGWIDTH 256
unsigned char data1[FOGWIDTH][4];
//unsigned char data2[FOGWIDTH][4];
+ double d, r, alpha;
+
+ r_refdef.fogmasktable_start = r_refdef.fog_start;
+ r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
+ r_refdef.fogmasktable_range = r_refdef.fogrange;
+ r_refdef.fogmasktable_density = r_refdef.fog_density;
+
+ r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
+ for (x = 0;x < FOGMASKTABLEWIDTH;x++)
+ {
+ d = (x * r - r_refdef.fogmasktable_start);
+ if(developer.integer >= 100)
+ Con_Printf("%f ", d);
+ d = max(0, d);
+ if (r_fog_exp2.integer)
+ alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
+ else
+ alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
+ if(developer.integer >= 100)
+ Con_Printf(" : %f ", alpha);
+ alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
+ if(developer.integer >= 100)
+ Con_Printf(" = %f\n", alpha);
+ r_refdef.fogmasktable[x] = bound(0, alpha, 1);
+ }
+
for (x = 0;x < FOGWIDTH;x++)
{
b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
//data2[x][2] = 255 - b;
//data2[x][3] = 255;
}
- r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
- //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
+ if (r_texture_fogattenuation)
+ {
+ R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
+ //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
+ }
+ else
+ {
+ r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
+ //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
+ }
}
static const char *builtinshaderstring =
"\n"
"// common definitions between vertex shader and fragment shader:\n"
"\n"
-"#ifdef __GLSL_CG_DATA_TYPES\n"
-"# define myhalf half\n"
-"# define myhvec2 hvec2\n"
-"# define myhvec3 hvec3\n"
-"# define myhvec4 hvec4\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 myhvec2 vec2\n"
-"# define myhvec3 vec3\n"
-"# define myhvec4 vec4\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 USEWATER\n"
+"#ifdef MODE_WATER\n"
"varying vec4 ModelViewProjectionPosition;\n"
-"//#else\n"
-"//# ifdef USEREFLECTION\n"
-"//varying vec4 ModelViewProjectionPosition;\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"
" VectorR = gl_MultiTexCoord3.xyz;\n"
"#endif\n"
"\n"
-"//#if defined(USEWATER) || defined(USEREFLECTION)\n"
+"//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
"// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
"// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
"// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
" // rendering\n"
" gl_Position = ftransform();\n"
"\n"
-"#ifdef USEWATER\n"
+"#ifdef MODE_WATER\n"
" ModelViewProjectionPosition = gl_Position;\n"
-"#else\n"
-"# ifdef USEREFLECTION\n"
+"#endif\n"
+"#ifdef MODE_REFRACTION\n"
+" ModelViewProjectionPosition = gl_Position;\n"
+"#endif\n"
+"#ifdef USEREFLECTION\n"
" ModelViewProjectionPosition = gl_Position;\n"
-"# endif\n"
"#endif\n"
"}\n"
"\n"
"uniform sampler2D Texture_Normal;\n"
"uniform sampler2D Texture_Color;\n"
"uniform sampler2D Texture_Gloss;\n"
-"uniform samplerCube Texture_Cube;\n"
-"uniform sampler2D Texture_Attenuation;\n"
-"uniform sampler2D Texture_FogMask;\n"
+"uniform sampler2D Texture_Glow;\n"
+"uniform sampler2D Texture_SecondaryNormal;\n"
+"uniform sampler2D Texture_SecondaryColor;\n"
+"uniform sampler2D Texture_SecondaryGloss;\n"
+"uniform sampler2D Texture_SecondaryGlow;\n"
"uniform sampler2D Texture_Pants;\n"
"uniform sampler2D Texture_Shirt;\n"
+"uniform sampler2D Texture_FogMask;\n"
"uniform sampler2D Texture_Lightmap;\n"
"uniform sampler2D Texture_Deluxemap;\n"
-"uniform sampler2D Texture_Glow;\n"
-"uniform sampler2D Texture_Reflection;\n"
"uniform sampler2D Texture_Refraction;\n"
+"uniform sampler2D Texture_Reflection;\n"
+"uniform sampler2D Texture_Attenuation;\n"
+"uniform samplerCube Texture_Cube;\n"
+"\n"
+"uniform myhalf3 LightColor;\n"
+"uniform myhalf3 AmbientColor;\n"
+"uniform myhalf3 DiffuseColor;\n"
+"uniform myhalf3 SpecularColor;\n"
+"uniform myhalf3 Color_Pants;\n"
+"uniform myhalf3 Color_Shirt;\n"
+"uniform myhalf3 FogColor;\n"
+"\n"
+"uniform myhalf4 TintColor;\n"
"\n"
-"uniform myhvec3 LightColor;\n"
-"uniform myhvec3 AmbientColor;\n"
-"uniform myhvec3 DiffuseColor;\n"
-"uniform myhvec3 SpecularColor;\n"
-"uniform myhvec3 Color_Pants;\n"
-"uniform myhvec3 Color_Shirt;\n"
-"uniform myhvec3 FogColor;\n"
"\n"
-"//#ifdef USEWATER\n"
+"//#ifdef MODE_WATER\n"
"uniform vec4 DistortScaleRefractReflect;\n"
"uniform vec4 ScreenScaleRefractReflect;\n"
"uniform vec4 ScreenCenterRefractReflect;\n"
-"uniform myhvec3 RefractColor;\n"
-"uniform myhvec3 ReflectColor;\n"
+"uniform myhalf4 RefractColor;\n"
+"uniform myhalf4 ReflectColor;\n"
+"uniform myhalf ReflectFactor;\n"
+"uniform myhalf ReflectOffset;\n"
"//#else\n"
-"//# ifdef USEREFLECTION\n"
+"//# ifdef MODE_REFRACTION\n"
+"//uniform vec4 DistortScaleRefractReflect;\n"
+"//uniform vec4 ScreenScaleRefractReflect;\n"
+"//uniform vec4 ScreenCenterRefractReflect;\n"
+"//uniform myhalf4 RefractColor;\n"
+"//# ifdef USEREFLECTION\n"
+"//uniform myhalf4 ReflectColor;\n"
+"//# endif\n"
+"//# else\n"
+"//# ifdef USEREFLECTION\n"
"//uniform vec4 DistortScaleRefractReflect;\n"
"//uniform vec4 ScreenScaleRefractReflect;\n"
"//uniform vec4 ScreenCenterRefractReflect;\n"
-"//uniform myhvec3 ReflectColor;\n"
+"//uniform myhalf4 ReflectColor;\n"
+"//# endif\n"
"//# endif\n"
"//#endif\n"
"\n"
" return TexCoord;\n"
"#endif\n"
"}\n"
+"#endif // USEOFFSETMAPPING\n"
+"\n"
+"#ifdef MODE_WATER\n"
+"\n"
+"// water pass\n"
+"void main(void)\n"
+"{\n"
+"#ifdef USEOFFSETMAPPING\n"
+" // apply offsetmapping\n"
+" vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
+"#define TexCoord TexCoordOffset\n"
+"#endif\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)), 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"
+"#ifdef MODE_REFRACTION\n"
+"\n"
+"// refraction pass\n"
+"void main(void)\n"
+"{\n"
+"#ifdef USEOFFSETMAPPING\n"
+" // apply offsetmapping\n"
+" vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
+"#define TexCoord TexCoordOffset\n"
"#endif\n"
"\n"
+" vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
+" //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
+" vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
+" gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
+"}\n"
+"\n"
+"#else // !MODE_REFRACTION\n"
"void main(void)\n"
"{\n"
"#ifdef USEOFFSETMAPPING\n"
"#endif\n"
"\n"
" // combine the diffuse textures (base, pants, shirt)\n"
-" myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord));\n"
+" myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
"#ifdef USECOLORMAPPING\n"
-" color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
+" color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
+"#endif\n"
+"#ifdef USEVERTEXTEXTUREBLEND\n"
+" myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
+" //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
+" //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
+" color = mix(myhalf4(texture2D(Texture_SecondaryColor, TexCoord)), color, terrainblend);\n"
+" //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
"#endif\n"
"\n"
+"#ifdef USEDIFFUSE\n"
+" // get the surface normal and the gloss color\n"
+"# ifdef USEVERTEXTEXTUREBLEND\n"
+" myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
+"# ifdef USESPECULAR\n"
+" myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
+"# endif\n"
+"# else\n"
+" myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5));\n"
+"# ifdef USESPECULAR\n"
+" myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
+"# endif\n"
+"# endif\n"
+"#endif\n"
"\n"
"\n"
"\n"
" // compute color intensity for the two textures (colormap and glossmap)\n"
" // scale by light color and attenuation as efficiently as possible\n"
" // (do as much scalar math as possible rather than vector math)\n"
+"# ifdef USEDIFFUSE\n"
+" // get the light normal\n"
+" myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
+"# endif\n"
"# ifdef USESPECULAR\n"
-" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
-" myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
-" myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
+" myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
"\n"
" // calculate directional shading\n"
-" color.rgb = LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * myhvec3(texture2D(Texture_Gloss, TexCoord)));\n"
+" color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);\n"
"# else\n"
"# ifdef USEDIFFUSE\n"
-" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
-" myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
-"\n"
" // calculate directional shading\n"
-" color.rgb = color.rgb * LightColor * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
+" color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
"# else\n"
" // calculate directionless shading\n"
-" color.rgb = color.rgb * LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
+" color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
"# endif\n"
"# endif\n"
"\n"
"# ifdef USECUBEFILTER\n"
" // apply light cubemap filter\n"
" //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
-" color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
+" color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
"# endif\n"
-" color *= myhvec4(gl_Color);\n"
"#endif // MODE_LIGHTSOURCE\n"
"\n"
"\n"
"\n"
"#ifdef MODE_LIGHTDIRECTION\n"
" // directional model lighting\n"
-"\n"
-" // get the surface normal and light normal\n"
-" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
-" myhvec3 diffusenormal = myhvec3(LightVector);\n"
+"# ifdef USEDIFFUSE\n"
+" // get the light normal\n"
+" myhalf3 diffusenormal = myhalf3(LightVector);\n"
+"# endif\n"
+"# ifdef USESPECULAR\n"
+" // calculate directional shading\n"
+" color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
+" myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
+" color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
+"# else\n"
+"# ifdef USEDIFFUSE\n"
"\n"
" // calculate directional shading\n"
" color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
-"# ifdef USESPECULAR\n"
-" myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
-" color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
+"# else\n"
+" color.rgb *= AmbientColor;\n"
+"# endif\n"
"# endif\n"
-" color *= myhvec4(gl_Color);\n"
"#endif // MODE_LIGHTDIRECTION\n"
"\n"
"\n"
"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
" // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
"\n"
-" // get the surface normal and light normal\n"
-" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
-"\n"
-" myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5);\n"
-" myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, myhvec3(VectorS)), dot(diffusenormal_modelspace, myhvec3(VectorT)), dot(diffusenormal_modelspace, myhvec3(VectorR))));\n"
+" // get the light normal\n"
+" myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5);\n"
+" myhalf3 diffusenormal = normalize(myhalf3(dot(diffusenormal_modelspace, myhalf3(VectorS)), dot(diffusenormal_modelspace, myhalf3(VectorT)), dot(diffusenormal_modelspace, myhalf3(VectorR))));\n"
" // calculate directional shading\n"
-" myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
+" myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
"# ifdef USESPECULAR\n"
-" myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
-" tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
+" myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
+" tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
"# endif\n"
"\n"
" // apply lightmap color\n"
-" color.rgb = myhvec4(tempcolor,1) * myhvec4(texture2D(Texture_Lightmap, TexCoordLightmap)) * myhvec4(gl_Color) + myhvec4(color.rgb * AmbientScale, 0);\n"
+" color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
"#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
"\n"
"\n"
"#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
" // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
"\n"
-" // get the surface normal and light normal\n"
-" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
-"\n"
-" myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5));\n"
+" // get the light normal\n"
+" myhalf3 diffusenormal = normalize(myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5));\n"
" // calculate directional shading\n"
-" myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
+" myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
"# ifdef USESPECULAR\n"
-" myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
-" tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
+" myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
+" tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
"# endif\n"
"\n"
" // apply lightmap color\n"
-" color = myhvec4(tempcolor, 1) * myhvec4(texture2D(Texture_Lightmap, TexCoordLightmap)) * myhvec4(gl_Color) + myhvec4(color.rgb * AmbientScale, 0);\n"
+" color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
"#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
"\n"
"\n"
"\n"
"#ifdef MODE_LIGHTMAP\n"
" // apply lightmap color\n"
-" color *= myhvec4(texture2D(Texture_Lightmap, TexCoordLightmap)) * myhvec4(gl_Color) * myhvec4(myhvec3(DiffuseScale), 1) + myhvec4(myhvec3(AmbientScale), 0);\n"
+" color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
"#endif // MODE_LIGHTMAP\n"
"\n"
"\n"
"\n"
"\n"
+"#ifdef MODE_VERTEXCOLOR\n"
+" // apply lightmap color\n"
+" color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
+"#endif // MODE_VERTEXCOLOR\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"#ifdef MODE_FLATCOLOR\n"
+"#endif // MODE_FLATCOLOR\n"
+"\n"
+"\n"
"\n"
"\n"
"\n"
"\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"# ifdef USEWATER\n"
-" color.rgb *= color.a;\n"
-"# endif\n"
-"#else\n"
-"# ifdef USEWATER\n"
-" vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
-" //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
-" vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
-" myhalf Fresnel = myhalf(pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0));\n"
-" color.rgb = mix(mix(myhvec3(texture2D(Texture_Refraction, ScreenTexCoord.xy)) * RefractColor, myhvec3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor, Fresnel), color.rgb, color.a);\n"
-"# else\n"
-"# ifdef USEREFLECTION\n"
-" vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
-" //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
-" vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
-" color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * myhvec3(texture2D(Texture_Reflection, ScreenTexCoord.zw));\n"
-"# endif\n"
-"# endif\n"
-"#endif\n"
+"\n"
+" color *= TintColor;\n"
"\n"
"#ifdef USEGLOW\n"
-" color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
+" color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
"#endif\n"
"\n"
-"#ifdef USEFOG\n"
-" // apply fog\n"
-" color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
+"#ifdef USECONTRASTBOOST\n"
+" color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhalf3(1, 1, 1));\n"
"#endif\n"
"\n"
-"#ifdef USECONTRASTBOOST\n"
-" color.rgb = color.rgb * SceneBrightness / (ContrastBoostCoeff * color.rgb + myhvec3(1, 1, 1));\n"
-"#else\n"
" color.rgb *= SceneBrightness;\n"
+"\n"
+" // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
+"#ifdef USEFOG\n"
+" color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
+"#endif\n"
+"\n"
+" // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
+"#ifdef USEREFLECTION\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 + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
+" color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
"#endif\n"
"\n"
" gl_FragColor = vec4(color);\n"
"}\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
+{
+ const char *pretext;
+ const char *name;
+}
+shaderpermutationinfo_t;
+
+typedef struct shadermodeinfo_s
+{
+ const char *vertexfilename;
+ const char *geometryfilename;
+ const char *fragmentfilename;
+ const char *pretext;
+ const char *name;
+}
+shadermodeinfo_t;
+
+typedef enum shaderpermutation_e
+{
+ SHADERPERMUTATION_DIFFUSE = 1<<0, // (lightsource) whether to use directional shading
+ SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, // indicates this is a two-layer material blend based on vertex alpha (q3bsp)
+ SHADERPERMUTATION_COLORMAPPING = 1<<2, // indicates this is a colormapped skin
+ SHADERPERMUTATION_CONTRASTBOOST = 1<<3, // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
+ SHADERPERMUTATION_FOG = 1<<4, // tint the color by fog color or black if using additive blend mode
+ SHADERPERMUTATION_CUBEFILTER = 1<<5, // (lightsource) use cubemap light filter
+ SHADERPERMUTATION_GLOW = 1<<6, // (lightmap) blend in an additive glow texture
+ SHADERPERMUTATION_SPECULAR = 1<<7, // (lightsource or deluxemapping) render specular effects
+ 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_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;
+
// NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
-const char *permutationinfo[][2] =
+shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
{
- {"#define MODE_LIGHTMAP\n", " lightmap"},
- {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
- {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
- {"#define MODE_LIGHTDIRECTION\n", " lightdirection"},
- {"#define MODE_LIGHTSOURCE\n", " lightsource"},
- {"#define USEWATER\n", " water"},
- {"#define USEREFLECTION\n", " reflection"},
- {"#define USEGLOW\n", " glow"},
- {"#define USEFOG\n", " fog"},
- {"#define USECOLORMAPPING\n", " colormapping"},
{"#define USEDIFFUSE\n", " diffuse"},
+ {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
+ {"#define USECOLORMAPPING\n", " colormapping"},
{"#define USECONTRASTBOOST\n", " contrastboost"},
- {"#define USESPECULAR\n", " specular"},
+ {"#define USEFOG\n", " fog"},
{"#define USECUBEFILTER\n", " cubefilter"},
+ {"#define USEGLOW\n", " glow"},
+ {"#define USESPECULAR\n", " specular"},
+ {"#define USEREFLECTION\n", " reflection"},
{"#define USEOFFSETMAPPING\n", " offsetmapping"},
{"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
- {NULL, NULL}
+ {"#define USEGAMMARAMPS\n", " gammaramps"},
+ {"#define USEPOSTPROCESSING\n", " postprocessing"},
};
-void R_GLSL_CompilePermutation(const char *filename, int permutation)
+// 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)
+ SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
+ SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
+ SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
+ SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
+ SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
+ SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
+ SHADERMODE_COUNT
+}
+shadermode_t;
+
+// 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"},
+ {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
+ {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
+ {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
+ {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
+ {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
+ {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
+};
+
+typedef struct r_glsl_permutation_s
+{
+ // indicates if we have tried compiling this permutation already
+ qboolean compiled;
+ // 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_Texture_Glow;
+ int loc_Texture_SecondaryNormal;
+ int loc_Texture_SecondaryColor;
+ int loc_Texture_SecondaryGloss;
+ int loc_Texture_SecondaryGlow;
+ int loc_Texture_Pants;
+ int loc_Texture_Shirt;
+ int loc_Texture_FogMask;
+ int loc_Texture_Lightmap;
+ int loc_Texture_Deluxemap;
+ int loc_Texture_Attenuation;
+ int loc_Texture_Cube;
+ int loc_Texture_Refraction;
+ int loc_Texture_Reflection;
+ int loc_FogColor;
+ int loc_LightPosition;
+ int loc_EyePosition;
+ int loc_Color_Pants;
+ int loc_Color_Shirt;
+ int loc_FogRangeRecip;
+ int loc_AmbientScale;
+ int loc_DiffuseScale;
+ int loc_SpecularScale;
+ int loc_SpecularPower;
+ int loc_GlowScale;
+ int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
+ int loc_OffsetMapping_Scale;
+ int loc_TintColor;
+ int loc_AmbientColor;
+ int loc_DiffuseColor;
+ 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_RefractColor;
+ 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;
+
+// information about each possible shader permutation
+r_glsl_permutation_t r_glsl_permutations[SHADERMODE_COUNT][SHADERPERMUTATION_LIMIT];
+// currently selected permutation
+r_glsl_permutation_t *r_glsl_permutation;
+
+static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
{
- int i;
- qboolean shaderfound;
- r_glsl_permutation_t *p = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
- int vertstrings_count;
- int geomstrings_count;
- int fragstrings_count;
char *shaderstring;
- const char *vertstrings_list[32+1];
- const char *geomstrings_list[32+1];
- const char *fragstrings_list[32+1];
+ if (!filename || !filename[0])
+ return NULL;
+ shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
+ if (shaderstring)
+ {
+ if (printfromdisknotice)
+ Con_DPrint("from disk... ");
+ return shaderstring;
+ }
+ else if (!strcmp(filename, "glsl/default.glsl"))
+ {
+ shaderstring = Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
+ memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
+ }
+ return shaderstring;
+}
+
+static void R_GLSL_CompilePermutation(shadermode_t mode, shaderpermutation_t permutation)
+{
+ int i;
+ shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
+ r_glsl_permutation_t *p = &r_glsl_permutations[mode][permutation];
+ int vertstrings_count = 0;
+ int geomstrings_count = 0;
+ int fragstrings_count = 0;
+ char *vertexstring, *geometrystring, *fragmentstring;
+ const char *vertstrings_list[32+3];
+ const char *geomstrings_list[32+3];
+ const char *fragstrings_list[32+3];
char permutationname[256];
+
if (p->compiled)
return;
p->compiled = true;
p->program = 0;
- vertstrings_list[0] = "#define VERTEX_SHADER\n";
- geomstrings_list[0] = "#define GEOMETRY_SHADER\n";
- fragstrings_list[0] = "#define FRAGMENT_SHADER\n";
- vertstrings_count = 1;
- geomstrings_count = 1;
- fragstrings_count = 1;
+
permutationname[0] = 0;
- for (i = 0;permutationinfo[i][0];i++)
+ vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
+ geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
+ fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
+
+ strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
+
+ // the first pretext is which type of shader to compile as
+ // (later these will all be bound together as a program object)
+ vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
+ geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
+ fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
+
+ // the second pretext is the mode (for example a light source)
+ vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
+ geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
+ fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
+ strlcat(permutationname, modeinfo->name, sizeof(permutationname));
+
+ // now add all the permutation pretexts
+ for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
{
if (permutation & (1<<i))
{
- vertstrings_list[vertstrings_count++] = permutationinfo[i][0];
- geomstrings_list[geomstrings_count++] = permutationinfo[i][0];
- fragstrings_list[fragstrings_count++] = permutationinfo[i][0];
- strlcat(permutationname, permutationinfo[i][1], sizeof(permutationname));
+ vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
+ geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
+ fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
+ strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
}
else
{
fragstrings_list[fragstrings_count++] = "\n";
}
}
- shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
- shaderfound = false;
- if (shaderstring)
- {
- Con_DPrintf("GLSL shader text for \"%s\" loaded from disk\n", filename);
- vertstrings_list[vertstrings_count++] = shaderstring;
- geomstrings_list[geomstrings_count++] = shaderstring;
- fragstrings_list[fragstrings_count++] = shaderstring;
- shaderfound = true;
- }
- else if (!strcmp(filename, "glsl/default.glsl"))
- {
- Con_DPrintf("GLSL shader text for \"%s\" loaded from engine\n", filename);
- vertstrings_list[vertstrings_count++] = builtinshaderstring;
- geomstrings_list[geomstrings_count++] = builtinshaderstring;
- fragstrings_list[fragstrings_count++] = builtinshaderstring;
- shaderfound = true;
- }
- // clear any lists that are not needed by this shader
- if (!(permutation & SHADERPERMUTATION_USES_VERTEXSHADER))
+
+ // now append the shader text itself
+ vertstrings_list[vertstrings_count++] = vertexstring;
+ geomstrings_list[geomstrings_count++] = geometrystring;
+ fragstrings_list[fragstrings_count++] = fragmentstring;
+
+ // if any sources were NULL, clear the respective list
+ if (!vertexstring)
vertstrings_count = 0;
- if (!(permutation & SHADERPERMUTATION_USES_GEOMETRYSHADER))
+ if (!geometrystring)
geomstrings_count = 0;
- if (!(permutation & SHADERPERMUTATION_USES_FRAGMENTSHADER))
+ if (!fragmentstring)
fragstrings_count = 0;
+
// compile the shader program
- if (shaderfound && vertstrings_count + geomstrings_count + fragstrings_count)
+ if (vertstrings_count + geomstrings_count + fragstrings_count)
p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
if (p->program)
{
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_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_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
- p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
- p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
- p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
- p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
- p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
- p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
- p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
- p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
- p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
- p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
- p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
- p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
- p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
- p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
- p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
- p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
- p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
- p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
- p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
- p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
- p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
- p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
- p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
- p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
- p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
- p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
- p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
- p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
+ 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_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
+ p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
+ p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
+ p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
+ p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
+ p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
+ p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
+ p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
+ p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
+ p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
+ p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
+ p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
+ p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
+ p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
+ p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
+ p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
+ p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
+ p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
+ p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
+ p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
+ p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
+ p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
+ p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
+ p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
+ p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
+ p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
+ p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
+ p->loc_TintColor = qglGetUniformLocationARB(p->program, "TintColor");
+ p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
+ p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
+ p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
+ p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
+ p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
- p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
+ p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
- p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
- p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
+ p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
+ 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_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal, 0);
- if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color, 1);
- if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss, 2);
- if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube, 3);
- if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask, 4);
- if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants, 5);
- if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt, 6);
- if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap, 7);
- if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8);
- if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow, 9);
- if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation, 10);
- if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction, 11);
- if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection, 12);
+ 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_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
+ if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
+ if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
+ if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
+ if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
+ if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
+ if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
+ if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
+ if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
+ if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
+ if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
+ if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
+ 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);
}
else
- Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, filename);
- if (shaderstring)
- Mem_Free(shaderstring);
+ Con_Printf("GLSL shader %s failed! some features may not work properly.\n", permutationname);
+
+ // free the strings
+ if (vertexstring)
+ Mem_Free(vertexstring);
+ if (geometrystring)
+ Mem_Free(geometrystring);
+ if (fragmentstring)
+ Mem_Free(fragmentstring);
}
void R_GLSL_Restart_f(void)
{
- int i;
- for (i = 0;i < SHADERPERMUTATION_MAX;i++)
- if (r_glsl_permutations[i].program)
- GL_Backend_FreeProgram(r_glsl_permutations[i].program);
+ shadermode_t mode;
+ shaderpermutation_t permutation;
+ for (mode = 0;mode < SHADERMODE_COUNT;mode++)
+ for (permutation = 0;permutation < SHADERPERMUTATION_LIMIT;permutation++)
+ if (r_glsl_permutations[mode][permutation].program)
+ GL_Backend_FreeProgram(r_glsl_permutations[mode][permutation].program);
memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
}
FS_Print(file, "// The engine may define the following macros:\n");
FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
- for (i = 0;permutationinfo[i][0];i++)
- FS_Printf(file, "// %s", permutationinfo[i][0]);
+ for (i = 0;i < SHADERMODE_COUNT;i++)
+ FS_Printf(file, "// %s", shadermodeinfo[i].pretext);
+ for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
+ FS_Printf(file, "// %s", shaderpermutationinfo[i].pretext);
FS_Print(file, "\n");
FS_Print(file, builtinshaderstring);
FS_Close(file);
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)
+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
// minimum features necessary to avoid wasting rendering time in the
// fragment shader on features that are not being used
- const char *shaderfilename = NULL;
unsigned int permutation = 0;
- rtexture_t *nmap;
- r_glsl_permutation = NULL;
+ shadermode_t mode = 0;
// TODO: implement geometry-shader based shadow volumes someday
- if (rsurface.rtlight)
+ if (r_glsl_offsetmapping.integer)
+ {
+ permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+ if (r_glsl_offsetmapping_reliefmapping.integer)
+ permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+ }
+ if (rsurfacepass == RSURFPASS_BACKGROUND)
+ {
+ // distorted background
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
+ mode = SHADERMODE_WATER;
+ else
+ mode = SHADERMODE_REFRACTION;
+ }
+ else if (rsurfacepass == RSURFPASS_RTLIGHT)
{
// light source
- shaderfilename = "glsl/default.glsl";
- permutation = SHADERPERMUTATION_MODE_LIGHTSOURCE | SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
+ mode = SHADERMODE_LIGHTSOURCE;
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
+ permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
permutation |= SHADERPERMUTATION_CUBEFILTER;
if (diffusescale > 0)
permutation |= SHADERPERMUTATION_FOG;
if (rsurface.texture->colormapping)
permutation |= SHADERPERMUTATION_COLORMAPPING;
+ if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
+ permutation |= SHADERPERMUTATION_CONTRASTBOOST;
+ }
+ else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
+ {
+ // unshaded geometry (fullbright or ambient model lighting)
+ mode = SHADERMODE_FLATCOLOR;
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
+ permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
+ 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->colormapping)
+ permutation |= SHADERPERMUTATION_COLORMAPPING;
if (r_glsl_offsetmapping.integer)
{
permutation |= SHADERPERMUTATION_OFFSETMAPPING;
}
if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
permutation |= SHADERPERMUTATION_CONTRASTBOOST;
- if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
- permutation |= SHADERPERMUTATION_WATER;
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
permutation |= SHADERPERMUTATION_REFLECTION;
}
- else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
+ else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
{
- // bright unshaded geometry
- shaderfilename = "glsl/default.glsl";
- permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
- permutation |= SHADERPERMUTATION_MODE_LIGHTMAP;
- if (rsurface.texture->currentskinframe->glow)
+ // directional model lighting
+ mode = SHADERMODE_LIGHTDIRECTION;
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
+ permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
+ if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
permutation |= SHADERPERMUTATION_GLOW;
+ permutation |= SHADERPERMUTATION_DIFFUSE;
+ if (specularscale > 0)
+ permutation |= SHADERPERMUTATION_SPECULAR;
if (r_refdef.fogenabled)
permutation |= SHADERPERMUTATION_FOG;
if (rsurface.texture->colormapping)
permutation |= SHADERPERMUTATION_COLORMAPPING;
- if (r_glsl_offsetmapping.integer)
- {
- permutation |= SHADERPERMUTATION_OFFSETMAPPING;
- if (r_glsl_offsetmapping_reliefmapping.integer)
- permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
- }
if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
permutation |= SHADERPERMUTATION_CONTRASTBOOST;
- if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
- permutation |= SHADERPERMUTATION_WATER;
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
permutation |= SHADERPERMUTATION_REFLECTION;
}
- else if (modellighting)
+ else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
{
- // directional model lighting
- shaderfilename = "glsl/default.glsl";
- permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
- permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION;
- if (rsurface.texture->currentskinframe->glow)
+ // ambient model lighting
+ mode = SHADERMODE_LIGHTDIRECTION;
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
+ permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
+ if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
permutation |= SHADERPERMUTATION_GLOW;
- if (specularscale > 0)
- permutation |= SHADERPERMUTATION_SPECULAR;
if (r_refdef.fogenabled)
permutation |= SHADERPERMUTATION_FOG;
if (rsurface.texture->colormapping)
permutation |= SHADERPERMUTATION_COLORMAPPING;
- if (r_glsl_offsetmapping.integer)
- {
- permutation |= SHADERPERMUTATION_OFFSETMAPPING;
- if (r_glsl_offsetmapping_reliefmapping.integer)
- permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
- }
if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
permutation |= SHADERPERMUTATION_CONTRASTBOOST;
- if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
- permutation |= SHADERPERMUTATION_WATER;
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
permutation |= SHADERPERMUTATION_REFLECTION;
}
else
{
// lightmapped wall
- shaderfilename = "glsl/default.glsl";
- permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
- if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
+ if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
{
// deluxemapping (light direction texture)
- if (rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
- permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE;
+ if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
+ mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
else
- permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
+ mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
+ permutation |= SHADERPERMUTATION_DIFFUSE;
if (specularscale > 0)
- permutation |= SHADERPERMUTATION_SPECULAR;
+ permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
}
else if (r_glsl_deluxemapping.integer >= 2)
{
// fake deluxemapping (uniform light direction in tangentspace)
- permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
+ mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
+ permutation |= SHADERPERMUTATION_DIFFUSE;
if (specularscale > 0)
- permutation |= SHADERPERMUTATION_SPECULAR;
+ permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
+ }
+ else if (rsurface.uselightmaptexture)
+ {
+ // ordinary lightmapping (q1bsp, q3bsp)
+ mode = SHADERMODE_LIGHTMAP;
}
else
{
- // ordinary lightmapping
- permutation |= SHADERPERMUTATION_MODE_LIGHTMAP;
+ // ordinary vertex coloring (q3bsp)
+ mode = SHADERMODE_VERTEXCOLOR;
}
- if (rsurface.texture->currentskinframe->glow)
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
+ permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
+ 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->colormapping)
permutation |= SHADERPERMUTATION_COLORMAPPING;
- if (r_glsl_offsetmapping.integer)
- {
- permutation |= SHADERPERMUTATION_OFFSETMAPPING;
- if (r_glsl_offsetmapping_reliefmapping.integer)
- permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
- }
if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
permutation |= SHADERPERMUTATION_CONTRASTBOOST;
- if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
- permutation |= SHADERPERMUTATION_WATER;
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
permutation |= SHADERPERMUTATION_REFLECTION;
}
- if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
- {
- if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
- R_GLSL_CompilePermutation(shaderfilename, permutation);
- if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
- {
- // remove features until we find a valid permutation
- unsigned int i;
- for (i = (SHADERPERMUTATION_MAX >> 1);;i>>=1)
- {
- if (!i)
- {
- 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
- }
- // reduce i more quickly whenever it would not remove any bits
- if (!(permutation & i))
- continue;
- permutation &= ~i;
- if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
- R_GLSL_CompilePermutation(shaderfilename, permutation);
- if (r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
- break;
- }
- }
- }
- r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
- CHECKGLERROR
- qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
- R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
- if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE)
+ R_SetupShader_SetPermutation(mode, permutation);
+ if (mode == SHADERMODE_LIGHTSOURCE)
{
- if (r_glsl_permutation->loc_Texture_Cube >= 0 && rsurface.rtlight) R_Mesh_TexBindCubeMap(3, R_GetTexture(rsurface.rtlight->currentcubemap));
if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
if (permutation & SHADERPERMUTATION_DIFFUSE)
{
- if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
+ if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
else
{
// ambient only is simpler
- if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale);
+ if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale, rsurface.texture->lightmapcolor[3]);
if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
}
- }
- else if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION)
- {
- if (r_glsl_permutation->loc_AmbientColor >= 0)
- qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface.modellight_ambient[0] * ambientscale, rsurface.modellight_ambient[1] * ambientscale, rsurface.modellight_ambient[2] * ambientscale);
- if (r_glsl_permutation->loc_DiffuseColor >= 0)
- qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface.modellight_diffuse[0] * diffusescale, rsurface.modellight_diffuse[1] * diffusescale, rsurface.modellight_diffuse[2] * diffusescale);
- if (r_glsl_permutation->loc_SpecularColor >= 0)
- qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale, rsurface.modellight_diffuse[1] * specularscale, rsurface.modellight_diffuse[2] * specularscale);
- if (r_glsl_permutation->loc_LightDir >= 0)
- qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
+ // additive passes are only darkened by fog, not tinted
+ if (r_glsl_permutation->loc_FogColor >= 0)
+ qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
}
else
{
- if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 2.0f / 128.0f);
- if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity * 2.0f);
- if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale * 2.0f);
+ if (mode == SHADERMODE_LIGHTDIRECTION)
+ {
+ if (r_glsl_permutation->loc_AmbientColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_AmbientColor , rsurface.modellight_ambient[0] * ambientscale * 0.5f, rsurface.modellight_ambient[1] * ambientscale * 0.5f, rsurface.modellight_ambient[2] * ambientscale * 0.5f);
+ if (r_glsl_permutation->loc_DiffuseColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor , rsurface.modellight_diffuse[0] * diffusescale * 0.5f, rsurface.modellight_diffuse[1] * diffusescale * 0.5f, rsurface.modellight_diffuse[2] * diffusescale * 0.5f);
+ if (r_glsl_permutation->loc_SpecularColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale * 0.5f, rsurface.modellight_diffuse[1] * specularscale * 0.5f, rsurface.modellight_diffuse[2] * specularscale * 0.5f);
+ if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
+ }
+ else
+ {
+ if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 1.0f / 128.0f);
+ if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
+ if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
+ }
+ if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2], rsurface.texture->lightmapcolor[3]);
+ if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
+ // additive passes are only darkened by fog, not tinted
+ if (r_glsl_permutation->loc_FogColor >= 0)
+ {
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
+ qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
+ else
+ qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
+ }
+ if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
+ if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
+ if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
+ if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
+ if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
+ if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
+ if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
}
- nmap = rsurface.texture->currentskinframe->nmap;
- if (gl_lightmaps.integer)
- nmap = r_texture_blanknormalmap;
- if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(nmap));
- if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(rsurface.texture->basetexture));
- if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(rsurface.texture->glosstexture));
- //if (r_glsl_permutation->loc_Texture_Cube >= 0 && permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) R_Mesh_TexBindCubeMap(3, R_GetTexture(rsurface.rtlight->currentcubemap));
- if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(10, R_GetTexture(r_shadow_attenuationgradienttexture));
- if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
- if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(rsurface.texture->currentskinframe->pants));
- if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(rsurface.texture->currentskinframe->shirt));
- //if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
- //if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
- if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(rsurface.texture->currentskinframe->glow));
- if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(11, R_GetTexture(r_texture_white)); // changed per surface
- if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(12, R_GetTexture(r_texture_white)); // changed per surface
- if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
{
// The formula used is actually:
- // color.rgb *= SceneBrightness;
// color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
- // I simplify that to
- // color.rgb *= [[SceneBrightness * ContrastBoost]];
- // color.rgb /= [[(ContrastBoost - 1) / ContrastBoost]] * color.rgb + 1;
- // and Black:
- // color.rgb = [[SceneBrightness * ContrastBoost]] / ([[(ContrastBoost - 1) * SceneBrightness]] + 1 / color.rgb);
+ // color.rgb *= SceneBrightness;
+ // simplified:
+ // color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[ContrastBoost - 1]] * color.rgb + 1);
// and do [[calculations]] here in the engine
- qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, (r_glsl_contrastboost.value - 1) * r_view.colorscale);
- if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale * r_glsl_contrastboost.value);
+ qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_contrastboost.value - 1);
+ if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale * r_glsl_contrastboost.value);
}
else
- if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale);
- if (r_glsl_permutation->loc_FogColor >= 0)
- {
- // additive passes are only darkened by fog, not tinted
- if (rsurface.rtlight || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD))
- qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
- else
- qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
- }
+ if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
if (r_glsl_permutation->loc_Color_Pants >= 0)
{
if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
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);
- if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_glsl_water_refractdistort.value, r_glsl_water_refractdistort.value, r_glsl_water_reflectdistort.value, r_glsl_water_reflectdistort.value);
- if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
- if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
- if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_RefractColor, r_glsl_water_refractcolor_r.value, r_glsl_water_refractcolor_g.value, r_glsl_water_refractcolor_b.value);
- if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_ReflectColor, r_glsl_water_reflectcolor_r.value, r_glsl_water_reflectcolor_g.value, r_glsl_water_reflectcolor_b.value);
CHECKGLERROR
- return permutation;
-}
-
-void R_SwitchSurfaceShader(int permutation)
-{
- if (r_glsl_permutation != r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK))
- {
- r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
- CHECKGLERROR
- qglUseProgramObjectARB(r_glsl_permutation->program);
- CHECKGLERROR
- }
}
#define SKINFRAME_HASH 1024
{
if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
{
- if (s->base == r_texture_notexture) s->base = NULL;
- if (s->nmap == r_texture_blanknormalmap)s->nmap = NULL;
- if (s->merged == s->base) s->merged = NULL;
- if (s->stain ) R_FreeTexture(s->stain );s->stain = NULL;
- if (s->merged) R_FreeTexture(s->merged);s->merged = NULL;
- if (s->base ) R_FreeTexture(s->base );s->base = NULL;
- if (s->pants ) R_FreeTexture(s->pants );s->pants = NULL;
- if (s->shirt ) R_FreeTexture(s->shirt );s->shirt = NULL;
- if (s->nmap ) R_FreeTexture(s->nmap );s->nmap = NULL;
- if (s->gloss ) R_FreeTexture(s->gloss );s->gloss = NULL;
- if (s->glow ) R_FreeTexture(s->glow );s->glow = NULL;
- if (s->fog ) R_FreeTexture(s->fog );s->fog = NULL;
+ if (s->merged == s->base)
+ s->merged = NULL;
+ // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
+ R_PurgeTexture(s->stain );s->stain = NULL;
+ R_PurgeTexture(s->merged);s->merged = NULL;
+ R_PurgeTexture(s->base );s->base = NULL;
+ R_PurgeTexture(s->pants );s->pants = NULL;
+ R_PurgeTexture(s->shirt );s->shirt = NULL;
+ R_PurgeTexture(s->nmap );s->nmap = NULL;
+ R_PurgeTexture(s->gloss );s->gloss = NULL;
+ R_PurgeTexture(s->glow );s->glow = NULL;
+ R_PurgeTexture(s->fog );s->fog = NULL;
s->loadsequence = 0;
}
}
}
}
+skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
+ skinframe_t *item;
+ char basename[MAX_QPATH];
+
+ Image_StripImageExtension(name, basename, sizeof(basename));
+
+ if( last == NULL ) {
+ int hashindex;
+ hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
+ item = r_skinframe.hash[hashindex];
+ } else {
+ item = last->next;
+ }
+
+ // linearly search through the hash bucket
+ for( ; item ; item = item->next ) {
+ if( !strcmp( item->basename, basename ) ) {
+ return item;
+ }
+ }
+ return NULL;
+}
+
skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
{
skinframe_t *item;
for (item = r_skinframe.hash[hashindex];item;item = item->next)
if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
break;
- if (!item)
- {
- if (!add)
+
+ if (!item) {
+ rtexture_t *dyntexture;
+ // check whether its a dynamic texture
+ dyntexture = CL_GetDynTexture( basename );
+ if (!add && !dyntexture)
return NULL;
item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
memset(item, 0, sizeof(*item));
strlcpy(item->basename, basename, sizeof(item->basename));
+ item->base = dyntexture; // either NULL or dyntexture handle
item->textureflags = textureflags;
item->comparewidth = comparewidth;
item->compareheight = compareheight;
item->next = r_skinframe.hash[hashindex];
r_skinframe.hash[hashindex] = item;
}
+ else if( item->base == NULL )
+ {
+ rtexture_t *dyntexture;
+ // check whether its a dynamic texture
+ // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
+ dyntexture = CL_GetDynTexture( basename );
+ item->base = dyntexture; // either NULL or dyntexture handle
+ }
+
R_SkinFrame_MarkUsed(item);
return item;
}
if (skinframe && skinframe->base)
return skinframe;
- basepixels = loadimagepixels(name, complain, 0, 0);
+ basepixels = loadimagepixelsbgra(name, complain, true);
if (basepixels == NULL)
return NULL;
basepixels_width = image_width;
basepixels_height = image_height;
- skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
+ skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
if (textureflags & TEXF_ALPHA)
{
pixels[j+2] = 255;
pixels[j+3] = basepixels[j+3];
}
- skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
+ skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
Mem_Free(pixels);
}
}
// _norm is the name used by tenebrae and has been adopted as standard
if (loadnormalmap)
{
- if ((pixels = loadimagepixels(va("%s_norm", skinframe->basename), false, 0, 0)) != NULL)
+ if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
{
- skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
+ skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
Mem_Free(pixels);
pixels = NULL;
}
- else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixels(va("%s_bump", skinframe->basename), false, 0, 0)) != NULL)
+ else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
{
pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
- Image_HeightmapToNormalmap(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
- skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
+ Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
+ skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
Mem_Free(pixels);
Mem_Free(bumppixels);
}
else if (r_shadow_bumpscale_basetexture.value > 0)
{
pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
- Image_HeightmapToNormalmap(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
- skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
+ Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
+ skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
Mem_Free(pixels);
}
}
// _luma is supported for tenebrae compatibility
// (I think it's a very stupid name, but oh well)
// _glow is the preferred name
- if (loadglow && ((pixels = loadimagepixels(va("%s_glow", skinframe->basename), false, 0, 0)) != NULL || (pixels = loadimagepixels(va("%s_luma", skinframe->basename), false, 0, 0)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
- if (loadgloss && (pixels = loadimagepixels(va("%s_gloss", skinframe->basename), false, 0, 0)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
- if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_pants", skinframe->basename), false, 0, 0)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
- if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_shirt", skinframe->basename), false, 0, 0)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
+ if (loadglow && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) != NULL || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
+ if (loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
+ if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
+ if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
if (basepixels)
Mem_Free(basepixels);
return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
}
-skinframe_t *R_SkinFrame_LoadInternal(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height, int bitsperpixel, const unsigned int *palette, const unsigned int *alphapalette)
+// this is only used by .spr32 sprites, HL .spr files, HL .bsp files
+skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
{
int i;
unsigned char *temp1, *temp2;
return NULL;
// if already loaded just return it, otherwise make a new skinframe
- skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*bitsperpixel/8) : 0, true);
+ skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
if (skinframe && skinframe->base)
return skinframe;
if (!skindata)
return NULL;
- if (bitsperpixel == 32)
+ if (r_shadow_bumpscale_basetexture.value > 0)
{
- if (r_shadow_bumpscale_basetexture.value > 0)
- {
- temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
- temp2 = temp1 + width * height * 4;
- Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
- skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, skinframe->textureflags | TEXF_ALPHA, NULL);
- Mem_Free(temp1);
- }
- skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_RGBA, skinframe->textureflags, NULL);
- if (textureflags & TEXF_ALPHA)
- {
- for (i = 3;i < width * height * 4;i += 4)
- if (skindata[i] < 255)
- break;
- if (i < width * height * 4)
- {
- unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
- memcpy(fogpixels, skindata, width * height * 4);
- for (i = 0;i < width * height * 4;i += 4)
- fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
- skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
- Mem_Free(fogpixels);
- }
- }
+ temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
+ temp2 = temp1 + width * height * 4;
+ Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
+ skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
+ Mem_Free(temp1);
}
- else if (bitsperpixel == 8)
+ skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
+ if (textureflags & TEXF_ALPHA)
{
- if (r_shadow_bumpscale_basetexture.value > 0)
- {
- temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
- temp2 = temp1 + width * height * 4;
- if (bitsperpixel == 32)
- Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
- else
- {
- // use either a custom palette or the quake palette
- Image_Copy8bitRGBA(skindata, temp1, width * height, palette ? palette : palette_complete);
- Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
- }
- skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, skinframe->textureflags | TEXF_ALPHA, NULL);
- Mem_Free(temp1);
- }
- // use either a custom palette, or the quake palette
- skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette ? palette : (loadglowtexture ? palette_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_transparent : palette_complete)), skinframe->textureflags, true); // all
- if (!palette && loadglowtexture)
- skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_onlyfullbrights, skinframe->textureflags, false); // glow
- if (!palette && loadpantsandshirt)
- {
- skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_pantsaswhite, skinframe->textureflags, false); // pants
- skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_shirtaswhite, skinframe->textureflags, false); // shirt
- }
- if (skinframe->pants || skinframe->shirt)
- skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename),loadglowtexture ? palette_nocolormapnofullbrights : palette_nocolormap, skinframe->textureflags, false); // no special colors
- if (textureflags & TEXF_ALPHA)
+ for (i = 3;i < width * height * 4;i += 4)
+ if (skindata[i] < 255)
+ break;
+ if (i < width * height * 4)
{
- // if not using a custom alphapalette, use the quake one
- if (!alphapalette)
- alphapalette = palette_alpha;
- for (i = 0;i < width * height;i++)
- if (((unsigned char *)alphapalette)[skindata[i]*4+3] < 255)
- break;
- if (i < width * height)
- skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), alphapalette, skinframe->textureflags, true); // fog mask
+ unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
+ memcpy(fogpixels, skindata, width * height * 4);
+ for (i = 0;i < width * height * 4;i += 4)
+ fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
+ skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
+ Mem_Free(fogpixels);
}
}
return skinframe;
}
+skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
+{
+ int i;
+ unsigned char *temp1, *temp2;
+ skinframe_t *skinframe;
+
+ if (cls.state == ca_dedicated)
+ return NULL;
+
+ // if already loaded just return it, otherwise make a new skinframe
+ skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
+ if (skinframe && skinframe->base)
+ return skinframe;
+
+ skinframe->stain = NULL;
+ skinframe->merged = NULL;
+ skinframe->base = r_texture_notexture;
+ skinframe->pants = NULL;
+ skinframe->shirt = NULL;
+ skinframe->nmap = r_texture_blanknormalmap;
+ skinframe->gloss = NULL;
+ skinframe->glow = NULL;
+ skinframe->fog = NULL;
+
+ // if no data was provided, then clearly the caller wanted to get a blank skinframe
+ if (!skindata)
+ return NULL;
+
+ if (r_shadow_bumpscale_basetexture.value > 0)
+ {
+ temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
+ temp2 = temp1 + width * height * 4;
+ // use either a custom palette or the quake palette
+ Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
+ Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
+ skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
+ Mem_Free(temp1);
+ }
+ // use either a custom palette, or the quake palette
+ skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete)), skinframe->textureflags, true); // all
+ if (loadglowtexture)
+ skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
+ if (loadpantsandshirt)
+ {
+ skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
+ skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
+ }
+ if (skinframe->pants || skinframe->shirt)
+ skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename), loadglowtexture ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap, skinframe->textureflags, false); // no special colors
+ if (textureflags & TEXF_ALPHA)
+ {
+ for (i = 0;i < width * height;i++)
+ if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
+ break;
+ if (i < width * height)
+ skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
+ }
+
+ return skinframe;
+}
+
skinframe_t *R_SkinFrame_LoadMissing(void)
{
skinframe_t *skinframe;
void gl_main_start(void)
{
- int x;
- double r, alpha;
-
- r = (-1.0/256.0) * (FOGMASKTABLEWIDTH * FOGMASKTABLEWIDTH);
- for (x = 0;x < FOGMASKTABLEWIDTH;x++)
- {
- alpha = 1 - exp(r / ((double)x*(double)x));
- if (x == FOGMASKTABLEWIDTH - 1)
- alpha = 0;
- r_refdef.fogmasktable[x] = bound(0, alpha, 1);
- }
-
memset(r_qwskincache, 0, sizeof(r_qwskincache));
memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
R_BuildWhiteCube();
R_BuildNormalizationCube();
}
- R_BuildFogTexture();
+ 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));
memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
memset(&r_svbsp, 0, sizeof (r_svbsp));
+
+ r_refdef.fogmasktable_density = 0;
}
void gl_main_shutdown(void)
r_texture_black = NULL;
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));
R_GLSL_Restart_f();
Cvar_RegisterVariable (&gl_fogblue);
Cvar_RegisterVariable (&gl_fogstart);
Cvar_RegisterVariable (&gl_fogend);
+ Cvar_RegisterVariable (&gl_skyclip);
}
Cvar_RegisterVariable(&r_depthfirst);
Cvar_RegisterVariable(&r_nearclip);
Cvar_RegisterVariable(&r_q1bsp_skymasking);
Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
+ 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_water);
- Cvar_RegisterVariable(&r_glsl_water_resolutionmultiplier);
- Cvar_RegisterVariable(&r_glsl_water_clippingplanebias);
- Cvar_RegisterVariable(&r_glsl_water_refractcolor_r);
- Cvar_RegisterVariable(&r_glsl_water_refractcolor_g);
- Cvar_RegisterVariable(&r_glsl_water_refractcolor_b);
- Cvar_RegisterVariable(&r_glsl_water_reflectcolor_r);
- Cvar_RegisterVariable(&r_glsl_water_reflectcolor_g);
- Cvar_RegisterVariable(&r_glsl_water_reflectcolor_b);
- Cvar_RegisterVariable(&r_glsl_water_refractdistort);
- Cvar_RegisterVariable(&r_glsl_water_reflectdistort);
- 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_water_refractdistort);
+ Cvar_RegisterVariable(&r_water_reflectdistort);
Cvar_RegisterVariable(&r_lerpsprites);
Cvar_RegisterVariable(&r_lerpmodels);
+ Cvar_RegisterVariable(&r_lerplightstyles);
Cvar_RegisterVariable(&r_waterscroll);
Cvar_RegisterVariable(&r_bloom);
Cvar_RegisterVariable(&r_bloom_colorscale);
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);
if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
Cvar_SetValue("r_fullbrights", 0);
R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
+
+ Cvar_RegisterVariable(&r_track_sprites);
+ Cvar_RegisterVariable(&r_track_sprites_flags);
+ Cvar_RegisterVariable(&r_track_sprites_scalew);
+ Cvar_RegisterVariable(&r_track_sprites_scaleh);
}
extern void R_Textures_Init(void);
extern void R_Shadow_Init(void);
extern void R_Sky_Init(void);
extern void GL_Surf_Init(void);
-extern void R_Light_Init(void);
extern void R_Particles_Init(void);
extern void R_Explosion_Init(void);
extern void gl_backend_init(void);
R_Sky_Init();
GL_Surf_Init();
Sbar_Init();
- R_Light_Init();
R_Particles_Init();
R_Explosion_Init();
R_LightningBeams_Init();
{
int i;
mplane_t *p;
- for (i = 0;i < r_view.numfrustumplanes;i++)
+ for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
{
- p = r_view.frustum + i;
+ // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
+ if (i == 4)
+ continue;
+ p = r_refdef.view.frustum + i;
switch(p->signbits)
{
default:
//==================================================================================
-static void R_UpdateEntityLighting(entity_render_t *ent)
-{
- vec3_t tempdiffusenormal;
-
- // fetch the lighting from the worldmodel data
- VectorSet(ent->modellight_ambient, r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f));
- VectorClear(ent->modellight_diffuse);
- VectorClear(tempdiffusenormal);
- if ((ent->flags & RENDER_LIGHT) && r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint)
- {
- vec3_t org;
- Matrix4x4_OriginFromMatrix(&ent->matrix, org);
- r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
- }
- else // highly rare
- VectorSet(ent->modellight_ambient, 1, 1, 1);
-
- // move the light direction into modelspace coordinates for lighting code
- Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
- if(VectorLength2(ent->modellight_lightdir) > 0)
- {
- VectorNormalize(ent->modellight_lightdir);
- }
- else
- {
- VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
- }
-
- // scale ambient and directional light contributions according to rendering variables
- ent->modellight_ambient[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
- ent->modellight_ambient[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
- ent->modellight_ambient[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
- ent->modellight_diffuse[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
- ent->modellight_diffuse[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
- ent->modellight_diffuse[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
-}
-
static void R_View_UpdateEntityVisible (void)
{
int i, renderimask;
return;
renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
- if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs)
+ if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
{
// worldmodel can check visibility
- for (i = 0;i < r_refdef.numentities;i++)
+ for (i = 0;i < r_refdef.scene.numentities;i++)
{
- ent = r_refdef.entities[i];
- r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs));
+ ent = r_refdef.scene.entities[i];
+ r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs)) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs));
+
}
- if(r_cullentities_trace.integer)
+ if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
{
- for (i = 0;i < r_refdef.numentities;i++)
+ for (i = 0;i < r_refdef.scene.numentities;i++)
{
- ent = r_refdef.entities[i];
- if(r_viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
+ ent = r_refdef.scene.entities[i];
+ if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
{
- if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.worldmodel, r_view.origin, ent->mins, ent->maxs))
+ if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.scene.worldmodel, r_refdef.view.origin, ent->mins, ent->maxs))
ent->last_trace_visibility = realtime;
if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
- r_viewcache.entityvisible[i] = 0;
+ r_refdef.viewcache.entityvisible[i] = 0;
}
}
}
else
{
// no worldmodel or it can't check visibility
- for (i = 0;i < r_refdef.numentities;i++)
+ for (i = 0;i < r_refdef.scene.numentities;i++)
{
- ent = r_refdef.entities[i];
- r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs);
+ ent = r_refdef.scene.entities[i];
+ r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
}
}
-
- // update entity lighting (even on hidden entities for r_shadows)
- for (i = 0;i < r_refdef.numentities;i++)
- R_UpdateEntityLighting(r_refdef.entities[i]);
}
// only used if skyrendermasked, and normally returns false
return false;
sky = false;
- for (i = 0;i < r_refdef.numentities;i++)
+ for (i = 0;i < r_refdef.scene.numentities;i++)
{
- if (!r_viewcache.entityvisible[i])
+ if (!r_refdef.viewcache.entityvisible[i])
continue;
- ent = r_refdef.entities[i];
+ ent = r_refdef.scene.entities[i];
if (!ent->model || !ent->model->DrawSky)
continue;
ent->model->DrawSky(ent);
if (!r_drawentities.integer)
return;
- for (i = 0;i < r_refdef.numentities;i++)
+ for (i = 0;i < r_refdef.scene.numentities;i++)
{
- if (!r_viewcache.entityvisible[i])
+ if (!r_refdef.viewcache.entityvisible[i])
continue;
- ent = r_refdef.entities[i];
+ ent = r_refdef.scene.entities[i];
r_refdef.stats.entities++;
if (ent->model && ent->model->Draw != NULL)
ent->model->Draw(ent);
if (!r_drawentities.integer)
return;
- for (i = 0;i < r_refdef.numentities;i++)
+ for (i = 0;i < r_refdef.scene.numentities;i++)
{
- if (!r_viewcache.entityvisible[i])
+ if (!r_refdef.viewcache.entityvisible[i])
continue;
- ent = r_refdef.entities[i];
- r_refdef.stats.entities++;
+ ent = r_refdef.scene.entities[i];
if (ent->model && ent->model->DrawDepth != NULL)
ent->model->DrawDepth(ent);
}
}
+static void R_DrawModelsDebug(void)
+{
+ int i;
+ entity_render_t *ent;
+
+ if (!r_drawentities.integer)
+ return;
+
+ for (i = 0;i < r_refdef.scene.numentities;i++)
+ {
+ if (!r_refdef.viewcache.entityvisible[i])
+ continue;
+ ent = r_refdef.scene.entities[i];
+ if (ent->model && ent->model->DrawDebug != NULL)
+ ent->model->DrawDebug(ent);
+ }
+}
+
static void R_DrawModelsAddWaterPlanes(void)
{
int i;
if (!r_drawentities.integer)
return;
- for (i = 0;i < r_refdef.numentities;i++)
+ for (i = 0;i < r_refdef.scene.numentities;i++)
{
- if (!r_viewcache.entityvisible[i])
+ if (!r_refdef.viewcache.entityvisible[i])
continue;
- ent = r_refdef.entities[i];
- r_refdef.stats.entities++;
+ ent = r_refdef.scene.entities[i];
if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
ent->model->DrawAddWaterPlanes(ent);
}
{
int i;
double slopex, slopey;
+ vec3_t forward, left, up, origin;
- // break apart the view matrix into vectors for various purposes
- Matrix4x4_ToVectors(&r_view.matrix, r_view.forward, r_view.left, r_view.up, r_view.origin);
- VectorNegate(r_view.left, r_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_view.frustum[0].normal[0] = 0 - 1.0 / r_view.frustum_x;
- r_view.frustum[0].normal[1] = 0 - 0;
- r_view.frustum[0].normal[2] = -1 - 0;
- r_view.frustum[1].normal[0] = 0 + 1.0 / r_view.frustum_x;
- r_view.frustum[1].normal[1] = 0 + 0;
- r_view.frustum[1].normal[2] = -1 + 0;
- r_view.frustum[2].normal[0] = 0 - 0;
- r_view.frustum[2].normal[1] = 0 - 1.0 / r_view.frustum_y;
- r_view.frustum[2].normal[2] = -1 - 0;
- r_view.frustum[3].normal[0] = 0 + 0;
- r_view.frustum[3].normal[1] = 0 + 1.0 / r_view.frustum_y;
- r_view.frustum[3].normal[2] = -1 + 0;
+ r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
+ r_refdef.view.frustum[0].normal[1] = 0 - 0;
+ r_refdef.view.frustum[0].normal[2] = -1 - 0;
+ r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
+ r_refdef.view.frustum[1].normal[1] = 0 + 0;
+ r_refdef.view.frustum[1].normal[2] = -1 + 0;
+ r_refdef.view.frustum[2].normal[0] = 0 - 0;
+ r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
+ r_refdef.view.frustum[2].normal[2] = -1 - 0;
+ r_refdef.view.frustum[3].normal[0] = 0 + 0;
+ r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
+ r_refdef.view.frustum[3].normal[2] = -1 + 0;
#endif
#if 0
zNear = r_refdef.nearclip;
nudge = 1.0 - 1.0 / (1<<23);
- r_view.frustum[4].normal[0] = 0 - 0;
- r_view.frustum[4].normal[1] = 0 - 0;
- r_view.frustum[4].normal[2] = -1 - -nudge;
- r_view.frustum[4].dist = 0 - -2 * zNear * nudge;
- r_view.frustum[5].normal[0] = 0 + 0;
- r_view.frustum[5].normal[1] = 0 + 0;
- r_view.frustum[5].normal[2] = -1 + -nudge;
- r_view.frustum[5].dist = 0 + -2 * zNear * nudge;
+ r_refdef.view.frustum[4].normal[0] = 0 - 0;
+ r_refdef.view.frustum[4].normal[1] = 0 - 0;
+ r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
+ r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
+ r_refdef.view.frustum[5].normal[0] = 0 + 0;
+ r_refdef.view.frustum[5].normal[1] = 0 + 0;
+ r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
+ r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
#endif
#if 0
- r_view.frustum[0].normal[0] = m[3] - m[0];
- r_view.frustum[0].normal[1] = m[7] - m[4];
- r_view.frustum[0].normal[2] = m[11] - m[8];
- r_view.frustum[0].dist = m[15] - m[12];
-
- r_view.frustum[1].normal[0] = m[3] + m[0];
- r_view.frustum[1].normal[1] = m[7] + m[4];
- r_view.frustum[1].normal[2] = m[11] + m[8];
- r_view.frustum[1].dist = m[15] + m[12];
-
- r_view.frustum[2].normal[0] = m[3] - m[1];
- r_view.frustum[2].normal[1] = m[7] - m[5];
- r_view.frustum[2].normal[2] = m[11] - m[9];
- r_view.frustum[2].dist = m[15] - m[13];
-
- r_view.frustum[3].normal[0] = m[3] + m[1];
- r_view.frustum[3].normal[1] = m[7] + m[5];
- r_view.frustum[3].normal[2] = m[11] + m[9];
- r_view.frustum[3].dist = m[15] + m[13];
-
- r_view.frustum[4].normal[0] = m[3] - m[2];
- r_view.frustum[4].normal[1] = m[7] - m[6];
- r_view.frustum[4].normal[2] = m[11] - m[10];
- r_view.frustum[4].dist = m[15] - m[14];
-
- r_view.frustum[5].normal[0] = m[3] + m[2];
- r_view.frustum[5].normal[1] = m[7] + m[6];
- r_view.frustum[5].normal[2] = m[11] + m[10];
- r_view.frustum[5].dist = m[15] + m[14];
+ r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
+ r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
+ r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
+ r_refdef.view.frustum[0].dist = m[15] - m[12];
+
+ r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
+ r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
+ r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
+ r_refdef.view.frustum[1].dist = m[15] + m[12];
+
+ r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
+ r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
+ r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
+ r_refdef.view.frustum[2].dist = m[15] - m[13];
+
+ r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
+ r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
+ r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
+ r_refdef.view.frustum[3].dist = m[15] + m[13];
+
+ r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
+ r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
+ r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
+ r_refdef.view.frustum[4].dist = m[15] - m[14];
+
+ r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
+ r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
+ r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
+ r_refdef.view.frustum[5].dist = m[15] + m[14];
#endif
-
-
- if (r_view.useperspective)
+ if (r_refdef.view.useperspective)
{
- slopex = 1.0 / r_view.frustum_x;
- slopey = 1.0 / r_view.frustum_y;
- VectorMA(r_view.forward, -slopex, r_view.left, r_view.frustum[0].normal);
- VectorMA(r_view.forward, slopex, r_view.left, r_view.frustum[1].normal);
- VectorMA(r_view.forward, -slopey, r_view.up , r_view.frustum[2].normal);
- VectorMA(r_view.forward, slopey, r_view.up , r_view.frustum[3].normal);
- VectorCopy(r_view.forward, r_view.frustum[4].normal);
+ slopex = 1.0 / r_refdef.view.frustum_x;
+ slopey = 1.0 / r_refdef.view.frustum_y;
+ 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
+ // I couldn't reproduce it after adding those normalizations. --blub
+ VectorNormalize(r_refdef.view.frustum[0].normal);
+ VectorNormalize(r_refdef.view.frustum[1].normal);
+ VectorNormalize(r_refdef.view.frustum[2].normal);
+ 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_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]);
- VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, 1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[1]);
- VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, 1024 * slopey, r_view.up, r_view.frustumcorner[2]);
- VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, 1024 * slopex, r_view.left, 1024 * slopey, r_view.up, r_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_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal);
- r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal);
- r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal);
- r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal);
- r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
+ 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);
+ r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
+ r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
+ r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
}
else
{
- VectorScale(r_view.left, -r_view.ortho_x, r_view.frustum[0].normal);
- VectorScale(r_view.left, r_view.ortho_x, r_view.frustum[1].normal);
- VectorScale(r_view.up, -r_view.ortho_y, r_view.frustum[2].normal);
- VectorScale(r_view.up, r_view.ortho_y, r_view.frustum[3].normal);
- VectorCopy(r_view.forward, r_view.frustum[4].normal);
- r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal) + r_view.ortho_x;
- r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal) + r_view.ortho_x;
- r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal) + r_view.ortho_y;
- r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal) + r_view.ortho_y;
- r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
+ 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;
+ r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
+ r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
}
- r_view.numfrustumplanes = 5;
+ r_refdef.view.numfrustumplanes = 5;
- if (r_view.useclipplane)
+ if (r_refdef.view.useclipplane)
{
- r_view.numfrustumplanes = 6;
- r_view.frustum[5] = r_view.clipplane;
+ r_refdef.view.numfrustumplanes = 6;
+ r_refdef.view.frustum[5] = r_refdef.view.clipplane;
}
- for (i = 0;i < r_view.numfrustumplanes;i++)
- PlaneClassify(r_view.frustum + i);
+ for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
+ PlaneClassify(r_refdef.view.frustum + i);
// LordHavoc: note to all quake engine coders, Quake had a special case
// for 90 degrees which assumed a square view (wrong), so I removed it,
// Quake2 has it disabled as well.
// rotate R_VIEWFORWARD right by FOV_X/2 degrees
- //RotatePointAroundVector( r_view.frustum[0].normal, r_view.up, r_view.forward, -(90 - r_refdef.fov_x / 2));
- //r_view.frustum[0].dist = DotProduct (r_view.origin, frustum[0].normal);
+ //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_view.frustum[1].normal, r_view.up, r_view.forward, (90 - r_refdef.fov_x / 2));
- //r_view.frustum[1].dist = DotProduct (r_view.origin, frustum[1].normal);
+ //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_view.frustum[2].normal, r_view.left, r_view.forward, -(90 - r_refdef.fov_y / 2));
- //r_view.frustum[2].dist = DotProduct (r_view.origin, frustum[2].normal);
+ //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_view.frustum[3].normal, r_view.left, r_view.forward, (90 - r_refdef.fov_y / 2));
- //r_view.frustum[3].dist = DotProduct (r_view.origin, frustum[3].normal);
+ //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_view.forward, r_view.frustum[4].normal);
- //r_view.frustum[4].dist = DotProduct (r_view.origin, frustum[4].normal) + r_nearclip.value;
+ //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_View_Update(void)
{
R_View_SetFrustum();
- R_View_WorldVisibility(r_view.useclipplane);
+ R_View_WorldVisibility(r_refdef.view.useclipplane);
R_View_UpdateEntityVisible();
}
-void R_SetupView(void)
+void R_SetupView(qboolean allowwaterclippingplane)
{
- if (!r_view.useperspective)
- GL_SetupView_Mode_Ortho(-r_view.ortho_x, -r_view.ortho_y, r_view.ortho_x, r_view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
+ if (!r_refdef.view.useperspective)
+ GL_SetupView_Mode_Ortho(-r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
else if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
- GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip);
+ GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip);
else
- GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
+ GL_SetupView_Mode_Perspective(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
- GL_SetupView_Orientation_FromEntity(&r_view.matrix);
+ GL_SetupView_Orientation_FromEntity(&r_refdef.view.matrix);
- if (r_view.useclipplane)
+ if (r_refdef.view.useclipplane && allowwaterclippingplane)
{
// LordHavoc: couldn't figure out how to make this approach the
- vec_t dist = r_view.clipplane.dist - r_glsl_water_clippingplanebias.value;
- vec_t viewdist = DotProduct(r_view.origin, r_view.clipplane.normal);
- if (viewdist < r_view.clipplane.dist + r_glsl_water_clippingplanebias.value)
- dist = r_view.clipplane.dist;
- GL_SetupView_ApplyCustomNearClipPlane(r_view.clipplane.normal[0], r_view.clipplane.normal[1], r_view.clipplane.normal[2], dist);
+ vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
+ vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
+ if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
+ dist = r_refdef.view.clipplane.dist;
+ GL_SetupView_ApplyCustomNearClipPlane(r_refdef.view.clipplane.normal[0], r_refdef.view.clipplane.normal[1], r_refdef.view.clipplane.normal[2], dist);
}
}
void R_ResetViewRendering2D(void)
{
- if (gl_support_fragment_shader)
- {
- qglUseProgramObjectARB(0);CHECKGLERROR
- }
-
DrawQ_Finish();
- // GL is weird because it's bottom to top, r_view.y is top to bottom
- qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
+ // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
+ qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
- GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
+ GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
GL_Color(1, 1, 1, 1);
- GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
+ GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_AlphaTest(false);
GL_ScissorTest(false);
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_view.y is top to bottom
- qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
- R_SetupView();
- GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
- GL_Color(1, 1, 1, 1);
- GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_AlphaTest(false);
- GL_ScissorTest(true);
- GL_DepthMask(true);
- GL_DepthRange(0, 1);
- GL_DepthTest(true);
- R_Mesh_Matrix(&identitymatrix);
- R_Mesh_ResetTextureState();
- GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
- qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
- qglDepthFunc(GL_LEQUAL);CHECKGLERROR
- qglDisable(GL_STENCIL_TEST);CHECKGLERROR
- qglStencilMask(~0);CHECKGLERROR
- qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
- qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
- GL_CullFace(r_view.cullface_back);
-}
-
-/*
- 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 myhvec2 hvec2\n"
-"#define myhvec3 hvec3\n"
-"#define myhvec4 hvec4\n"
-"#else\n"
-"#define myhalf float\n"
-"#define myhvec2 vec2\n"
-"#define myhvec3 vec3\n"
-"#define myhvec4 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;
-" myhvec3 color = myhvec3(texture2D(Texture_Screen, ScreenTexCoord));\n"
-" for (x = -BLUR_X;x <= BLUR_X;x++)
-" color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
-" color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
-" color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
-" color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
+{
+ DrawQ_Finish();
-" gl_FragColor = vec4(color);\n"
-"}\n"
-"\n"
-"#endif // FRAGMENT_SHADER\n"
-*/
+ // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
+ qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
+ R_SetupView(true);
+ GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
+ GL_Color(1, 1, 1, 1);
+ GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_AlphaTest(false);
+ GL_ScissorTest(true);
+ GL_DepthMask(true);
+ GL_DepthRange(0, 1);
+ GL_DepthTest(true);
+ R_Mesh_Matrix(&identitymatrix);
+ R_Mesh_ResetTextureState();
+ GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
+ qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
+ qglDepthFunc(GL_LEQUAL);CHECKGLERROR
+ qglDisable(GL_STENCIL_TEST);CHECKGLERROR
+ qglStencilMask(~0);CHECKGLERROR
+ qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
+ qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
+ GL_CullFace(r_refdef.view.cullface_back);
+ R_SetupGenericShader(true);
+}
void R_RenderScene(qboolean addwaterplanes);
static void R_Water_StartFrame(void)
{
int i;
- int texturewidth, textureheight;
+ int waterwidth, waterheight, texturewidth, textureheight;
r_waterstate_waterplane_t *p;
- r_waterstate.maxwaterplanes = 0;
-
// set waterwidth and waterheight to the water resolution that will be
// used (often less than the screen resolution for faster rendering)
- r_waterstate.waterwidth = (int)bound(1, r_view.width * r_glsl_water_resolutionmultiplier.value, r_view.width);
- r_waterstate.waterheight = (int)bound(1, r_view.height * r_glsl_water_resolutionmultiplier.value, r_view.height);
+ waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
+ waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
// calculate desired texture sizes
- if (gl_support_arb_texture_non_power_of_two)
+ // can't use water if the card does not support the texture size
+ if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
+ texturewidth = textureheight = waterwidth = waterheight = 0;
+ else if (gl_support_arb_texture_non_power_of_two)
{
- texturewidth = r_waterstate.waterwidth;
- textureheight = r_waterstate.waterheight;
+ texturewidth = waterwidth;
+ textureheight = waterheight;
}
else
{
- for (texturewidth = 1;texturewidth < r_waterstate.waterwidth ;texturewidth *= 2);
- for (textureheight = 1;textureheight < r_waterstate.waterheight;textureheight *= 2);
+ for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
+ for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
}
- if (!r_glsl_water.integer)
- texturewidth = textureheight = 0;
-
// allocate textures as needed
- if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
+ if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
{
+ r_waterstate.maxwaterplanes = MAX_WATERPLANES;
for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
{
if (p->texture_refraction)
R_FreeTexture(p->texture_reflection);
p->texture_reflection = NULL;
}
+ memset(&r_waterstate, 0, sizeof(r_waterstate));
+ r_waterstate.waterwidth = waterwidth;
+ r_waterstate.waterheight = waterheight;
r_waterstate.texturewidth = texturewidth;
r_waterstate.textureheight = textureheight;
}
- if ((!texturewidth && !textureheight) || texturewidth > gl_max_texture_size || textureheight > gl_max_texture_size)
+ if (r_waterstate.waterwidth)
{
- // can't use water if the parameters are too weird
- // can't use water if the card does not support the texture size
- memset(&r_waterstate, 0, sizeof(r_waterstate));
- return;
- }
+ r_waterstate.enabled = true;
- r_waterstate.enabled = true;
+ // set up variables that will be used in shader setup
+ r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
+ r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
+ r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
+ r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
+ }
r_waterstate.maxwaterplanes = MAX_WATERPLANES;
-
- // set up variables that will be used in shader setup
- r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
- r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
- r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
- r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
+ r_waterstate.numwaterplanes = 0;
}
static void R_Water_AddWaterPlane(msurface_t *surface)
const int *e;
vec3_t vert[3];
vec3_t normal;
+ vec3_t center;
r_waterstate_waterplane_t *p;
// just use the first triangle with a valid normal for any decisions
VectorClear(normal);
if (VectorLength2(normal) >= 0.001)
break;
}
+
+ // find a matching plane if there is one
for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
- {
if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
- {
- p->materialflags |= surface->texture->currentframe->currentmaterialflags;
break;
- }
- }
- // if this triangle does not fit any known plane rendered this frame, render textures for it
- if (planeindex >= r_waterstate.numwaterplanes && planeindex < r_waterstate.maxwaterplanes)
+ if (planeindex >= r_waterstate.maxwaterplanes)
+ return; // nothing we can do, out of planes
+
+ // if this triangle does not fit any known plane rendered this frame, add one
+ if (planeindex >= r_waterstate.numwaterplanes)
{
// store the new plane
r_waterstate.numwaterplanes++;
p->plane.dist = DotProduct(vert[0], p->plane.normal);
PlaneClassify(&p->plane);
// flip the plane if it does not face the viewer
- if (PlaneDiff(r_view.origin, &p->plane) < 0)
+ if (PlaneDiff(r_refdef.view.origin, &p->plane) < 0)
{
VectorNegate(p->plane.normal, p->plane.normal);
p->plane.dist *= -1;
PlaneClassify(&p->plane);
}
- p->materialflags = surface->texture->currentframe->currentmaterialflags;
+ // clear materialflags and pvs
+ p->materialflags = 0;
+ p->pvsvalid = false;
+ }
+ // merge this surface's materialflags into the waterplane
+ p->materialflags |= surface->texture->currentframe->currentmaterialflags;
+ // merge this surface's PVS into the waterplane
+ VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
+ if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
+ && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
+ {
+ r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
+ p->pvsvalid = true;
}
}
static void R_Water_ProcessPlanes(void)
{
- r_view_t originalview;
+ r_refdef_view_t originalview;
int planeindex;
r_waterstate_waterplane_t *p;
+ originalview = r_refdef.view;
+
+ // make sure enough textures are allocated
+ for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
+ {
+ if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
+ {
+ if (!p->texture_refraction)
+ p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
+ if (!p->texture_refraction)
+ goto error;
+ }
+
+ if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
+ {
+ if (!p->texture_reflection)
+ p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
+ if (!p->texture_reflection)
+ goto error;
+ }
+ }
+
+ // render views
for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
{
- if (!p->texture_refraction && (p->materialflags & MATERIALFLAG_WATERSHADER))
- p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
- if (!p->texture_reflection && (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
- p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
-
- originalview = r_view;
- r_view.showdebug = false;
- r_view.width = r_waterstate.waterwidth;
- r_view.height = r_waterstate.waterheight;
- r_view.useclipplane = true;
-
- r_view.clipplane = p->plane;
- VectorNegate(r_view.clipplane.normal, r_view.clipplane.normal);
- r_view.clipplane.dist = -r_view.clipplane.dist;
- PlaneClassify(&r_view.clipplane);
+ r_refdef.view.showdebug = false;
+ r_refdef.view.width = r_waterstate.waterwidth;
+ r_refdef.view.height = r_waterstate.waterheight;
+ r_refdef.view.useclipplane = true;
r_waterstate.renderingscene = true;
+
// render the normal view scene and copy into texture
// (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted)
- if (p->materialflags & MATERIALFLAG_WATERSHADER)
+ if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
{
+ r_refdef.view.clipplane = p->plane;
+ VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
+ r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
+ PlaneClassify(&r_refdef.view.clipplane);
+
R_RenderScene(false);
// copy view into the screen texture
R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
GL_ActiveTexture(0);
CHECKGLERROR
- qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);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
}
- // render reflected scene and copy into texture
- Matrix4x4_Reflect(&r_view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
- r_view.clipplane = p->plane;
- // reverse the cullface settings for this render
- r_view.cullface_front = GL_FRONT;
- r_view.cullface_back = GL_BACK;
+ if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
+ {
+ // 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_refdef.view.cullface_back = GL_BACK;
+ if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
+ {
+ r_refdef.view.usecustompvs = true;
+ if (p->pvsvalid)
+ memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
+ else
+ memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
+ }
- R_ResetViewRendering3D();
- R_ClearScreen();
+ R_ResetViewRendering3D();
+ R_ClearScreen(r_refdef.fogenabled);
+ if (r_timereport_active)
+ R_TimeReport("viewclear");
- R_RenderScene(false);
+ R_RenderScene(false);
- R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
- GL_ActiveTexture(0);
- CHECKGLERROR
- qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
+ R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
+ 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_ResetViewRendering3D();
- R_ClearScreen();
+ R_ResetViewRendering3D();
+ R_ClearScreen(r_refdef.fogenabled);
+ if (r_timereport_active)
+ R_TimeReport("viewclear");
+ }
- r_view = originalview;
+ r_refdef.view = originalview;
+ r_refdef.view.clear = true;
r_waterstate.renderingscene = false;
}
+ return;
+error:
+ r_refdef.view = originalview;
+ r_waterstate.renderingscene = false;
+ Cvar_SetValueQuick(&r_water, 0);
+ Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
+ return;
}
void R_Bloom_StartFrame(void)
// set bloomwidth and bloomheight to the bloom resolution that will be
// used (often less than the screen resolution for faster rendering)
- r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_view.width);
- r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_view.height / r_view.width;
- r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_view.height);
+ 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)
{
- screentexturewidth = r_view.width;
- screentextureheight = r_view.height;
+ screentexturewidth = r_refdef.view.width;
+ screentextureheight = r_refdef.view.height;
bloomtexturewidth = r_bloomstate.bloomwidth;
bloomtextureheight = r_bloomstate.bloomheight;
}
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)
r_bloomstate.screentexturewidth = screentexturewidth;
r_bloomstate.screentextureheight = screentextureheight;
if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
- r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
+ r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
}
if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
{
r_bloomstate.bloomtexturewidth = bloomtexturewidth;
r_bloomstate.bloomtextureheight = bloomtextureheight;
if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
- r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
+ r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
}
// 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_view.height / (float)r_bloomstate.screentextureheight;
- r_bloomstate.screentexcoord2f[2] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
- r_bloomstate.screentexcoord2f[3] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
- r_bloomstate.screentexcoord2f[4] = (float)r_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_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
- r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
-
- // now scale it down to the bloom texture size
+ // scale down screen texture to the bloom texture size
CHECKGLERROR
- qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);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_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
GL_ActiveTexture(0);
CHECKGLERROR
- qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
+ qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
}
R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
GL_ActiveTexture(0);
CHECKGLERROR
- qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
- r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
+ 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;
}
void R_Bloom_MakeTexture(void)
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
- qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
+ qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
{
// copy the vertically blurred bloom view to a texture
GL_ActiveTexture(0);
CHECKGLERROR
- qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
+ qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
}
// copy the vertically blurred bloom view to a texture
GL_ActiveTexture(0);
CHECKGLERROR
- qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
+ qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
}
R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
GL_ActiveTexture(0);
CHECKGLERROR
- qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
+ qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
}
}
void R_HDR_RenderBloomTexture(void)
{
int oldwidth, oldheight;
+ float oldcolorscale;
- oldwidth = r_view.width;
- oldheight = r_view.height;
- r_view.width = r_bloomstate.bloomwidth;
- r_view.height = r_bloomstate.bloomheight;
+ oldcolorscale = r_refdef.view.colorscale;
+ oldwidth = r_refdef.view.width;
+ oldheight = r_refdef.view.height;
+ r_refdef.view.width = r_bloomstate.bloomwidth;
+ r_refdef.view.height = r_bloomstate.bloomheight;
// TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
// TODO: add exposure compensation features
// TODO: add fp16 framebuffer support
- r_view.showdebug = false;
- r_view.colorscale = r_bloom_colorscale.value * r_hdr_scenebrightness.value;
- if (r_hdr.integer)
- r_view.colorscale /= r_hdr_range.value;
+ r_refdef.view.showdebug = false;
+ r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
+
+ R_ClearScreen(r_refdef.fogenabled);
+ if (r_timereport_active)
+ R_TimeReport("HDRclear");
+
r_waterstate.numwaterplanes = 0;
R_RenderScene(r_waterstate.enabled);
- r_view.showdebug = true;
+ r_refdef.view.showdebug = true;
R_ResetViewRendering2D();
R_Bloom_CopyHDRTexture();
R_Bloom_MakeTexture();
+ // restore the view settings
+ r_refdef.view.width = oldwidth;
+ r_refdef.view.height = oldheight;
+ r_refdef.view.colorscale = oldcolorscale;
+
R_ResetViewRendering3D();
- R_ClearScreen();
+ R_ClearScreen(r_refdef.fogenabled);
if (r_timereport_active)
- R_TimeReport("clear");
-
-
- // restore the view settings
- r_view.width = oldwidth;
- r_view.height = oldheight;
+ R_TimeReport("viewclear");
}
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_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
- r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
+ 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_view.width * r_view.height;
+ r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
// now blend on the bloom texture
GL_BlendFunc(GL_ONE, GL_ONE);
R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
}
R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
- r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
+ r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
}
if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
{
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);
matrix4x4_t r_waterscrollmatrix;
+void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
+{
+ if (r_refdef.fog_density)
+ {
+ r_refdef.fogcolor[0] = r_refdef.fog_red;
+ r_refdef.fogcolor[1] = r_refdef.fog_green;
+ r_refdef.fogcolor[2] = r_refdef.fog_blue;
+
+ {
+ vec3_t fogvec;
+ VectorCopy(r_refdef.fogcolor, fogvec);
+ if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
+ {
+ // color.rgb /= ((ContrastBoost - 1) * color.rgb + 1);
+ fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
+ fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
+ fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
+ }
+ // color.rgb *= ContrastBoost * SceneBrightness;
+ VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
+ r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
+ r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
+ r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
+ }
+ }
+}
+
void R_UpdateVariables(void)
{
R_Textures_Frame();
r_refdef.farclip = 4096;
- if (r_refdef.worldmodel)
- r_refdef.farclip += VectorDistance(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs);
+ if (r_refdef.scene.worldmodel)
+ r_refdef.farclip += VectorDistance(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
r_refdef.fog_red = gl_fogred.value;
r_refdef.fog_green = gl_foggreen.value;
r_refdef.fog_blue = gl_fogblue.value;
+ r_refdef.fog_alpha = 1;
+ r_refdef.fog_start = 0;
+ r_refdef.fog_end = gl_skyclip.value;
}
else if (r_refdef.oldgl_fogenable)
{
r_refdef.fog_red = 0;
r_refdef.fog_green = 0;
r_refdef.fog_blue = 0;
+ r_refdef.fog_alpha = 0;
+ r_refdef.fog_start = 0;
+ r_refdef.fog_end = 0;
}
}
- if (r_refdef.fog_density)
- {
- r_refdef.fogcolor[0] = bound(0.0f, r_refdef.fog_red , 1.0f);
- r_refdef.fogcolor[1] = bound(0.0f, r_refdef.fog_green, 1.0f);
- r_refdef.fogcolor[2] = bound(0.0f, r_refdef.fog_blue , 1.0f);
- }
+
+ r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
+ r_refdef.fog_start = max(0, r_refdef.fog_start);
+ r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
+
+ // R_UpdateFogColor(); // why? R_RenderScene does it anyway
+
if (r_refdef.fog_density)
{
r_refdef.fogenabled = true;
// this is the point where the fog reaches 0.9986 alpha, which we
// consider a good enough cutoff point for the texture
// (0.9986 * 256 == 255.6)
- r_refdef.fogrange = 400 / r_refdef.fog_density;
+ if (r_fog_exp2.integer)
+ r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
+ else
+ r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
+ r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
// fog color was already set
+ // update the fog texture
+ if (r_refdef.fogmasktable_start != r_refdef.fog_start || r_refdef.fogmasktable_alpha != r_refdef.fog_alpha || r_refdef.fogmasktable_density != r_refdef.fog_density || r_refdef.fogmasktable_range != r_refdef.fogrange)
+ R_BuildFogTexture();
}
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 ];
+ }
}
/*
*/
void R_RenderView(void)
{
- if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
+ if (!r_refdef.scene.entities/* || !r_refdef.scene.worldmodel*/)
return; //Host_Error ("R_RenderView: NULL worldmodel");
+ 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();
CHECKGLERROR
if (r_timereport_active)
- R_TimeReport("setup");
+ R_TimeReport("viewsetup");
R_ResetViewRendering3D();
- R_ClearScreen();
- if (r_timereport_active)
- R_TimeReport("clear");
+ if (r_refdef.view.clear || r_refdef.fogenabled)
+ {
+ R_ClearScreen(r_refdef.fogenabled);
+ if (r_timereport_active)
+ R_TimeReport("viewclear");
+ }
+ r_refdef.view.clear = true;
- r_view.showdebug = true;
+ r_refdef.view.showdebug = true;
// this produces a bloom texture to be used in R_BlendView() later
if (r_hdr.integer)
R_HDR_RenderBloomTexture();
- r_view.colorscale = r_hdr_scenebrightness.value;
r_waterstate.numwaterplanes = 0;
R_RenderScene(r_waterstate.enabled);
static void R_DrawEntityBBoxes(void);
void R_RenderScene(qboolean addwaterplanes)
{
+ r_refdef.stats.renders++;
+
+ R_UpdateFogColor();
+
if (addwaterplanes)
{
R_ResetViewRendering3D();
R_View_Update();
if (r_timereport_active)
- R_TimeReport("watervisibility");
+ R_TimeReport("watervis");
- if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawAddWaterPlanes)
+ if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
{
- r_refdef.worldmodel->DrawAddWaterPlanes(r_refdef.worldentity);
+ r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
if (r_timereport_active)
R_TimeReport("waterworld");
}
// don't let sound skip if going slow
- if (r_refdef.extraupdate)
+ if (r_refdef.scene.extraupdate)
S_ExtraUpdate ();
R_DrawModelsAddWaterPlanes();
R_ResetViewRendering3D();
// don't let sound skip if going slow
- if (r_refdef.extraupdate)
+ if (r_refdef.scene.extraupdate)
S_ExtraUpdate ();
R_MeshQueue_BeginScene();
if (r_timereport_active)
R_TimeReport("visibility");
- Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
+ Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.scene.time) * 0.025 * r_waterscroll.value, sin(r_refdef.scene.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
if (cl.csqc_vidvars.drawworld)
{
// don't let sound skip if going slow
- if (r_refdef.extraupdate)
+ if (r_refdef.scene.extraupdate)
S_ExtraUpdate ();
- if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
+ if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
{
- r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
+ r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
if (r_timereport_active)
R_TimeReport("worldsky");
}
R_TimeReport("bmodelsky");
}
- if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawDepth)
+ if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
{
- r_refdef.worldmodel->DrawDepth(r_refdef.worldentity);
+ r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
if (r_timereport_active)
R_TimeReport("worlddepth");
}
R_TimeReport("modeldepth");
}
- if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->Draw)
+ if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
{
- r_refdef.worldmodel->Draw(r_refdef.worldentity);
+ r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
if (r_timereport_active)
R_TimeReport("world");
}
// don't let sound skip if going slow
- if (r_refdef.extraupdate)
+ if (r_refdef.scene.extraupdate)
S_ExtraUpdate ();
R_DrawModels();
R_TimeReport("models");
// don't let sound skip if going slow
- if (r_refdef.extraupdate)
+ if (r_refdef.scene.extraupdate)
S_ExtraUpdate ();
if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
R_ResetViewRendering3D();
// don't let sound skip if going slow
- if (r_refdef.extraupdate)
+ if (r_refdef.scene.extraupdate)
S_ExtraUpdate ();
}
R_TimeReport("rtlights");
// don't let sound skip if going slow
- if (r_refdef.extraupdate)
+ if (r_refdef.scene.extraupdate)
S_ExtraUpdate ();
if (cl.csqc_vidvars.drawworld)
if (r_timereport_active)
R_TimeReport("lightning");
+ R_DrawDecals();
+ if (r_timereport_active)
+ R_TimeReport("decals");
+
R_DrawParticles();
if (r_timereport_active)
R_TimeReport("particles");
R_TimeReport("explosions");
}
- if (gl_support_fragment_shader)
- {
- qglUseProgramObjectARB(0);CHECKGLERROR
- }
+ R_SetupGenericShader(true);
VM_CL_AddPolygonsToMeshQueue();
- if (r_view.showdebug)
+ if (r_refdef.view.showdebug)
{
if (cl_locs_show.integer)
{
}
}
- 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)
+ 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))
{
- qglUseProgramObjectARB(0);CHECKGLERROR
+ r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
+ if (r_timereport_active)
+ R_TimeReport("worlddebug");
+ R_DrawModelsDebug();
+ if (r_timereport_active)
+ R_TimeReport("modeldebug");
}
+ R_SetupGenericShader(true);
+
if (cl.csqc_vidvars.drawworld)
{
R_DrawCoronas();
}
// don't let sound skip if going slow
- if (r_refdef.extraupdate)
+ if (r_refdef.scene.extraupdate)
S_ExtraUpdate ();
R_ResetViewRendering2D();
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++)
{
color[3] *= r_showbboxes.value;
color[3] = bound(0, color[3], 1);
GL_DepthTest(!r_showdisabledepthtest.integer);
- GL_CullFace(r_view.cullface_front);
+ GL_CullFace(r_refdef.view.cullface_front);
R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
}
SV_VM_End();
GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
- GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_view.cullface_back);
+ 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)
{
vec3_t org;
Matrix4x4_OriginFromMatrix(&ent->matrix, org);
//if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
- R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
+ R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
//else
// R_DrawNoModelCallback(ent, 0);
}
VectorSubtract (org2, org1, normal);
// calculate 'right' vector for start
- VectorSubtract (r_view.origin, org1, diff);
+ VectorSubtract (r_refdef.view.origin, org1, diff);
CrossProduct (normal, diff, right1);
VectorNormalize (right1);
// calculate 'right' vector for end
- VectorSubtract (r_view.origin, org2, diff);
+ VectorSubtract (r_refdef.view.origin, org2, diff);
CrossProduct (normal, diff, right2);
VectorNormalize (right2);
float fog = 1.0f;
float vertex3f[12];
- if (r_refdef.fogenabled)
+ if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
fog = FogPoint_World(origin);
R_Mesh_Matrix(&identitymatrix);
{
scalex1 = -scalex1;
scalex2 = -scalex2;
- GL_CullFace(r_view.cullface_front);
+ GL_CullFace(r_refdef.view.cullface_front);
}
else
- GL_CullFace(r_view.cullface_back);
+ 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_view.colorscale > 1
- GL_Color(cr * fog * r_view.colorscale, cg * fog * r_view.colorscale, cb * fog * r_view.colorscale, ca);
+ // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
+ GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
R_Mesh_TexBind(0, R_GetTexture(fogtexture));
GL_BlendFunc(blendfunc1, GL_ONE);
fog = 1 - fog;
- GL_Color(r_refdef.fogcolor[0] * fog * r_view.colorscale, r_refdef.fogcolor[1] * fog * r_view.colorscale, r_refdef.fogcolor[2] * fog * r_view.colorscale, ca);
+ GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
}
}
}
}
-static void R_DrawCollisionBrush(const colbrushf_t *brush)
-{
- int i;
- R_Mesh_VertexPointer(brush->points->v, 0, 0);
- i = (int)(((size_t)brush) / sizeof(colbrushf_t));
- GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f);
- GL_LockArrays(0, brush->numpoints);
- R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements, 0, 0);
- GL_LockArrays(0, 0);
-}
-
-static void R_DrawCollisionSurface(const entity_render_t *ent, const msurface_t *surface)
-{
- int i;
- if (!surface->num_collisiontriangles)
- return;
- R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
- i = (int)(((size_t)surface) / sizeof(msurface_t));
- GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f);
- GL_LockArrays(0, surface->num_collisionvertices);
- R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
- GL_LockArrays(0, 0);
-}
-
static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, const matrix4x4_t *matrix, float r, float g, float b, float a)
{
texturelayer_t *layer;
layer->blendfunc2 = blendfunc2;
layer->texture = texture;
layer->texmatrix = *matrix;
- layer->color[0] = r * r_view.colorscale;
- layer->color[1] = g * r_view.colorscale;
- layer->color[2] = b * r_view.colorscale;
+ layer->color[0] = r * r_refdef.view.colorscale;
+ layer->color[1] = g * r_refdef.view.colorscale;
+ layer->color[2] = b * r_refdef.view.colorscale;
layer->color[3] = a;
}
static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
{
double index, f;
- index = parms[2] + r_refdef.time * parms[3];
+ index = parms[2] + r_refdef.scene.time * parms[3];
index -= floor(index);
switch (func)
{
if (model->skinscenes)
{
if (model->skinscenes[s].framecount > 1)
- s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
+ s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
else
s = model->skinscenes[s].firstframe;
}
// use an alternate animation if the entity's frame is not 0,
// and only if the texture has an alternate animation
if (ent->frame2 != 0 && t->anim_total[1])
- t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[1]) : 0];
+ t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
else
- t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[0]) : 0];
+ t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
}
texture->currentframe = t;
}
if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
{
t->currentalpha *= r_wateralpha.value;
+ /*
+ * FIXME what is this supposed to do?
// if rendering refraction/reflection, disable transparency
if (r_waterstate.enabled && (t->currentalpha < 1 || (t->currentmaterialflags & MATERIALFLAG_ALPHA)))
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_FULLBRIGHT;
+ else if (rsurface.modeltexcoordlightmap2f == NULL)
+ {
+ // pick a model lighting mode
+ if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
+ t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
+ else
+ t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
+ }
if (ent->effects & EF_ADDITIVE)
t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
else if (t->currentalpha < 1)
t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
if (ent->flags & RENDER_VIEWMODEL)
t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
- if (t->backgroundnumskinframes && !(t->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
+ if (t->backgroundnumskinframes)
t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
- if (t->currentmaterialflags & MATERIALFLAG_WATERSHADER)
- t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_CUSTOMBLEND);
+ if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
+ {
+ if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
+ t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
+ }
+ else
+ t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
+
+ // there is no tcmod
+ if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
+ t->currenttexmatrix = r_waterscrollmatrix;
- for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && (tcmod->tcmod || i < 1);i++, tcmod++)
+ for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
{
matrix4x4_t matrix;
switch(tcmod->tcmod)
break;
case Q3TCMOD_ROTATE:
Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
- Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.time, 0, 0, 1);
+ Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
break;
case Q3TCMOD_SCALE:
Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
break;
case Q3TCMOD_SCROLL:
- Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.time, tcmod->parms[1] * r_refdef.time, 0);
+ Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
break;
case Q3TCMOD_STRETCH:
f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
- t->glosstexture = r_texture_white;
+ t->glosstexture = r_texture_black;
t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
- t->backgroundglosstexture = r_texture_white;
+ t->backgroundglosstexture = r_texture_black;
t->specularpower = r_shadow_glossexponent.value;
// TODO: store reference values for these in the texture?
t->specularscale = 0;
}
}
else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
+ {
+ t->glosstexture = r_texture_white;
+ t->backgroundglosstexture = r_texture_white;
t->specularscale = r_shadow_gloss2intensity.value;
+ }
}
// 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;
}
- t->currentpolygonfactor = r_refdef.polygonfactor + t->basepolygonfactor;
- t->currentpolygonoffset = r_refdef.polygonoffset + t->basepolygonoffset;
- // submodels are biased to avoid z-fighting with world surfaces that they
- // may be exactly overlapping (avoids z-fighting artifacts on certain
- // doors and things in Quake maps)
- if (ent->model->brush.submodel)
- {
- t->currentpolygonfactor += r_polygonoffset_submodel_factor.value;
- t->currentpolygonoffset += r_polygonoffset_submodel_offset.value;
- }
-
+ Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
VectorClear(t->dlightcolor);
t->currentnumlayers = 0;
if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
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, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
+ 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] * ent->colormod[0], ent->colormap_pantscolor[1] * ent->colormod[1], ent->colormap_pantscolor[2] * ent->colormod[2], t->currentalpha);
+ 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)
- R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0], ent->colormap_shirtcolor[1] * ent->colormod[1], ent->colormap_shirtcolor[2] * ent->colormod[2], t->currentalpha);
+ R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
}
else
{
+ vec3_t ambientcolor;
float colorscale;
// set the color tint used for lights affecting this surface
- VectorSet(t->dlightcolor, ent->colormod[0] * t->currentalpha, ent->colormod[1] * t->currentalpha, ent->colormod[2] * t->currentalpha);
+ VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
colorscale = 2;
// q3bsp has no lightmap updates, so the lightstylevalue that
// would normally be baked into the lightmap must be
// applied to the color
// FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
if (ent->model->type == mod_brushq3)
- colorscale *= r_refdef.lightstylevalue[0] * (1.0f / 256.0f);
+ colorscale *= r_refdef.scene.rtlightstylevalue[0];
colorscale *= r_refdef.lightmapintensity;
- R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha);
- if (r_ambient.value >= (1.0f/64.0f))
- R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
+ 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, 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] * ent->colormod[0] * colorscale, ent->colormap_pantscolor[1] * ent->colormod[1] * colorscale, ent->colormap_pantscolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
- if (r_ambient.value >= (1.0f/64.0f))
- R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
- }
+ 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]);
if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
+ R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[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_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * colorscale, ent->colormap_shirtcolor[1] * ent->colormod[1] * colorscale, ent->colormap_shirtcolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
- if (r_ambient.value >= (1.0f/64.0f))
- R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
+ 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)
- 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->currentalpha);
+ 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))
{
// if this is opaque use alpha blend which will darken the earlier
// were darkened by fog already, and we should not add fog color
// (because the background was not darkened, there is no fog color
// that was lost behind it).
- R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->currentalpha);
+ R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0] / r_refdef.view.colorscale, r_refdef.fogcolor[1] / r_refdef.view.colorscale, r_refdef.fogcolor[2] / r_refdef.view.colorscale, t->lightmapcolor[3]);
}
}
}
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.worldmodel;
- RSurf_CleanUp();
+ model_t *model = r_refdef.scene.worldmodel;
if (rsurface.array_size < model->surfmesh.num_vertices)
R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
rsurface.matrix = identitymatrix;
rsurface.inversematrix = identitymatrix;
R_Mesh_Matrix(&identitymatrix);
- VectorCopy(r_view.origin, rsurface.modelorg);
+ VectorCopy(r_refdef.view.origin, rsurface.modelorg);
VectorSet(rsurface.modellight_ambient, 0, 0, 0);
VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
rsurface.frameblend[2].lerp = 0;
rsurface.frameblend[3].frame = 0;
rsurface.frameblend[3].lerp = 0;
+ rsurface.basepolygonfactor = r_refdef.polygonfactor;
+ rsurface.basepolygonoffset = r_refdef.polygonoffset;
rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
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;
rsurface.inversematrix = ent->inversematrix;
R_Mesh_Matrix(&rsurface.matrix);
- Matrix4x4_Transform(&rsurface.inversematrix, r_view.origin, rsurface.modelorg);
- VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
+ Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
+ rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
+ rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
+ rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
+ rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
+ rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
+ rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
rsurface.frameblend[1] = ent->frameblend[1];
rsurface.frameblend[2] = ent->frameblend[2];
rsurface.frameblend[3] = ent->frameblend[3];
+ rsurface.basepolygonfactor = r_refdef.polygonfactor;
+ rsurface.basepolygonoffset = r_refdef.polygonoffset;
+ if (ent->model->brush.submodel)
+ {
+ rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
+ rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
+ }
if (model->surfmesh.isanimated && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
{
if (wanttangents)
case Q3DEFORM_NONE:
break;
case Q3DEFORM_AUTOSPRITE:
- Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward);
- Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright);
- Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup);
+ Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
+ Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
+ Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
VectorNormalize(newforward);
VectorNormalize(newright);
VectorNormalize(newup);
rsurface.normal3f_bufferoffset = 0;
break;
case Q3DEFORM_AUTOSPRITE2:
- Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward);
- Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright);
- Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup);
+ Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
+ Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
+ Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
VectorNormalize(newforward);
VectorNormalize(newright);
VectorNormalize(newup);
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);
VectorNormalize(up);
// calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
//VectorSubtract(rsurface.modelorg, center, forward);
- Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, forward);
+ Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
VectorNegate(forward, forward);
VectorReflect(forward, 0, up, forward);
VectorNormalize(forward);
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);
float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
- normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
- normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
- normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
+ normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
+ normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
+ normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
VectorNormalize(normal);
}
Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
for (j = 0;j < surface->num_vertices;j++)
{
- scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.time * deform->parms[2])) * deform->parms[1];
+ scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
}
}
if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
{
amplitude = rsurface.texture->tcmods[0].parms[1];
- animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.time * rsurface.texture->tcmods[0].parms[3];
+ animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
for (j = 0;j < surface->num_triangles;j++)
{
- float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_view.colorscale;
+ float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
GL_Color(f, f, f, 1);
R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface.modelelement3i + 3 * (j + surface->num_firsttriangle)), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * (j + surface->num_firsttriangle)));
}
{
const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
int k = (int)(((size_t)surface) / sizeof(msurface_t));
- GL_Color((k & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_view.colorscale, 1);
+ GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
}
if (surface->lightmapinfo->samples)
{
const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
- float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
+ float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
VectorScale(lm, scale, c);
if (surface->lightmapinfo->styles[1] != 255)
{
int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
lm += size3;
- scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
+ scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
VectorMA(c, scale, lm, c);
if (surface->lightmapinfo->styles[2] != 255)
{
lm += size3;
- scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
+ scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
VectorMA(c, scale, lm, c);
if (surface->lightmapinfo->styles[3] != 255)
{
lm += size3;
- scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
+ scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
VectorMA(c, scale, lm, c);
}
}
// TODO: optimize
// model lighting
VectorCopy(rsurface.modellight_lightdir, lightdir);
- ambientcolor[0] = rsurface.modellight_ambient[0] * r * 0.5f;
- ambientcolor[1] = rsurface.modellight_ambient[1] * g * 0.5f;
- ambientcolor[2] = rsurface.modellight_ambient[2] * b * 0.5f;
- diffusecolor[0] = rsurface.modellight_diffuse[0] * r * 0.5f;
- diffusecolor[1] = rsurface.modellight_diffuse[1] * g * 0.5f;
- diffusecolor[2] = rsurface.modellight_diffuse[2] * b * 0.5f;
+ f = 0.5f * r_refdef.lightmapintensity;
+ ambientcolor[0] = rsurface.modellight_ambient[0] * r * f;
+ ambientcolor[1] = rsurface.modellight_ambient[1] * g * f;
+ ambientcolor[2] = rsurface.modellight_ambient[2] * b * f;
+ diffusecolor[0] = rsurface.modellight_diffuse[0] * r * f;
+ diffusecolor[1] = rsurface.modellight_diffuse[1] * g * f;
+ diffusecolor[2] = rsurface.modellight_diffuse[2] * b * f;
if (VectorLength2(diffusecolor) > 0)
{
// generate color arrays for the surfaces in this list
RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
}
-static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
+void RSurf_SetupDepthAndCulling(void)
{
+ // submodels are biased to avoid z-fighting with world surfaces that they
+ // may be exactly overlapping (avoids z-fighting artifacts on certain
+ // doors and things in Quake maps)
GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
- GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
+ GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
- GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
- 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);
+ GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
}
static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
{
// transparent sky would be ridiculous
- if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
+ 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;
+ // we have to force off the water clipping plane while rendering sky
+ R_SetupView(false);
R_Sky();
+ R_SetupView(true);
// restore entity matrix
R_Mesh_Matrix(&rsurface.matrix);
}
- GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
- GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
- GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
- GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
+ RSurf_SetupDepthAndCulling();
GL_DepthMask(true);
// LordHavoc: HalfLife maps have freaky skypolys so don't use
// skymasking on them, and Quake3 never did sky masking (unlike
// in Quake3 maps as it causes problems with q3map2 sky tricks,
// and skymasking also looks very bad when noclipping outside the
// level, so don't use it then either.
- if (r_refdef.worldmodel && r_refdef.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_viewcache.world_novis)
+ if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
{
- GL_Color(r_refdef.fogcolor[0] * r_view.colorscale, r_refdef.fogcolor[1] * r_view.colorscale, r_refdef.fogcolor[2] * r_view.colorscale, 1);
+ GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
R_Mesh_ColorPointer(NULL, 0, 0);
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);
}
RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
if (skyrendermasked)
- GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
+ 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 (rsurface.mode != RSURFMODE_GLSL)
+ if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
+ return;
+
+ 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_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
+ R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
+ if (rsurface.texture->backgroundcurrentskinframe)
+ {
+ R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
+ R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
+ R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
+ R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
+ }
+ R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
+ R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
+ R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
+ if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
+ R_Mesh_ColorPointer(NULL, 0, 0);
+ else
+ R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
+
+ if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
{
- rsurface.mode = RSURFMODE_GLSL;
- R_Mesh_ResetTextureState();
+ // render background
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_AlphaTest(false);
+
+ GL_Color(1, 1, 1, 1);
+ R_Mesh_ColorPointer(NULL, 0, 0);
+
+ R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
+ if (r_glsl_permutation)
+ {
+ RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
+ R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
+ R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
+ R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
+ R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
+ 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);
+ if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
+ R_Mesh_ColorPointer(NULL, 0, 0);
+ else
+ R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
+ R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
+ R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
}
- R_SetupSurfaceShader(vec3_origin, rsurface.lightmode == 2, 1, 1, rsurface.texture->specularscale);
+ R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
if (!r_glsl_permutation)
return;
- if (rsurface.lightmode == 2)
- RSurf_PrepareVerticesForBatch(true, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
- else
- RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
+ RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
- GL_Color(rsurface.texture->currentlayers[0].color[0], rsurface.texture->currentlayers[0].color[1], rsurface.texture->currentlayers[0].color[2], rsurface.texture->currentlayers[0].color[3]);
- if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
- {
- R_Mesh_TexBind(7, R_GetTexture(r_texture_grey128));
- if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
- R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
- R_Mesh_ColorPointer(NULL, 0, 0);
- }
- else if (rsurface.uselightmaptexture)
+ if (r_glsl_permutation->loc_Texture_Refraction >= 0)
{
- R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture));
- if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
- R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
- R_Mesh_ColorPointer(NULL, 0, 0);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_AlphaTest(false);
}
else
{
- R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
- if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
- R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
- R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
+ 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))
{
- if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
- RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1, 11, 12);
- else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
- RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1, -1, 12);
+ if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
+ RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
else
- RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1);
+ RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
}
else
{
- if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
- RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, 11, 12);
- else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
- RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, -1, 12);
+ if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
+ 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);
else
RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
}
- if (rsurface.texture->backgroundnumskinframes && !(rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
- {
- }
+ 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++)
{
vec4_t layercolor;
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) && (gl_combine.integer || layer->depthmask))
+ if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
{
layertexrgbscale = 4;
VectorScale(layer->color, 0.25f, layercolor);
}
- else if ((layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) && (gl_combine.integer || layer->depthmask))
+ else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
{
layertexrgbscale = 2;
VectorScale(layer->color, 0.5f, layercolor);
m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
R_Mesh_TextureState(&m);
- if (rsurface.lightmode == 2)
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
else if (rsurface.uselightmaptexture)
RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
}
}
-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++)
{
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
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;
m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
R_Mesh_TextureState(&m);
- if (rsurface.lightmode == 2)
+ 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);
m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
R_Mesh_TextureState(&m);
- if (rsurface.lightmode == 2)
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
else
RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
}
}
-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_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);
- }
- GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
- GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
- GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
- 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_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
- r_refdef.stats.entities_surfaces += texturenumsurfaces;
- }
- else if (r_depthfirst.integer == 3)
- return;
- else if (!r_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;
- GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
- GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
- GL_DepthTest(true);
- GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_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);
- R_Mesh_ResetTextureState();
- RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
- R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
- r_refdef.stats.entities_surfaces += texturenumsurfaces;
- }
- 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_view.cullface_back);
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_DepthMask(writedepth);
- GL_Color(1,1,1,1);
- GL_AlphaTest(false);
- // use lightmode 0 (fullbright or lightmap) or 2 (model lighting)
- rsurface.lightmode = ((rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || rsurface.modeltexcoordlightmap2f != NULL) ? 0 : 2;
- 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.lightmode == 2, false, texturenumsurfaces, texturesurfacelist);
- if (rsurface.lightmode == 2)
- 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);
- r_refdef.stats.entities_surfaces += texturenumsurfaces;
- }
- else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
- {
- R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
- r_refdef.stats.entities_surfaces += texturenumsurfaces;
- }
- 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;
- GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
- GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
- GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
- GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
- 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);
- // use lightmode 0 (fullbright or lightmap) or 2 (model lighting)
- rsurface.lightmode = ((rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || rsurface.modeltexcoordlightmap2f != NULL) ? 0 : 2;
- 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);
- r_refdef.stats.entities_surfaces += texturenumsurfaces;
- }
+ 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)
// if the model is static it doesn't matter what value we give for
// wantnormals and wanttangents, so this logic uses only rules applicable
// to a model, knowing that they are meaningless otherwise
- if (ent == r_refdef.worldentity)
+ if (ent == r_refdef.scene.worldentity)
RSurf_ActiveWorldEntity();
else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
RSurf_ActiveModelEntity(ent, false, false);
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)
{
for (i = 0;i < numsurfaces;i++)
- if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
+ if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))
R_Water_AddWaterPlane(surfacelist[i]);
return;
}
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_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_view.colorscale,
- ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_view.colorscale,
- ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_view.colorscale,
+ GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
+ ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
+ ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
surfacelist[0] < 0 ? 0.5f : 0.125f);
if (VectorCompare(loc->mins, loc->maxs))
}
}
-void R_DrawCollisionBrushes(entity_render_t *ent)
+void R_DrawDebugModel(entity_render_t *ent)
{
- int i;
+ int i, j, k, l, flagsmask;
+ const int *elements;
q3mbrush_t *brush;
msurface_t *surface;
model_t *model = ent->model;
- if (!model->brush.num_brushes)
- return;
- CHECKGLERROR
+ vec3_t v;
+
+ flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WATER | MATERIALFLAG_WALL;
+
R_Mesh_ColorPointer(NULL, 0, 0);
R_Mesh_ResetTextureState();
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- GL_DepthMask(false);
+ R_SetupGenericShader(false);
GL_DepthRange(0, 1);
GL_DepthTest(!r_showdisabledepthtest.integer);
- GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
- for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
- if (brush->colbrushf && brush->colbrushf->numtriangles)
- R_DrawCollisionBrush(brush->colbrushf);
- for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
- if (surface->num_collisiontriangles)
- R_DrawCollisionSurface(ent, surface);
- GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
-}
+ GL_DepthMask(false);
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-void R_DrawTrianglesAndNormals(entity_render_t *ent, qboolean drawtris, qboolean drawnormals, int flagsmask)
-{
- int i, j, k, l;
- const int *elements;
- msurface_t *surface;
- model_t *model = ent->model;
- vec3_t v;
- CHECKGLERROR
- GL_DepthRange(0, 1);
- GL_DepthTest(!r_showdisabledepthtest.integer);
- GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
- GL_DepthMask(true);
- GL_BlendFunc(GL_ONE, GL_ZERO);
- R_Mesh_ColorPointer(NULL, 0, 0);
- R_Mesh_ResetTextureState();
- for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
+ if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
{
- if (ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[j])
- continue;
- rsurface.texture = surface->texture->currentframe;
- if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
+ GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
+ for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
{
- RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
- if (drawtris)
+ if (brush->colbrushf && brush->colbrushf->numtriangles)
{
- if (!rsurface.texture->currentlayers->depthmask)
- GL_Color(r_showtris.value * r_view.colorscale, 0, 0, 1);
- else if (ent == r_refdef.worldentity)
- GL_Color(r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, 1);
- else
- GL_Color(0, r_showtris.value * r_view.colorscale, 0, 1);
- elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
- CHECKGLERROR
- qglBegin(GL_LINES);
- for (k = 0;k < surface->num_triangles;k++, elements += 3)
- {
-#define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
- GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
- GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
- GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
- }
- qglEnd();
- CHECKGLERROR
+ R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
+ GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
+ R_Mesh_Draw(0, brush->colbrushf->numpoints, brush->colbrushf->numtriangles, brush->colbrushf->elements, 0, 0);
}
- if (drawnormals)
+ }
+ for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
+ {
+ if (surface->num_collisiontriangles)
{
- GL_Color(r_shownormals.value * r_view.colorscale, 0, 0, 1);
- qglBegin(GL_LINES);
- for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
- {
- VectorCopy(rsurface.vertex3f + l * 3, v);
- qglVertex3f(v[0], v[1], v[2]);
- VectorMA(v, 8, rsurface.svector3f + l * 3, v);
- qglVertex3f(v[0], v[1], v[2]);
- }
- qglEnd();
- CHECKGLERROR
- GL_Color(0, 0, r_shownormals.value * r_view.colorscale, 1);
- qglBegin(GL_LINES);
- for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
+ R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
+ GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
+ R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
+ }
+ }
+ }
+
+ GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
+
+ if (r_showtris.integer || r_shownormals.integer)
+ {
+ if (r_showdisabledepthtest.integer)
+ {
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_DepthMask(false);
+ }
+ else
+ {
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ }
+ for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
+ {
+ if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
+ continue;
+ rsurface.texture = surface->texture->currentframe;
+ if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
+ {
+ RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
+ if (r_showtris.value > 0)
{
- VectorCopy(rsurface.vertex3f + l * 3, v);
- qglVertex3f(v[0], v[1], v[2]);
- VectorMA(v, 8, rsurface.tvector3f + l * 3, v);
- qglVertex3f(v[0], v[1], v[2]);
+ if (!rsurface.texture->currentlayers->depthmask)
+ GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
+ else if (ent == r_refdef.scene.worldentity)
+ GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
+ else
+ GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
+ elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
+ CHECKGLERROR
+ qglBegin(GL_LINES);
+ for (k = 0;k < surface->num_triangles;k++, elements += 3)
+ {
+#define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
+ GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
+ GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
+ GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
+ }
+ qglEnd();
+ CHECKGLERROR
}
- qglEnd();
- CHECKGLERROR
- GL_Color(0, r_shownormals.value * r_view.colorscale, 0, 1);
- qglBegin(GL_LINES);
- for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
+ if (r_shownormals.value > 0)
{
- VectorCopy(rsurface.vertex3f + l * 3, v);
- qglVertex3f(v[0], v[1], v[2]);
- VectorMA(v, 8, rsurface.normal3f + l * 3, v);
- qglVertex3f(v[0], v[1], v[2]);
+ qglBegin(GL_LINES);
+ for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
+ {
+ VectorCopy(rsurface.vertex3f + l * 3, v);
+ GL_Color(r_refdef.view.colorscale, 0, 0, 1);
+ qglVertex3f(v[0], v[1], v[2]);
+ VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
+ GL_Color(r_refdef.view.colorscale, 1, 1, 1);
+ qglVertex3f(v[0], v[1], v[2]);
+ }
+ qglEnd();
+ CHECKGLERROR
+ qglBegin(GL_LINES);
+ for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
+ {
+ VectorCopy(rsurface.vertex3f + l * 3, v);
+ GL_Color(0, r_refdef.view.colorscale, 0, 1);
+ qglVertex3f(v[0], v[1], v[2]);
+ VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
+ GL_Color(r_refdef.view.colorscale, 1, 1, 1);
+ qglVertex3f(v[0], v[1], v[2]);
+ }
+ qglEnd();
+ CHECKGLERROR
+ qglBegin(GL_LINES);
+ for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
+ {
+ VectorCopy(rsurface.vertex3f + l * 3, v);
+ GL_Color(0, 0, r_refdef.view.colorscale, 1);
+ qglVertex3f(v[0], v[1], v[2]);
+ VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
+ GL_Color(r_refdef.view.colorscale, 1, 1, 1);
+ qglVertex3f(v[0], v[1], v[2]);
+ }
+ qglEnd();
+ CHECKGLERROR
}
- qglEnd();
- CHECKGLERROR
}
}
+ rsurface.texture = NULL;
}
- rsurface.texture = NULL;
}
extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
-void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
+void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
{
int i, j, endj, f, flagsmask;
- int counttriangles = 0;
- msurface_t *surface, **surfacechain;
+ msurface_t *surface;
texture_t *t;
- model_t *model = r_refdef.worldmodel;
+ model_t *model = r_refdef.scene.worldmodel;
const int maxsurfacelist = 1024;
int numsurfacelist = 0;
msurface_t *surfacelist[1024];
RSurf_ActiveWorldEntity();
- // update light styles
- if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.light_styleupdatechains)
+ // update light styles on this submodel
+ if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
{
- for (i = 0;i < model->brushq1.light_styles;i++)
+ model_brush_lightstyleinfo_t *style;
+ for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
{
- if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
+ if (style->value != r_refdef.scene.lightstylevalue[style->style])
{
- model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]];
- if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
- for (;(surface = *surfacechain);surfacechain++)
- surface->cached_dlight = true;
+ msurface_t *surfaces = model->data_surfaces;
+ int *list = style->surfacelist;
+ style->value = r_refdef.scene.lightstylevalue[style->style];
+ for (j = 0;j < style->numsurfaces;j++)
+ surfaces[list[j]].cached_dlight = true;
}
}
}
- R_UpdateAllTextureInfo(r_refdef.worldentity);
- flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
+ R_UpdateAllTextureInfo(r_refdef.scene.worldentity);
+ flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
+
+ if (debug)
+ {
+ R_DrawDebugModel(r_refdef.scene.worldentity);
+ return;
+ }
+
f = 0;
t = NULL;
rsurface.uselightmaptexture = false;
rsurface.texture = NULL;
+ rsurface.rtlight = NULL;
numsurfacelist = 0;
j = model->firstmodelsurface;
endj = j + model->nummodelsurfaces;
while (j < endj)
{
// quickly skip over non-visible surfaces
- for (;j < endj && !r_viewcache.world_surfacevisible[j];j++)
+ for (;j < endj && !r_refdef.viewcache.world_surfacevisible[j];j++)
;
// quickly iterate over visible surfaces
- for (;j < endj && r_viewcache.world_surfacevisible[j];j++)
+ for (;j < endj && r_refdef.viewcache.world_surfacevisible[j];j++)
{
// process this surface
surface = model->data_surfaces + j;
{
// if lightmap parameters changed, rebuild lightmap texture
if (surface->cached_dlight)
- R_BuildLightMap(r_refdef.worldentity, surface);
+ R_BuildLightMap(r_refdef.scene.worldentity, surface);
// add face to draw list
surfacelist[numsurfacelist++] = surface;
- counttriangles += surface->num_triangles;
+ r_refdef.stats.world_triangles += surface->num_triangles;
if (numsurfacelist >= maxsurfacelist)
{
- R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
+ r_refdef.stats.world_surfaces += numsurfacelist;
+ R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
numsurfacelist = 0;
}
}
}
}
+ r_refdef.stats.world_surfaces += numsurfacelist;
if (numsurfacelist)
- R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
- r_refdef.stats.entities_triangles += counttriangles;
- RSurf_CleanUp();
-
- if (r_view.showdebug)
- {
- if (r_showcollisionbrushes.integer && !skysurfaces && !addwaterplanes && !depthonly)
- R_DrawCollisionBrushes(r_refdef.worldentity);
-
- if ((r_showtris.integer || r_shownormals.integer) && !addwaterplanes && !depthonly)
- R_DrawTrianglesAndNormals(r_refdef.worldentity, r_showtris.integer, r_shownormals.integer, flagsmask);
- }
+ R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
+ GL_AlphaTest(false);
}
-void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
+void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
{
- int i, f, flagsmask;
- int counttriangles = 0;
- msurface_t *surface, *endsurface, **surfacechain;
+ int i, j, f, flagsmask;
+ msurface_t *surface, *endsurface;
texture_t *t;
model_t *model = ent->model;
const int maxsurfacelist = 1024;
// if the model is static it doesn't matter what value we give for
// wantnormals and wanttangents, so this logic uses only rules applicable
// to a model, knowing that they are meaningless otherwise
- if (ent == r_refdef.worldentity)
+ if (ent == r_refdef.scene.worldentity)
RSurf_ActiveWorldEntity();
else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
RSurf_ActiveModelEntity(ent, false, false);
RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
// update light styles
- if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.light_styleupdatechains)
+ if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
{
- for (i = 0;i < model->brushq1.light_styles;i++)
+ model_brush_lightstyleinfo_t *style;
+ for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
{
- if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
+ if (style->value != r_refdef.scene.lightstylevalue[style->style])
{
- model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]];
- if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
- for (;(surface = *surfacechain);surfacechain++)
- surface->cached_dlight = true;
+ msurface_t *surfaces = model->data_surfaces;
+ int *list = style->surfacelist;
+ style->value = r_refdef.scene.lightstylevalue[style->style];
+ for (j = 0;j < style->numsurfaces;j++)
+ surfaces[list[j]].cached_dlight = true;
}
}
}
R_UpdateAllTextureInfo(ent);
- flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
+ flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
+
+ if (debug)
+ {
+ R_DrawDebugModel(ent);
+ return;
+ }
+
f = 0;
t = NULL;
rsurface.uselightmaptexture = false;
rsurface.texture = NULL;
+ rsurface.rtlight = NULL;
numsurfacelist = 0;
surface = model->data_surfaces + model->firstmodelsurface;
endsurface = surface + model->nummodelsurfaces;
R_BuildLightMap(ent, surface);
// add face to draw list
surfacelist[numsurfacelist++] = surface;
- counttriangles += surface->num_triangles;
+ r_refdef.stats.entities_triangles += surface->num_triangles;
if (numsurfacelist >= maxsurfacelist)
{
+ r_refdef.stats.entities_surfaces += numsurfacelist;
R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
numsurfacelist = 0;
}
}
}
+ r_refdef.stats.entities_surfaces += numsurfacelist;
if (numsurfacelist)
R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
- r_refdef.stats.entities_triangles += counttriangles;
- RSurf_CleanUp();
-
- if (r_view.showdebug)
- {
- if (r_showcollisionbrushes.integer && !skysurfaces && !addwaterplanes && !depthonly)
- R_DrawCollisionBrushes(ent);
-
- if ((r_showtris.integer || r_shownormals.integer) && !addwaterplanes && !depthonly)
- R_DrawTrianglesAndNormals(ent, r_showtris.integer, r_shownormals.integer, flagsmask);
- }
+ GL_AlphaTest(false);
}