// r_main.c
#include "quakedef.h"
-#include "cl_dyntexture.h"
#include "r_shadow.h"
#include "polygon.h"
#include "image.h"
#include "ft2.h"
#include "csprogs.h"
#include "cl_video.h"
-#include "dpsoftrast.h"
#include "cl_collision.h"
-#ifdef SUPPORTD3D
-#include <d3d9.h>
-extern LPDIRECT3DDEVICE9 vid_d3d9dev;
-#endif
-
#ifdef WIN32
// Enable NVIDIA High Performance Graphics while using Integrated Graphics.
#ifdef __cplusplus
cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
+cvar_t r_showspriteedges = {0, "r_showspriteedges", "0", "renders a debug outline to show the polygon shape of each sprite frame rendered (may be 2 or more in case of interpolated animations), for debugging rendering bugs with specific view types"};
+cvar_t r_showparticleedges = {0, "r_showparticleedges", "0", "renders a debug outline to show the polygon shape of each particle, for debugging rendering bugs with specific view types"};
cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
+cvar_t r_cullentities_trace_expand = {0, "r_cullentities_trace_expand", "0", "box expanded by this many units for entity culling"};
+cvar_t r_cullentities_trace_pad = {0, "r_cullentities_trace_pad", "8", "accept traces that hit within this many units of the box"};
cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
cvar_t r_cullentities_trace_eyejitter = {0, "r_cullentities_trace_eyejitter", "16", "randomly offset rays from the eye by this much to reduce the odds of flickering"};
cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
cvar_t r_usedepthtextures = {CVAR_SAVE, "r_usedepthtextures", "1", "use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware"};
cvar_t r_viewfbo = {CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
+cvar_t r_rendertarget_debug = {0, "r_rendertarget_debug", "-1", "replaces the view with the contents of the specified render target (by number - note that these can fluctuate depending on scene)"};
cvar_t r_viewscale = {CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
cvar_t r_water_lowquality = {0, "r_water_lowquality", "0", "special option to accelerate water rendering, 1 disables shadows and particles, 2 disables all dynamic lights"};
cvar_t r_water_hideplayer = {CVAR_SAVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
-cvar_t r_water_fbo = {CVAR_SAVE, "r_water_fbo", "1", "enables use of render to texture for water effects, otherwise copy to texture is used (slower)"};
cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
/// vertex coordinates for a quad that covers the screen exactly
extern const float r_screenvertex3f[12];
-extern const float r_d3dscreenvertex3f[12];
const float r_screenvertex3f[12] =
{
0, 0, 0,
1, 1, 0,
0, 1, 0
};
-const float r_d3dscreenvertex3f[12] =
-{
- 0, 1, 0,
- 1, 1, 0,
- 1, 0, 0,
- 0, 0, 0
-};
void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
{
0
};
-const char *builtinhlslshaderstrings[] =
-{
-#include "shader_hlsl.h"
-0
-};
-
//=======================================================================================================================================================
typedef struct shaderpermutationinfo_s
{"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
{"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
},
- // SHADERLANGUAGE_HLSL
- {
- {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_GENERIC\n", " generic"},
- {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"},
- {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
- {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"},
- {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
- {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"},
- {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_FAKELIGHT\n", " fakelight"},
- {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
- {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
- {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
- {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
- {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
- {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"},
- {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_REFRACTION\n", " refraction"},
- {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_WATER\n", " water"},
- {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
- {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
- },
};
struct r_glsl_permutation_s;
CHECKGLERROR
}
-#ifdef SUPPORTD3D
-
-#ifdef SUPPORTD3D
-#include <d3d9.h>
-extern LPDIRECT3DDEVICE9 vid_d3d9dev;
-extern D3DCAPS9 vid_d3d9caps;
-#endif
-
-struct r_hlsl_permutation_s;
-typedef struct r_hlsl_permutation_s
-{
- /// hash lookup data
- struct r_hlsl_permutation_s *hashnext;
- unsigned int mode;
- dpuint64 permutation;
-
- /// indicates if we have tried compiling this permutation already
- qboolean compiled;
- /// NULL if compilation failed
- IDirect3DVertexShader9 *vertexshader;
- IDirect3DPixelShader9 *pixelshader;
-}
-r_hlsl_permutation_t;
-
-typedef enum D3DVSREGISTER_e
-{
- D3DVSREGISTER_TexMatrix = 0, // float4x4
- D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
- D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
- D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
- D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
- D3DVSREGISTER_ModelToLight = 20, // float4x4
- D3DVSREGISTER_EyePosition = 24,
- D3DVSREGISTER_FogPlane = 25,
- D3DVSREGISTER_LightDir = 26,
- D3DVSREGISTER_LightPosition = 27,
-}
-D3DVSREGISTER_t;
-
-typedef enum D3DPSREGISTER_e
-{
- D3DPSREGISTER_Alpha = 0,
- D3DPSREGISTER_BloomBlur_Parameters = 1,
- D3DPSREGISTER_ClientTime = 2,
- D3DPSREGISTER_Color_Ambient = 3,
- D3DPSREGISTER_Color_Diffuse = 4,
- D3DPSREGISTER_Color_Specular = 5,
- D3DPSREGISTER_Color_Glow = 6,
- D3DPSREGISTER_Color_Pants = 7,
- D3DPSREGISTER_Color_Shirt = 8,
- D3DPSREGISTER_DeferredColor_Ambient = 9,
- D3DPSREGISTER_DeferredColor_Diffuse = 10,
- D3DPSREGISTER_DeferredColor_Specular = 11,
- D3DPSREGISTER_DeferredMod_Diffuse = 12,
- D3DPSREGISTER_DeferredMod_Specular = 13,
- D3DPSREGISTER_DistortScaleRefractReflect = 14,
- D3DPSREGISTER_EyePosition = 15, // unused
- D3DPSREGISTER_FogColor = 16,
- D3DPSREGISTER_FogHeightFade = 17,
- D3DPSREGISTER_FogPlane = 18,
- D3DPSREGISTER_FogPlaneViewDist = 19,
- D3DPSREGISTER_FogRangeRecip = 20,
- D3DPSREGISTER_LightColor = 21,
- D3DPSREGISTER_LightDir = 22, // unused
- D3DPSREGISTER_LightPosition = 23,
- D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
- D3DPSREGISTER_PixelSize = 25,
- D3DPSREGISTER_ReflectColor = 26,
- D3DPSREGISTER_ReflectFactor = 27,
- D3DPSREGISTER_ReflectOffset = 28,
- D3DPSREGISTER_RefractColor = 29,
- D3DPSREGISTER_Saturation = 30,
- D3DPSREGISTER_ScreenCenterRefractReflect = 31,
- D3DPSREGISTER_ScreenScaleRefractReflect = 32,
- D3DPSREGISTER_ScreenToDepth = 33,
- D3DPSREGISTER_ShadowMap_Parameters = 34,
- D3DPSREGISTER_ShadowMap_TextureScale = 35,
- D3DPSREGISTER_SpecularPower = 36,
- D3DPSREGISTER_UserVec1 = 37,
- D3DPSREGISTER_UserVec2 = 38,
- D3DPSREGISTER_UserVec3 = 39,
- D3DPSREGISTER_UserVec4 = 40,
- D3DPSREGISTER_ViewTintColor = 41,
- D3DPSREGISTER_PixelToScreenTexCoord = 42,
- D3DPSREGISTER_BloomColorSubtract = 43,
- D3DPSREGISTER_ViewToLight = 44, // float4x4
- D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
- D3DPSREGISTER_NormalmapScrollBlend = 52,
- D3DPSREGISTER_OffsetMapping_LodDistance = 53,
- D3DPSREGISTER_OffsetMapping_Bias = 54,
- // next at 54
-}
-D3DPSREGISTER_t;
-
-/// information about each possible shader permutation
-r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
-/// currently selected permutation
-r_hlsl_permutation_t *r_hlsl_permutation;
-/// storage for permutations linked in the hash table
-memexpandablearray_t r_hlsl_permutationarray;
-
-static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, dpuint64 permutation)
-{
- //unsigned int hashdepth = 0;
- unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
- r_hlsl_permutation_t *p;
- for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
- {
- if (p->mode == mode && p->permutation == permutation)
- {
- //if (hashdepth > 10)
- // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
- return p;
- }
- //hashdepth++;
- }
- p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
- p->mode = mode;
- p->permutation = permutation;
- p->hashnext = r_hlsl_permutationhash[mode][hashindex];
- r_hlsl_permutationhash[mode][hashindex] = p;
- //if (hashdepth > 10)
- // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
- return p;
-}
-
-#include <d3dx9.h>
-//#include <d3dx9shader.h>
-//#include <d3dx9mesh.h>
-
-static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
-{
- DWORD *vsbin = NULL;
- DWORD *psbin = NULL;
- fs_offset_t vsbinsize;
- fs_offset_t psbinsize;
-// IDirect3DVertexShader9 *vs = NULL;
-// IDirect3DPixelShader9 *ps = NULL;
- ID3DXBuffer *vslog = NULL;
- ID3DXBuffer *vsbuffer = NULL;
- ID3DXConstantTable *vsconstanttable = NULL;
- ID3DXBuffer *pslog = NULL;
- ID3DXBuffer *psbuffer = NULL;
- ID3DXConstantTable *psconstanttable = NULL;
- int vsresult = 0;
- int psresult = 0;
- char temp[MAX_INPUTLINE];
- const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
- char vabuf[1024];
- qboolean debugshader = gl_paranoid.integer != 0;
- if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
- if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
- if (!debugshader)
- {
- vsbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
- psbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.psbin", cachename), r_main_mempool, true, &psbinsize);
- }
- if ((!vsbin && vertstring) || (!psbin && fragstring))
- {
- const char* dllnames_d3dx9 [] =
- {
- "d3dx9_43.dll",
- "d3dx9_42.dll",
- "d3dx9_41.dll",
- "d3dx9_40.dll",
- "d3dx9_39.dll",
- "d3dx9_38.dll",
- "d3dx9_37.dll",
- "d3dx9_36.dll",
- "d3dx9_35.dll",
- "d3dx9_34.dll",
- "d3dx9_33.dll",
- "d3dx9_32.dll",
- "d3dx9_31.dll",
- "d3dx9_30.dll",
- "d3dx9_29.dll",
- "d3dx9_28.dll",
- "d3dx9_27.dll",
- "d3dx9_26.dll",
- "d3dx9_25.dll",
- "d3dx9_24.dll",
- NULL
- };
- dllhandle_t d3dx9_dll = NULL;
- HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
- HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
- HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
- dllfunction_t d3dx9_dllfuncs[] =
- {
- {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
- {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
- {"D3DXCompileShader", (void **) &qD3DXCompileShader},
- {NULL, NULL}
- };
- // LordHavoc: the June 2010 SDK lacks these macros to make ID3DXBuffer usable in C, and to make it work in both C and C++ the macros are needed...
-#ifndef ID3DXBuffer_GetBufferPointer
-#if !defined(__cplusplus) || defined(CINTERFACE)
-#define ID3DXBuffer_GetBufferPointer(p) (p)->lpVtbl->GetBufferPointer(p)
-#define ID3DXBuffer_GetBufferSize(p) (p)->lpVtbl->GetBufferSize(p)
-#define ID3DXBuffer_Release(p) (p)->lpVtbl->Release(p)
-#else
-#define ID3DXBuffer_GetBufferPointer(p) (p)->GetBufferPointer()
-#define ID3DXBuffer_GetBufferSize(p) (p)->GetBufferSize()
-#define ID3DXBuffer_Release(p) (p)->Release()
-#endif
-#endif
- if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
- {
- DWORD shaderflags = 0;
- if (debugshader)
- shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
- vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
- psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
- if (vertstring && vertstring[0])
- {
- if (debugshader)
- {
- FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vertstring, strlen(vertstring));
- vsresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
- }
- else
- vsresult = qD3DXCompileShader(vertstring, (unsigned int)strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
- if (vsbuffer)
- {
- vsbinsize = ID3DXBuffer_GetBufferSize(vsbuffer);
- vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
- memcpy(vsbin, ID3DXBuffer_GetBufferPointer(vsbuffer), vsbinsize);
- ID3DXBuffer_Release(vsbuffer);
- }
- if (vslog)
- {
- strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(vslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(vslog)));
- Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
- ID3DXBuffer_Release(vslog);
- }
- }
- if (fragstring && fragstring[0])
- {
- if (debugshader)
- {
- FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), fragstring, strlen(fragstring));
- psresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
- }
- else
- psresult = qD3DXCompileShader(fragstring, (unsigned int)strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
- if (psbuffer)
- {
- psbinsize = ID3DXBuffer_GetBufferSize(psbuffer);
- psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
- memcpy(psbin, ID3DXBuffer_GetBufferPointer(psbuffer), psbinsize);
- ID3DXBuffer_Release(psbuffer);
- }
- if (pslog)
- {
- strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(pslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(pslog)));
- Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
- ID3DXBuffer_Release(pslog);
- }
- }
- Sys_UnloadLibrary(&d3dx9_dll);
- }
- else
- Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
- }
- if (vsbin && psbin)
- {
- vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
- if (FAILED(vsresult))
- Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
- psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
- if (FAILED(psresult))
- Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
- }
- // free the shader data
- vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
- psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
-}
-
-static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, dpuint64 permutation)
-{
- int i;
- shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_HLSL][mode];
- int vertstring_length = 0;
- int geomstring_length = 0;
- int fragstring_length = 0;
- char *t;
- char *sourcestring;
- char *vertstring, *geomstring, *fragstring;
- char permutationname[256];
- char cachename[256];
- int vertstrings_count = 0;
- int geomstrings_count = 0;
- int fragstrings_count = 0;
- const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
- const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
- const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
-
- if (p->compiled)
- return;
- p->compiled = true;
- p->vertexshader = NULL;
- p->pixelshader = NULL;
-
- permutationname[0] = 0;
- cachename[0] = 0;
- sourcestring = ShaderModeInfo_GetShaderText(modeinfo, true, false);
-
- strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
- strlcat(cachename, "hlsl/", sizeof(cachename));
-
- // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
- vertstrings_count = 0;
- geomstrings_count = 0;
- fragstrings_count = 0;
- vertstrings_list[vertstrings_count++] = "#define HLSL\n";
- geomstrings_list[geomstrings_count++] = "#define HLSL\n";
- fragstrings_list[fragstrings_count++] = "#define HLSL\n";
-
- // 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++] = modeinfo->pretext;
- geomstrings_list[geomstrings_count++] = modeinfo->pretext;
- fragstrings_list[fragstrings_count++] = modeinfo->pretext;
- strlcat(permutationname, modeinfo->name, sizeof(permutationname));
- strlcat(cachename, modeinfo->name, sizeof(cachename));
-
- // now add all the permutation pretexts
- for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
- {
- if (permutation & (1ll<<i))
- {
- 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));
- strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
- }
- else
- {
- // keep line numbers correct
- vertstrings_list[vertstrings_count++] = "\n";
- geomstrings_list[geomstrings_count++] = "\n";
- fragstrings_list[fragstrings_count++] = "\n";
- }
- }
-
- // add static parms
- R_CompileShader_AddStaticParms(mode, permutation);
- memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
- vertstrings_count += shaderstaticparms_count;
- memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
- geomstrings_count += shaderstaticparms_count;
- memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
- fragstrings_count += shaderstaticparms_count;
-
- // replace spaces in the cachename with _ characters
- for (i = 0;cachename[i];i++)
- if (cachename[i] == ' ')
- cachename[i] = '_';
-
- // now append the shader text itself
- vertstrings_list[vertstrings_count++] = sourcestring;
- geomstrings_list[geomstrings_count++] = sourcestring;
- fragstrings_list[fragstrings_count++] = sourcestring;
-
- vertstring_length = 0;
- for (i = 0;i < vertstrings_count;i++)
- vertstring_length += (int)strlen(vertstrings_list[i]);
- vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
- for (i = 0;i < vertstrings_count;t += (int)strlen(vertstrings_list[i]), i++)
- memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
-
- geomstring_length = 0;
- for (i = 0;i < geomstrings_count;i++)
- geomstring_length += (int)strlen(geomstrings_list[i]);
- geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
- for (i = 0;i < geomstrings_count;t += (int)strlen(geomstrings_list[i]), i++)
- memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
-
- fragstring_length = 0;
- for (i = 0;i < fragstrings_count;i++)
- fragstring_length += (int)strlen(fragstrings_list[i]);
- fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
- for (i = 0;i < fragstrings_count;t += (int)strlen(fragstrings_list[i]), i++)
- memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
-
- // try to load the cached shader, or generate one
- R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
-
- if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
- Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
- else
- Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
-
- // free the strings
- if (vertstring)
- Mem_Free(vertstring);
- if (geomstring)
- Mem_Free(geomstring);
- if (fragstring)
- Mem_Free(fragstring);
- if (sourcestring)
- Mem_Free(sourcestring);
-}
-
-static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
-static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
-static inline void hlslVSSetParameter4f(D3DVSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
-static inline void hlslVSSetParameter3f(D3DVSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
-static inline void hlslVSSetParameter2f(D3DVSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
-static inline void hlslVSSetParameter1f(D3DVSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
-
-static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
-static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
-static inline void hlslPSSetParameter4f(D3DPSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
-static inline void hlslPSSetParameter3f(D3DPSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
-static inline void hlslPSSetParameter2f(D3DPSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
-static inline void hlslPSSetParameter1f(D3DPSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
-
-void R_SetupShader_SetPermutationHLSL(unsigned int mode, dpuint64 permutation)
-{
- r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
- if (r_hlsl_permutation != perm)
- {
- r_hlsl_permutation = perm;
- if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
- {
- if (!r_hlsl_permutation->compiled)
- R_HLSL_CompilePermutation(perm, mode, permutation);
- if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
- {
- // 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
- dpuint64 j = 1ll<<(SHADERPERMUTATION_COUNT-1-i);
- if (!(permutation & j))
- continue;
- permutation -= j;
- r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
- if (!r_hlsl_permutation->compiled)
- R_HLSL_CompilePermutation(perm, mode, permutation);
- if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
- break;
- }
- if (i >= SHADERPERMUTATION_COUNT)
- {
- //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
- r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
- return; // no bit left to clear, entire mode is broken
- }
- }
- }
- IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
- IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
- }
- hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
- hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
- hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
-}
-#endif
-
-static void R_SetupShader_SetPermutationSoft(unsigned int mode, dpuint64 permutation)
-{
- DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
- DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
- DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
- DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
-}
-
void R_GLSL_Restart_f(void)
{
unsigned int i, limit;
switch(vid.renderpath)
{
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- {
- r_hlsl_permutation_t *p;
- r_hlsl_permutation = NULL;
- limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
- for (i = 0;i < limit;i++)
- {
- if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
- {
- if (p->vertexshader)
- IDirect3DVertexShader9_Release(p->vertexshader);
- if (p->pixelshader)
- IDirect3DPixelShader9_Release(p->pixelshader);
- Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
- }
- }
- memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
- }
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
case RENDERPATH_GL20:
case RENDERPATH_GLES2:
{
memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
}
break;
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GLES1:
- break;
- case RENDERPATH_SOFT:
- break;
}
}
GL_AlphaToCoverage(false);
switch (vid.renderpath)
{
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
- R_Mesh_TexBind(GL20TU_FIRST , first );
- R_Mesh_TexBind(GL20TU_SECOND, second);
- if (permutation & SHADERPERMUTATION_GAMMARAMPS)
- R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps);
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
case RENDERPATH_GL20:
case RENDERPATH_GLES2:
R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
break;
- case RENDERPATH_GL13:
- case RENDERPATH_GLES1:
- R_Mesh_TexBind(0, first );
- R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
- R_Mesh_TexMatrix(0, NULL);
- R_Mesh_TexBind(1, second);
- if (second)
- {
- R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
- R_Mesh_TexMatrix(1, NULL);
- }
- break;
- case RENDERPATH_GL11:
- R_Mesh_TexBind(0, first );
- R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
- R_Mesh_TexMatrix(0, NULL);
- break;
- case RENDERPATH_SOFT:
- R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
- R_Mesh_TexBind(GL20TU_FIRST , first );
- R_Mesh_TexBind(GL20TU_SECOND, second);
- break;
}
}
GL_AlphaToCoverage(false);
switch (vid.renderpath)
{
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
case RENDERPATH_GL20:
case RENDERPATH_GLES2:
R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
#endif
break;
- case RENDERPATH_GL13:
- case RENDERPATH_GLES1:
- R_Mesh_TexBind(0, 0);
- R_Mesh_TexBind(1, 0);
- break;
- case RENDERPATH_GL11:
- R_Mesh_TexBind(0, 0);
- break;
- case RENDERPATH_SOFT:
- R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
- break;
}
}
-extern qboolean r_shadow_usingdeferredprepass;
-extern rtexture_t *r_shadow_attenuationgradienttexture;
-extern rtexture_t *r_shadow_attenuation2dtexture;
-extern rtexture_t *r_shadow_attenuation3dtexture;
-extern qboolean r_shadow_usingshadowmap2d;
-extern qboolean r_shadow_usingshadowmaportho;
-extern float r_shadow_modelshadowmap_texturescale[4];
-extern float r_shadow_modelshadowmap_parameters[4];
-extern float r_shadow_lightshadowmap_texturescale[4];
-extern float r_shadow_lightshadowmap_parameters[4];
-extern qboolean r_shadow_shadowmapvsdct;
-extern rtexture_t *r_shadow_shadowmap2ddepthbuffer;
-extern rtexture_t *r_shadow_shadowmap2ddepthtexture;
-extern rtexture_t *r_shadow_shadowmapvsdcttexture;
-extern matrix4x4_t r_shadow_shadowmapmatrix;
-extern int r_shadow_prepass_width;
-extern int r_shadow_prepass_height;
-extern rtexture_t *r_shadow_prepassgeometrydepthbuffer;
-extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
-extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
-extern rtexture_t *r_shadow_prepasslightingspeculartexture;
-
#define BLENDFUNC_ALLOWS_COLORMOD 1
#define BLENDFUNC_ALLOWS_FOG 2
#define BLENDFUNC_ALLOWS_FOG_HACK0 4
permutation |= SHADERPERMUTATION_FOGALPHAHACK;
switch(vid.renderpath)
{
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
- R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmesh_vertexbuffer, rsurface.batchvertexmesh_bufferoffset);
- R_SetupShader_SetPermutationHLSL(mode, permutation);
- Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
- if (mode == SHADERMODE_LIGHTSOURCE)
+ case RENDERPATH_GL20:
+ case RENDERPATH_GLES2:
+ if (!vid.useinterleavedarrays)
{
- Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
- hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
+ RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
+ R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
+ R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
+ R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
+ R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
+ R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
+ R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
+ R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
+ R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
}
else
{
- if (mode == SHADERMODE_LIGHTDIRECTION)
- {
- hlslVSSetParameter3f(D3DVSREGISTER_LightDir, t->render_modellight_lightdir[0], t->render_modellight_lightdir[1], t->render_modellight_lightdir[2]);
- }
+ RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0) | (rsurface.entityskeletaltransform3x4 ? BATCHNEED_VERTEXMESH_SKELETAL : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
+ R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmesh_vertexbuffer, rsurface.batchvertexmesh_bufferoffset);
}
- Matrix4x4_ToArrayFloatGL(&t->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
- Matrix4x4_ToArrayFloatGL(&t->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
- Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
- hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
- hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
-
+ // this has to be after RSurf_PrepareVerticesForBatch
+ if (rsurface.batchskeletaltransform3x4buffer)
+ permutation |= SHADERPERMUTATION_SKELETAL;
+ R_SetupShader_SetPermutationGLSL(mode, permutation);
+#ifndef USE_GLES2 /* FIXME: GLES3 only */
+ if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
+#endif
+ if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
if (mode == SHADERMODE_LIGHTSOURCE)
{
- hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
- hlslPSSetParameter3f(D3DPSREGISTER_LightColor, 1, 1, 1); // DEPRECATED
- hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, rtlightambient[0], rtlightambient[1], rtlightambient[2]);
- hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rtlightdiffuse[0], rtlightdiffuse[1], rtlightdiffuse[2]);
- hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, rtlightspecular[0], rtlightspecular[1], rtlightspecular[2]);
-
+ if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
+ if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
+ if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
+ if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, rtlightambient[0], rtlightambient[1], rtlightambient[2]);
+ if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rtlightdiffuse[0], rtlightdiffuse[1], rtlightdiffuse[2]);
+ if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, rtlightspecular[0], rtlightspecular[1], rtlightspecular[2]);
+
// additive passes are only darkened by fog, not tinted
- hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
- hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
+ if (r_glsl_permutation->loc_FogColor >= 0)
+ qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
+ if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
}
else
{
- hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
- hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
if (mode == SHADERMODE_FLATCOLOR)
{
- hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
+ if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
}
else if (mode == SHADERMODE_LIGHTDIRECTION)
{
- hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
- hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, t->render_modellight_diffuse[0], t->render_modellight_diffuse[1], t->render_modellight_diffuse[2]);
- hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, t->render_modellight_specular[0], t->render_modellight_specular[1], t->render_modellight_specular[2]);
- hlslPSSetParameter3f(D3DPSREGISTER_LightColor, 1, 1, 1); // DEPRECATED
- hlslPSSetParameter3f(D3DPSREGISTER_LightDir, t->render_modellight_lightdir[0], t->render_modellight_lightdir[1], t->render_modellight_lightdir[2]);
- }
- else
- {
- hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
- hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
- hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
- }
- // additive passes are only darkened by fog, not tinted
- if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
- hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
- else
- hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
- hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * t->refractfactor, r_water_refractdistort.value * t->refractfactor, r_water_reflectdistort.value * t->reflectfactor, r_water_reflectdistort.value * t->reflectfactor);
- hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
- hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
- hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, t->refractcolor4f[0], t->refractcolor4f[1], t->refractcolor4f[2], t->refractcolor4f[3] * t->currentalpha);
- hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, t->reflectcolor4f[0], t->reflectcolor4f[1], t->reflectcolor4f[2], t->reflectcolor4f[3] * t->currentalpha);
- hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, t->reflectmax - t->reflectmin);
- hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, t->reflectmin);
- hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (t->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
- if (mode == SHADERMODE_WATER)
- hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, t->r_water_waterscroll[0], t->r_water_waterscroll[1]);
- }
- if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
- {
- hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]);
- hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]);
- }
- else
- {
- hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
- hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
- }
- hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, t->render_glowmod[0], t->render_glowmod[1], t->render_glowmod[2]);
- hlslPSSetParameter1f(D3DPSREGISTER_Alpha, t->currentalpha * ((t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? t->r_water_wateralpha : 1));
- hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
- if (t->pantstexture)
- hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, t->render_colormap_pants[0], t->render_colormap_pants[1], t->render_colormap_pants[2]);
- else
- hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
- if (t->shirttexture)
- hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, t->render_colormap_shirt[0], t->render_colormap_shirt[1], t->render_colormap_shirt[2]);
- else
- hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
- hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
- hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
- hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
- hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
- hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
- r_glsl_offsetmapping_scale.value*t->offsetscale,
- max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
- 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
- max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
- );
- hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
- hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, t->offsetbias);
- hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
- hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
-
- R_Mesh_TexBind(GL20TU_NORMAL , t->nmaptexture );
- R_Mesh_TexBind(GL20TU_COLOR , t->basetexture );
- R_Mesh_TexBind(GL20TU_GLOSS , t->glosstexture );
- R_Mesh_TexBind(GL20TU_GLOW , t->glowtexture );
- if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , t->backgroundnmaptexture );
- if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , t->backgroundbasetexture );
- if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , t->backgroundglosstexture );
- if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , t->backgroundglowtexture );
- if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , t->pantstexture );
- if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , t->shirttexture );
- if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , t->reflectmasktexture );
- if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , t->reflectcubetexture ? t->reflectcubetexture : r_texture_whitecube);
- if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
- if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
- R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
- R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
- if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
- if (rsurfacepass == RSURFPASS_BACKGROUND)
- {
- R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
- if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
- R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
- }
- else
- {
- if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
- }
-// if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
- if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
- if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
- if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
- {
- R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
- if (rsurface.rtlight)
- {
- if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
- if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
- }
- }
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_GL20:
- case RENDERPATH_GLES2:
- if (!vid.useinterleavedarrays)
- {
- RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
- R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
- R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
- R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
- R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
- R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
- R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
- R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
- R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
- R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
- }
- else
- {
- RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0) | (rsurface.entityskeletaltransform3x4 ? BATCHNEED_VERTEXMESH_SKELETAL : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
- R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmesh_vertexbuffer, rsurface.batchvertexmesh_bufferoffset);
- }
- // this has to be after RSurf_PrepareVerticesForBatch
- if (rsurface.batchskeletaltransform3x4buffer)
- permutation |= SHADERPERMUTATION_SKELETAL;
- R_SetupShader_SetPermutationGLSL(mode, permutation);
-#ifndef USE_GLES2 /* FIXME: GLES3 only */
- if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
-#endif
- if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
- if (mode == SHADERMODE_LIGHTSOURCE)
- {
- if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
- if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
- if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
- if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, rtlightambient[0], rtlightambient[1], rtlightambient[2]);
- if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rtlightdiffuse[0], rtlightdiffuse[1], rtlightdiffuse[2]);
- if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, rtlightspecular[0], rtlightspecular[1], rtlightspecular[2]);
-
- // additive passes are only darkened by fog, not tinted
- if (r_glsl_permutation->loc_FogColor >= 0)
- qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
- if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
- }
- else
- {
- if (mode == SHADERMODE_FLATCOLOR)
- {
- if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
- }
- else if (mode == SHADERMODE_LIGHTDIRECTION)
- {
- if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
- if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_modellight_diffuse[0], t->render_modellight_diffuse[1], t->render_modellight_diffuse[2]);
- if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_modellight_specular[0], t->render_modellight_specular[1], t->render_modellight_specular[2]);
- if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
- if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
- if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
- if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, t->render_modellight_lightdir[0], t->render_modellight_lightdir[1], t->render_modellight_lightdir[2]);
+ if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
+ if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_modellight_diffuse[0], t->render_modellight_diffuse[1], t->render_modellight_diffuse[2]);
+ if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_modellight_specular[0], t->render_modellight_specular[1], t->render_modellight_specular[2]);
+ if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
+ if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
+ if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
+ if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, t->render_modellight_lightdir[0], t->render_modellight_lightdir[1], t->render_modellight_lightdir[2]);
}
else
{
if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
if (rsurfacepass == RSURFPASS_BACKGROUND)
{
- if (r_glsl_permutation->tex_Texture_Refraction >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
- if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
- if (r_glsl_permutation->tex_Texture_Reflection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
+ if (r_glsl_permutation->tex_Texture_Refraction >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction , waterplane->rt_refraction ? waterplane->rt_refraction->colortexture[0] : r_texture_black);
+ if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , waterplane->rt_camera ? waterplane->rt_camera->colortexture[0] : r_texture_black);
+ if (r_glsl_permutation->tex_Texture_Reflection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
}
else
{
- if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
+ if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
}
if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegrid_state.texture);
CHECKGLERROR
break;
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GLES1:
- break;
- case RENDERPATH_SOFT:
- RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
- R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
- R_SetupShader_SetPermutationSoft(mode, permutation);
- {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
- if (mode == SHADERMODE_LIGHTSOURCE)
- {
- {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
- DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
- DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, 1, 1, 1); // DEPRECATED
- DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, rtlightambient[0], rtlightambient[1], rtlightambient[2]);
- DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rtlightdiffuse[0], rtlightdiffuse[1], rtlightdiffuse[2]);
- DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, rtlightspecular[0], rtlightspecular[1], rtlightspecular[2]);
-
- // additive passes are only darkened by fog, not tinted
- DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
- DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
- }
- else
- {
- if (mode == SHADERMODE_FLATCOLOR)
- {
- DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
- }
- else if (mode == SHADERMODE_LIGHTDIRECTION)
- {
- DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
- DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, t->render_modellight_diffuse[0], t->render_modellight_diffuse[1], t->render_modellight_diffuse[2]);
- DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, t->render_modellight_specular[0], t->render_modellight_specular[1], t->render_modellight_specular[2]);
- DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, 1, 1, 1); // DEPRECATED
- DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, t->render_modellight_lightdir[0], t->render_modellight_lightdir[1], t->render_modellight_lightdir[2]);
- }
- else
- {
- DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
- DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
- DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
- }
- DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
- DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
- // additive passes are only darkened by fog, not tinted
- if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
- DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
- else
- DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
- DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_DistortScaleRefractReflect, r_water_refractdistort.value * t->refractfactor, r_water_refractdistort.value * t->refractfactor, r_water_reflectdistort.value * t->reflectfactor, r_water_reflectdistort.value * t->reflectfactor);
- DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
- DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
- DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_RefractColor, t->refractcolor4f[0], t->refractcolor4f[1], t->refractcolor4f[2], t->refractcolor4f[3] * t->currentalpha);
- DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ReflectColor, t->reflectcolor4f[0], t->reflectcolor4f[1], t->reflectcolor4f[2], t->reflectcolor4f[3] * t->currentalpha);
- DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, t->reflectmax - t->reflectmin);
- DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, t->reflectmin);
- DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
- DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, t->r_water_waterscroll[0], t->r_water_waterscroll[1]);
- }
- {Matrix4x4_ToArrayFloatGL(&t->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
- {Matrix4x4_ToArrayFloatGL(&t->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
- {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
- if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
- {
- DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]);
- DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]);
- }
- else
- {
- DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
- DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
- }
-
- DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, t->render_glowmod[0], t->render_glowmod[1], t->render_glowmod[2]);
- DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, t->currentalpha * ((t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? t->r_water_wateralpha : 1));
- DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
- if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
- {
- if (t->pantstexture)
- DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, t->render_colormap_pants[0], t->render_colormap_pants[1], t->render_colormap_pants[2]);
- else
- DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
- }
- if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
- {
- if (t->shirttexture)
- DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, t->render_colormap_shirt[0], t->render_colormap_shirt[1], t->render_colormap_shirt[2]);
- else
- DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
- }
- DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
- DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
- DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
- DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
- DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
- r_glsl_offsetmapping_scale.value*t->offsetscale,
- max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
- 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
- max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
- );
- DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
- DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, t->offsetbias);
- DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
- DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
-
- R_Mesh_TexBind(GL20TU_NORMAL , t->nmaptexture );
- R_Mesh_TexBind(GL20TU_COLOR , t->basetexture );
- R_Mesh_TexBind(GL20TU_GLOSS , t->glosstexture );
- R_Mesh_TexBind(GL20TU_GLOW , t->glowtexture );
- if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , t->backgroundnmaptexture );
- if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , t->backgroundbasetexture );
- if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , t->backgroundglosstexture );
- if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , t->backgroundglowtexture );
- if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , t->pantstexture );
- if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , t->shirttexture );
- if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , t->reflectmasktexture );
- if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , t->reflectcubetexture ? t->reflectcubetexture : r_texture_whitecube);
- if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
- if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
- R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
- R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
- if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
- if (rsurfacepass == RSURFPASS_BACKGROUND)
- {
- R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
- if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
- R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
- }
- else
- {
- if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
- }
-// if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
- if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
- if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
- if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
- {
- R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
- if (rsurface.rtlight)
- {
- if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
- if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
- }
- }
- break;
}
}
Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
switch(vid.renderpath)
{
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- R_SetupShader_SetPermutationHLSL(mode, permutation);
- hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
- hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
- hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
- hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
- hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
- hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
- hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
- hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
- hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
- hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
-
- R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
- R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
- R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
- R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
- R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
case RENDERPATH_GL20:
case RENDERPATH_GLES2:
R_SetupShader_SetPermutationGLSL(mode, permutation);
if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
break;
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GLES1:
- break;
- case RENDERPATH_SOFT:
- R_SetupShader_SetPermutationGLSL(mode, permutation);
- DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
- DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1 , 1, false, viewtolight16f);
- DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
- DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
- DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
- DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
- DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_Parameters , r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
- DPSOFTRAST_Uniform1f( DPSOFTRAST_UNIFORM_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
- DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
- DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
-
- R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
- R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
- R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
- R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
- R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
- break;
}
}
void R_SkinFrame_PurgeSkinFrame(skinframe_t *s)
{
+ if (s == NULL)
+ return;
if (s->merged == s->base)
s->merged = NULL;
R_PurgeTexture(s->stain); s->stain = NULL;
if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
break;
- if (!item) {
- rtexture_t *dyntexture;
- // check whether its a dynamic texture
- dyntexture = CL_GetDynTexture( basename );
- if (!add && !dyntexture)
+ if (!item)
+ {
+ if (!add)
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 & ~TEXF_FORCE_RELOAD;
item->comparewidth = comparewidth;
item->compareheight = compareheight;
}
else if (textureflags & TEXF_FORCE_RELOAD)
{
- rtexture_t *dyntexture;
- // check whether its a dynamic texture
- dyntexture = CL_GetDynTexture( basename );
- if (!add && !dyntexture)
+ if (!add)
return NULL;
R_SkinFrame_PurgeSkinFrame(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;
}
extern cvar_t gl_picmip;
-skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
+skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture)
{
int j;
unsigned char *pixels;
// return an existing skinframe if already loaded
// if loading of the first image fails, don't make a new skinframe as it
// would cause all future lookups of this to be missing
- skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
+ skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, -1, false);
if (skinframe && skinframe->base)
return skinframe;
if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
{
basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
+ if (basepixels == NULL && fallbacknotexture)
+ basepixels = Image_GenerateNoTexture();
if (basepixels == NULL)
return NULL;
}
Con_Printf("loading embedded 8bit image \"%s\"\n", name);
skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
- if (textureflags & TEXF_ALPHA)
+ if ((textureflags & TEXF_ALPHA) && alphapalette)
{
for (i = 0;i < width * height;i++)
{
return skinframe;
}
+skinframe_t *R_SkinFrame_LoadNoTexture(void)
+{
+ int x, y;
+ static unsigned char pix[16][16][4];
+
+ if (cls.state == ca_dedicated)
+ return NULL;
+
+ // this makes a light grey/dark grey checkerboard texture
+ if (!pix[0][0][3])
+ {
+ for (y = 0; y < 16; y++)
+ {
+ for (x = 0; x < 16; x++)
+ {
+ if ((y < 8) ^ (x < 8))
+ {
+ pix[y][x][0] = 128;
+ pix[y][x][1] = 128;
+ pix[y][x][2] = 128;
+ pix[y][x][3] = 255;
+ }
+ else
+ {
+ pix[y][x][0] = 64;
+ pix[y][x][1] = 64;
+ pix[y][x][2] = 64;
+ pix[y][x][3] = 255;
+ }
+ }
+ }
+ }
+
+ return R_SkinFrame_LoadInternalBGRA("notexture", TEXF_FORCENEAREST, pix[0][0], 16, 16, false);
+}
+
+skinframe_t *R_SkinFrame_LoadInternalUsingTexture(const char *name, int textureflags, rtexture_t *tex, int width, int height, qboolean sRGB)
+{
+ 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, (textureflags & TEXF_FORCE_RELOAD) ? -1 : 0, true);
+ if (skinframe->base)
+ return skinframe;
+ textureflags &= ~TEXF_FORCE_RELOAD;
+ skinframe->stain = NULL;
+ skinframe->merged = NULL;
+ skinframe->base = NULL;
+ skinframe->pants = NULL;
+ skinframe->shirt = NULL;
+ skinframe->nmap = NULL;
+ skinframe->gloss = NULL;
+ skinframe->glow = NULL;
+ skinframe->fog = NULL;
+ skinframe->reflect = NULL;
+ skinframe->hasalpha = (textureflags & TEXF_ALPHA) != 0;
+ // if no data was provided, then clearly the caller wanted to get a blank skinframe
+ if (!tex)
+ return NULL;
+ if (developer_loading.integer)
+ Con_Printf("loading 32bit skin \"%s\"\n", name);
+ skinframe->base = skinframe->merged = tex;
+ Vector4Set(skinframe->avgcolor, 1, 1, 1, 1); // bogus placeholder
+ return skinframe;
+}
+
//static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
typedef struct suffixinfo_s
{
switch(vid.renderpath)
{
case RENDERPATH_GL20:
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- case RENDERPATH_SOFT:
case RENDERPATH_GLES2:
Cvar_SetValueQuick(&r_textureunits, vid.texunits);
Cvar_SetValueQuick(&gl_combine, 1);
qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
#endif
break;
- case RENDERPATH_GL13:
- case RENDERPATH_GLES1:
- Cvar_SetValueQuick(&r_textureunits, vid.texunits);
- Cvar_SetValueQuick(&gl_combine, 1);
- Cvar_SetValueQuick(&r_glsl, 0);
- r_loadnormalmap = false;
- r_loadgloss = false;
- r_loadfog = true;
- break;
- case RENDERPATH_GL11:
- Cvar_SetValueQuick(&r_textureunits, vid.texunits);
- Cvar_SetValueQuick(&gl_combine, 0);
- Cvar_SetValueQuick(&r_glsl, 0);
- r_loadnormalmap = false;
- r_loadgloss = false;
- r_loadfog = true;
- break;
}
R_AnimCache_Free();
r_texture_gammaramps = NULL;
//r_texture_fogintensity = NULL;
memset(&r_fb, 0, sizeof(r_fb));
+ Mem_ExpandableArray_NewArray(&r_fb.rendertargets, r_main_mempool, sizeof(r_rendertarget_t), 128);
r_glsl_permutation = NULL;
memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
-#ifdef SUPPORTD3D
- r_hlsl_permutation = NULL;
- memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
- Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
-#endif
memset(&r_svbsp, 0, sizeof (r_svbsp));
memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
static void gl_main_shutdown(void)
{
+ R_RenderTarget_FreeUnused(true);
+ Mem_ExpandableArray_FreeArray(&r_fb.rendertargets);
R_AnimCache_Free();
R_FrameData_Reset();
R_BufferData_Reset();
switch(vid.renderpath)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
#if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
if (r_maxqueries)
qglDeleteQueriesARB(r_maxqueries, r_queries);
#endif
break;
- case RENDERPATH_D3D9:
- //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_SOFT:
- break;
}
r_numqueries = 0;
r_glsl_permutation = NULL;
memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
-#ifdef SUPPORTD3D
- r_hlsl_permutation = NULL;
- memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
- Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
-#endif
}
static void gl_main_newmap(void)
Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
Cvar_RegisterVariable(&r_showdisabledepthtest);
+ Cvar_RegisterVariable(&r_showspriteedges);
+ Cvar_RegisterVariable(&r_showparticleedges);
Cvar_RegisterVariable(&r_drawportals);
Cvar_RegisterVariable(&r_drawentities);
Cvar_RegisterVariable(&r_draw2d);
Cvar_RegisterVariable(&r_cullentities_trace_samples);
Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
+ Cvar_RegisterVariable(&r_cullentities_trace_expand);
+ Cvar_RegisterVariable(&r_cullentities_trace_pad);
Cvar_RegisterVariable(&r_cullentities_trace_delay);
Cvar_RegisterVariable(&r_cullentities_trace_eyejitter);
Cvar_RegisterVariable(&r_sortentities);
Cvar_RegisterVariable(&gl_combine);
Cvar_RegisterVariable(&r_usedepthtextures);
Cvar_RegisterVariable(&r_viewfbo);
+ Cvar_RegisterVariable(&r_rendertarget_debug);
Cvar_RegisterVariable(&r_viewscale);
Cvar_RegisterVariable(&r_viewscale_fpsscaling);
Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
Cvar_RegisterVariable(&r_water_scissormode);
Cvar_RegisterVariable(&r_water_lowquality);
Cvar_RegisterVariable(&r_water_hideplayer);
- Cvar_RegisterVariable(&r_water_fbo);
Cvar_RegisterVariable(&r_lerpsprites);
Cvar_RegisterVariable(&r_lerpmodels);
void R_AnimCache_CacheVisibleEntities(void)
{
int i;
- qboolean wantnormals = true;
- qboolean wanttangents = !r_showsurfaces.integer;
-
- switch(vid.renderpath)
- {
- case RENDERPATH_GL20:
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- case RENDERPATH_GLES2:
- break;
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GLES1:
- wanttangents = false;
- break;
- case RENDERPATH_SOFT:
- break;
- }
-
- if (r_shownormals.integer)
- wanttangents = wantnormals = true;
// TODO: thread this
// NOTE: R_PrepareRTLights() also caches entities
for (i = 0;i < r_refdef.scene.numentities;i++)
if (r_refdef.viewcache.entityvisible[i])
- R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
+ R_AnimCache_GetEntity(r_refdef.scene.entities[i], true, true);
}
//==================================================================================
-qboolean R_CanSeeBox(int numsamples, vec_t eyejitter, vec_t entboxenlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
+qboolean R_CanSeeBox(int numsamples, vec_t eyejitter, vec_t entboxenlarge, vec_t entboxexpand, vec_t pad, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
{
int i;
vec3_t eyemins, eyemaxs;
vec3_t boxmins, boxmaxs;
+ vec3_t padmins, padmaxs;
vec3_t start;
vec3_t end;
dp_model_t *model = r_refdef.scene.worldmodel;
return true;
// view origin is not used for culling in portal/reflection/refraction renders or isometric views
- if (r_refdef.view.useclipplane || !r_refdef.view.useperspective || r_trippy.integer)
+ if (!r_refdef.view.usevieworiginculling)
return true;
if (!r_cullentities_trace_entityocclusion.integer && (!model || !model->brush.TraceLineOfSight))
eyemins[2] = eye[2] - eyejitter;
eyemaxs[2] = eye[2] + eyejitter;
// expand the box a little
- boxmins[0] = (entboxenlarge + 1) * entboxmins[0] - entboxenlarge * entboxmaxs[0];
- boxmaxs[0] = (entboxenlarge + 1) * entboxmaxs[0] - entboxenlarge * entboxmins[0];
- boxmins[1] = (entboxenlarge + 1) * entboxmins[1] - entboxenlarge * entboxmaxs[1];
- boxmaxs[1] = (entboxenlarge + 1) * entboxmaxs[1] - entboxenlarge * entboxmins[1];
- boxmins[2] = (entboxenlarge + 1) * entboxmins[2] - entboxenlarge * entboxmaxs[2];
- boxmaxs[2] = (entboxenlarge + 1) * entboxmaxs[2] - entboxenlarge * entboxmins[2];
+ boxmins[0] = (entboxenlarge + 1) * entboxmins[0] - entboxenlarge * entboxmaxs[0] - entboxexpand;
+ boxmaxs[0] = (entboxenlarge + 1) * entboxmaxs[0] - entboxenlarge * entboxmins[0] + entboxexpand;
+ boxmins[1] = (entboxenlarge + 1) * entboxmins[1] - entboxenlarge * entboxmaxs[1] - entboxexpand;
+ boxmaxs[1] = (entboxenlarge + 1) * entboxmaxs[1] - entboxenlarge * entboxmins[1] + entboxexpand;
+ boxmins[2] = (entboxenlarge + 1) * entboxmins[2] - entboxenlarge * entboxmaxs[2] - entboxexpand;
+ boxmaxs[2] = (entboxenlarge + 1) * entboxmaxs[2] - entboxenlarge * entboxmins[2] + entboxexpand;
+ // make an even larger box for the acceptable area
+ padmins[0] = boxmins[0] - pad;
+ padmaxs[0] = boxmaxs[0] + pad;
+ padmins[1] = boxmins[1] - pad;
+ padmaxs[1] = boxmaxs[1] + pad;
+ padmins[2] = boxmins[2] - pad;
+ padmaxs[2] = boxmaxs[2] + pad;
// return true if eye overlaps enlarged box
if (BoxesOverlap(boxmins, boxmaxs, eyemins, eyemaxs))
//trace_t trace = CL_TraceLine(start, end, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, 0.0f, true, false, NULL, true, true);
trace_t trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
// not picky - if the trace ended anywhere in the box we're good
- if (BoxesOverlap(trace.endpos, trace.endpos, boxmins, boxmaxs))
+ if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
return true;
}
}
- else if (model->brush.TraceLineOfSight(model, start, end, boxmins, boxmaxs))
+ else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
return true;
// try various random positions
{
trace_t trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
// not picky - if the trace ended anywhere in the box we're good
- if (BoxesOverlap(trace.endpos, trace.endpos, boxmins, boxmaxs))
+ if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
return true;
}
- else if (model->brush.TraceLineOfSight(model, start, end, boxmins, boxmaxs))
+ else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
return true;
}
if (!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
{
samples = ent->last_trace_visibility == 0 ? r_cullentities_trace_tempentitysamples.integer : r_cullentities_trace_samples.integer;
- if (R_CanSeeBox(samples, r_cullentities_trace_eyejitter.value, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
+ if (R_CanSeeBox(samples, r_cullentities_trace_eyejitter.value, r_cullentities_trace_enlarge.value, r_cullentities_trace_expand.value, r_cullentities_trace_pad.value, r_refdef.view.origin, ent->mins, ent->maxs))
ent->last_trace_visibility = realtime;
if (ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
r_refdef.viewcache.entityvisible[i] = 0;
// flipped x coordinates (because x points left here)
fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
-
- // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
- switch(vid.renderpath)
- {
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- // non-flipped y coordinates
- fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
- fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
- break;
- case RENDERPATH_SOFT:
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_GLES1:
- case RENDERPATH_GLES2:
- // non-flipped y coordinates
- fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
- fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
- break;
- }
+ // non-flipped y coordinates
+ fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
+ fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
}
// we can't trust r_refdef.view.forward and friends in reflected scenes
}
else
{
- 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;
+ VectorScale(left, -1.0f, r_refdef.view.frustum[0].normal);
+ VectorScale(left, 1.0f, r_refdef.view.frustum[1].normal);
+ VectorScale(up, -1.0f, r_refdef.view.frustum[2].normal);
+ VectorScale(up, 1.0f, r_refdef.view.frustum[3].normal);
+ VectorScale(forward, -1.0f, 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.farclip;
}
r_refdef.view.numfrustumplanes = 5;
{
R_Main_ResizeViewCache();
R_View_SetFrustum(myscissor);
- R_View_WorldVisibility(r_refdef.view.useclipplane);
+ R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
R_View_UpdateEntityVisible();
}
{
R_Main_ResizeViewCache();
R_View_SetFrustum(NULL);
- R_View_WorldVisibility(r_refdef.view.useclipplane);
+ R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
R_View_UpdateEntityVisible();
}
*outheight = (int)ceil(height * scale);
}
-void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
+void R_SetupView(qboolean allowwaterclippingplane, int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
{
const float *customclipplane = NULL;
float plane[4];
- int /*rtwidth,*/ rtheight, scaledwidth, scaledheight;
+ int /*rtwidth,*/ rtheight;
if (r_refdef.view.useclipplane && allowwaterclippingplane)
{
- // LordHavoc: couldn't figure out how to make this approach the
+ // LadyHavoc: couldn't figure out how to make this approach work the same in DPSOFTRAST
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)
plane[1] = r_refdef.view.clipplane.normal[1];
plane[2] = r_refdef.view.clipplane.normal[2];
plane[3] = -dist;
- if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
}
- //rtwidth = fbo ? R_TextureWidth(depthtexture ? depthtexture : colortexture) : vid.width;
- rtheight = fbo ? R_TextureHeight(depthtexture ? depthtexture : colortexture) : vid.height;
+ //rtwidth = viewfbo ? R_TextureWidth(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.width;
+ rtheight = viewfbo ? R_TextureHeight(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.height;
- R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
if (!r_refdef.view.useperspective)
- R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, -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, customclipplane);
+ R_Viewport_InitOrtho3D(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
else if (vid.stencil && r_useinfinitefarclip.integer)
- R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
+ R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
else
- R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
- R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
+ R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
+ R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
R_SetViewport(&r_refdef.view.viewport);
- if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
- {
- matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
- float screenplane[4];
- Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
- Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
- Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
- Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
- DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
- }
}
void R_EntityMatrix(const matrix4x4_t *matrix)
CHECKGLERROR
switch(vid.renderpath)
{
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
- hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
- break;
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GLES1:
-#ifndef USE_GLES2
- qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
-#endif
- break;
- case RENDERPATH_SOFT:
- DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
- DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
- break;
case RENDERPATH_GL20:
case RENDERPATH_GLES2:
if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
}
}
-void R_ResetViewRendering2D_Common(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, float x2, float y2)
+void R_ResetViewRendering2D_Common(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight, float x2, float y2)
{
r_viewport_t viewport;
CHECKGLERROR
// GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
- R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, x2, y2, -10, 100, NULL);
- R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
+ R_Viewport_InitOrtho(&viewport, &identitymatrix, viewx, vid.height - viewheight - viewy, viewwidth, viewheight, 0, 0, x2, y2, -10, 100, NULL);
+ R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
R_SetViewport(&viewport);
GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
GL_Color(1, 1, 1, 1);
R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
switch(vid.renderpath)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
break;
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- case RENDERPATH_SOFT:
- break;
}
GL_CullFace(GL_NONE);
CHECKGLERROR
}
-void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
+void R_ResetViewRendering2D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
{
- DrawQ_Finish();
-
- R_ResetViewRendering2D_Common(fbo, depthtexture, colortexture, 1, 1);
+ R_ResetViewRendering2D_Common(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight, 1.0f, 1.0f);
}
-void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
+void R_ResetViewRendering3D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
{
- DrawQ_Finish();
-
- R_SetupView(true, fbo, depthtexture, colortexture);
+ R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.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);
R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
switch(vid.renderpath)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
break;
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- case RENDERPATH_SOFT:
- break;
}
GL_CullFace(r_refdef.view.cullface_back);
}
Matrix4x4_Invert_Full(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
}
-void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
-void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
-
-static void R_Water_StartFrame(void)
+void R_RenderTarget_FreeUnused(qboolean force)
{
- int i;
- int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
- r_waterstate_waterplane_t *p;
- qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
-
- if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
- return;
-
- switch(vid.renderpath)
+ int i, j, end;
+ end = Mem_ExpandableArray_IndexRange(&r_fb.rendertargets);
+ for (i = 0; i < end; i++)
{
- case RENDERPATH_GL20:
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- case RENDERPATH_SOFT:
- case RENDERPATH_GLES2:
- break;
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GLES1:
- return;
+ r_rendertarget_t *r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
+ // free resources for rendertargets that have not been used for a while
+ // (note: this check is run after the frame render, so any targets used
+ // this frame will not be affected even at low framerates)
+ if (r && (realtime - r->lastusetime > 0.2 || force))
+ {
+ if (r->fbo)
+ R_Mesh_DestroyFramebufferObject(r->fbo);
+ for (j = 0; j < sizeof(r->colortexture) / sizeof(r->colortexture[0]); j++)
+ if (r->colortexture[j])
+ R_FreeTexture(r->colortexture[j]);
+ if (r->depthtexture)
+ R_FreeTexture(r->depthtexture);
+ Mem_ExpandableArray_FreeRecord(&r_fb.rendertargets, r);
+ }
}
+}
- // set waterwidth and waterheight to the water resolution that will be
- // used (often less than the screen resolution for faster rendering)
- R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
+static void R_CalcTexCoordsForView(float x, float y, float w, float h, float tw, float th, float *texcoord2f)
+{
+ float iw = 1.0f / tw, ih = 1.0f / th, x1, y1, x2, y2;
+ x1 = x * iw;
+ x2 = (x + w) * iw;
+ y1 = (th - y) * ih;
+ y2 = (th - y - h) * ih;
+ texcoord2f[0] = x1;
+ texcoord2f[2] = x2;
+ texcoord2f[4] = x2;
+ texcoord2f[6] = x1;
+ texcoord2f[1] = y1;
+ texcoord2f[3] = y1;
+ texcoord2f[5] = y2;
+ texcoord2f[7] = y2;
+}
- // calculate desired texture sizes
- // can't use water if the card does not support the texture size
- if (!r_water.integer || r_showsurfaces.integer)
- texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
- else if (vid.support.arb_texture_non_power_of_two)
- {
- texturewidth = waterwidth;
- textureheight = waterheight;
- camerawidth = waterwidth;
- cameraheight = waterheight;
- }
- else
+r_rendertarget_t *R_RenderTarget_Get(int texturewidth, int textureheight, textype_t depthtextype, qboolean depthisrenderbuffer, textype_t colortextype0, textype_t colortextype1, textype_t colortextype2, textype_t colortextype3)
+{
+ int i, j, end;
+ r_rendertarget_t *r = NULL;
+ char vabuf[256];
+ // first try to reuse an existing slot if possible
+ end = Mem_ExpandableArray_IndexRange(&r_fb.rendertargets);
+ for (i = 0; i < end; i++)
{
- for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
- for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
- for (camerawidth = 1;camerawidth * 2 <= waterwidth ;camerawidth *= 2);
- for (cameraheight = 1;cameraheight * 2 <= waterheight;cameraheight *= 2);
+ r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
+ if (r && r->lastusetime != realtime && r->texturewidth == texturewidth && r->textureheight == textureheight && r->depthtextype == depthtextype && r->colortextype[0] == colortextype0 && r->colortextype[1] == colortextype1 && r->colortextype[2] == colortextype2 && r->colortextype[3] == colortextype3)
+ break;
}
-
- // allocate textures as needed
- if (r_fb.water.texturewidth != texturewidth || r_fb.water.textureheight != textureheight || r_fb.water.camerawidth != camerawidth || r_fb.water.cameraheight != cameraheight || (r_fb.depthtexture && !usewaterfbo))
- {
- r_fb.water.maxwaterplanes = MAX_WATERPLANES;
- for (i = 0, p = r_fb.water.waterplanes;i < r_fb.water.maxwaterplanes;i++, p++)
- {
- if (p->texture_refraction)
- R_FreeTexture(p->texture_refraction);
- p->texture_refraction = NULL;
- if (p->fbo_refraction)
- R_Mesh_DestroyFramebufferObject(p->fbo_refraction);
- p->fbo_refraction = 0;
- if (p->texture_reflection)
- R_FreeTexture(p->texture_reflection);
- p->texture_reflection = NULL;
- if (p->fbo_reflection)
- R_Mesh_DestroyFramebufferObject(p->fbo_reflection);
- p->fbo_reflection = 0;
- if (p->texture_camera)
- R_FreeTexture(p->texture_camera);
- p->texture_camera = NULL;
- if (p->fbo_camera)
- R_Mesh_DestroyFramebufferObject(p->fbo_camera);
- p->fbo_camera = 0;
+ if (i == end)
+ {
+ // no unused exact match found, so we have to make one in the first unused slot
+ r = (r_rendertarget_t *)Mem_ExpandableArray_AllocRecord(&r_fb.rendertargets);
+ r->texturewidth = texturewidth;
+ r->textureheight = textureheight;
+ r->colortextype[0] = colortextype0;
+ r->colortextype[1] = colortextype1;
+ r->colortextype[2] = colortextype2;
+ r->colortextype[3] = colortextype3;
+ r->depthtextype = depthtextype;
+ r->depthisrenderbuffer = depthisrenderbuffer;
+ for (j = 0; j < 4; j++)
+ if (r->colortextype[j])
+ r->colortexture[j] = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_%i_type%i", i, j, (int)r->colortextype[j]), r->texturewidth, r->textureheight, NULL, r->colortextype[j], TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
+ if (r->depthtextype)
+ {
+ if (r->depthisrenderbuffer)
+ r->depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, va(vabuf, sizeof(vabuf), "renderbuffer%i_depth_type%i", i, (int)r->depthtextype), r->texturewidth, r->textureheight, r->depthtextype);
+ else
+ r->depthtexture = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_depth_type%i", i, j, (int)r->depthtextype), r->texturewidth, r->textureheight, NULL, r->depthtextype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
}
- memset(&r_fb.water, 0, sizeof(r_fb.water));
- r_fb.water.texturewidth = texturewidth;
- r_fb.water.textureheight = textureheight;
- r_fb.water.camerawidth = camerawidth;
- r_fb.water.cameraheight = cameraheight;
+ r->fbo = R_Mesh_CreateFramebufferObject(r->depthtexture, r->colortexture[0], r->colortexture[1], r->colortexture[2], r->colortexture[3]);
}
+ r_refdef.stats[r_stat_rendertargets_used]++;
+ r_refdef.stats[r_stat_rendertargets_pixels] += r->texturewidth * r->textureheight;
+ r->lastusetime = realtime;
+ R_CalcTexCoordsForView(0, 0, r->texturewidth, r->textureheight, r->texturewidth, r->textureheight, r->texcoord2f);
+ return r;
+}
- if (r_fb.water.texturewidth)
- {
- int scaledwidth, scaledheight;
+static void R_Water_StartFrame(void)
+{
+ int waterwidth, waterheight;
- r_fb.water.enabled = true;
+ if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
+ return;
- // water resolution is usually reduced
- r_fb.water.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
- r_fb.water.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
- R_GetScaledViewSize(r_fb.water.waterwidth, r_fb.water.waterheight, &scaledwidth, &scaledheight);
+ // set waterwidth and waterheight to the water resolution that will be
+ // used (often less than the screen resolution for faster rendering)
+ 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);
+ R_GetScaledViewSize(waterwidth, waterheight, &waterwidth, &waterheight);
- // set up variables that will be used in shader setup
- r_fb.water.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
- r_fb.water.screenscale[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
- r_fb.water.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
- r_fb.water.screencenter[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
- }
+ if (!r_water.integer || r_showsurfaces.integer)
+ waterwidth = waterheight = 0;
+
+ // set up variables that will be used in shader setup
+ r_fb.water.waterwidth = waterwidth;
+ r_fb.water.waterheight = waterheight;
+ r_fb.water.texturewidth = waterwidth;
+ r_fb.water.textureheight = waterheight;
+ r_fb.water.camerawidth = waterwidth;
+ r_fb.water.cameraheight = waterheight;
+ r_fb.water.screenscale[0] = 0.5f;
+ r_fb.water.screenscale[1] = 0.5f;
+ r_fb.water.screencenter[0] = 0.5f;
+ r_fb.water.screencenter[1] = 0.5f;
+ r_fb.water.enabled = waterwidth != 0;
r_fb.water.maxwaterplanes = MAX_WATERPLANES;
r_fb.water.numwaterplanes = 0;
extern cvar_t r_drawparticles;
extern cvar_t r_drawdecals;
-static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
+static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int viewx, int viewy, int viewwidth, int viewheight)
{
int myscissor[4];
r_refdef_view_t originalview;
int planeindex, qualityreduction = 0, old_r_dynamic = 0, old_r_shadows = 0, old_r_worldrtlight = 0, old_r_dlight = 0, old_r_particles = 0, old_r_decals = 0;
r_waterstate_waterplane_t *p;
vec3_t visorigin;
- qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
- char vabuf[1024];
+ r_rendertarget_t *rt;
originalview = r_refdef.view;
}
}
- // make sure enough textures are allocated
- for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
+ for (planeindex = 0, p = r_fb.water.waterplanes; planeindex < r_fb.water.numwaterplanes; planeindex++, p++)
{
- if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
- continue;
- if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
- {
- if (!p->texture_refraction)
- p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_refraction", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
- if (!p->texture_refraction)
- goto error;
- if (usewaterfbo)
- {
- if (r_fb.water.depthtexture == NULL)
- r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
- if (p->fbo_refraction == 0)
- p->fbo_refraction = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_refraction, NULL, NULL, NULL);
- }
- }
- else if (p->materialflags & MATERIALFLAG_CAMERA)
- {
- if (!p->texture_camera)
- p->texture_camera = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_camera", planeindex), r_fb.water.camerawidth, r_fb.water.cameraheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
- if (!p->texture_camera)
- goto error;
- if (usewaterfbo)
- {
- if (r_fb.water.depthtexture == NULL)
- r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
- if (p->fbo_camera == 0)
- p->fbo_camera = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_camera, NULL, NULL, NULL);
- }
- }
-
- if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
- {
- if (!p->texture_reflection)
- p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_reflection", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
- if (!p->texture_reflection)
- goto error;
- if (usewaterfbo)
- {
- if (r_fb.water.depthtexture == NULL)
- r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
- if (p->fbo_reflection == 0)
- p->fbo_reflection = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_reflection, NULL, NULL, NULL);
- }
- }
+ p->rt_reflection = NULL;
+ p->rt_refraction = NULL;
+ p->rt_camera = NULL;
}
// render views
{
if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
continue;
+
if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
{
+ rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
+ if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
+ goto error;
r_refdef.view = myview;
+ Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
+ Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
if(r_water_scissormode.integer)
{
- R_SetupView(true, p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
- if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
- continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
+ R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
+ if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
+ {
+ p->rt_reflection = NULL;
+ p->rt_refraction = NULL;
+ p->rt_camera = NULL;
+ continue;
+ }
}
- // 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;
+ // reflected view origin may be in solid, so don't cull with it
+ r_refdef.view.usevieworiginculling = false;
// reverse the cullface settings for this render
r_refdef.view.cullface_front = GL_FRONT;
r_refdef.view.cullface_back = GL_BACK;
}
r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 2) && !chase_active.integer);
- R_ResetViewRendering3D(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
+ R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
+ GL_ScissorTest(false);
R_ClearScreen(r_refdef.fogenabled);
+ GL_ScissorTest(true);
if(r_water_scissormode.integer & 2)
R_View_UpdateWithScissor(myscissor);
else
R_AnimCache_CacheVisibleEntities();
if(r_water_scissormode.integer & 1)
GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
- R_RenderScene(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
+ R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
- if (!p->fbo_reflection)
- R_Mesh_CopyToTexture(p->texture_reflection, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
r_fb.water.hideplayer = false;
+ p->rt_reflection = rt;
}
// 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 | MATERIALFLAG_REFRACTION))
{
+ rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
+ if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
+ goto error;
r_refdef.view = myview;
if(r_water_scissormode.integer)
{
- R_SetupView(true, p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
- if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
- continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
+ R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
+ if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
+ {
+ p->rt_reflection = NULL;
+ p->rt_refraction = NULL;
+ p->rt_camera = NULL;
+ continue;
+ }
}
r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 1) && !chase_active.integer);
PlaneClassify(&r_refdef.view.clipplane);
- R_ResetViewRendering3D(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
+ R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
+ GL_ScissorTest(false);
R_ClearScreen(r_refdef.fogenabled);
+ GL_ScissorTest(true);
if(r_water_scissormode.integer & 2)
R_View_UpdateWithScissor(myscissor);
else
R_AnimCache_CacheVisibleEntities();
if(r_water_scissormode.integer & 1)
GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
- R_RenderScene(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
+ R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
- if (!p->fbo_refraction)
- R_Mesh_CopyToTexture(p->texture_refraction, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
r_fb.water.hideplayer = false;
+ p->rt_refraction = rt;
}
else if (p->materialflags & MATERIALFLAG_CAMERA)
{
+ rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
+ if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
+ goto error;
r_refdef.view = myview;
r_refdef.view.clipplane = p->plane;
// camera needs no clipplane
r_refdef.view.useclipplane = false;
+ // TODO: is the camera origin always valid? if so we don't need to clear this
+ r_refdef.view.usevieworiginculling = false;
PlaneClassify(&r_refdef.view.clipplane);
r_fb.water.hideplayer = false;
- R_ResetViewRendering3D(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
+ R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
+ GL_ScissorTest(false);
R_ClearScreen(r_refdef.fogenabled);
+ GL_ScissorTest(true);
R_View_Update();
R_AnimCache_CacheVisibleEntities();
- R_RenderScene(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
+ R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
- if (!p->fbo_camera)
- R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
r_fb.water.hideplayer = false;
+ p->rt_camera = rt;
}
}
- if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
r_fb.water.renderingscene = false;
r_refdef.view = originalview;
- R_ResetViewRendering3D(fbo, depthtexture, colortexture);
- if (!r_fb.water.depthtexture)
- R_ClearScreen(r_refdef.fogenabled);
+ R_ResetViewRendering3D(fbo, depthtexture, colortexture, viewx, viewy, viewwidth, viewheight);
R_View_Update();
R_AnimCache_CacheVisibleEntities();
goto finish;
static void R_Bloom_StartFrame(void)
{
- int i;
int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
int viewwidth, viewheight;
- qboolean useviewfbo = r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
textype_t textype = TEXTYPE_COLORBUFFER;
+ // clear the pointers to rendertargets from last frame as they're stale
+ r_fb.rt_screen = NULL;
+ r_fb.rt_bloom = NULL;
+
switch (vid.renderpath)
{
case RENDERPATH_GL20:
r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
- if (vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two)
- {
- if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
- if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
- }
+ if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
+ if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
+ // for simplicity, bloom requires FBO render to texture, which basically all video drivers support now
+ if (!vid.support.ext_framebuffer_object)
+ return;
break;
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GLES1:
- return; // don't bother
case RENDERPATH_GLES2:
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
r_fb.usedepthtextures = false;
break;
- case RENDERPATH_SOFT:
- r_fb.usedepthtextures = true;
- break;
}
if (r_viewscale_fpsscaling.integer)
R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
- switch(vid.renderpath)
- {
- case RENDERPATH_GL20:
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- case RENDERPATH_SOFT:
- case RENDERPATH_GLES2:
- break;
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GLES1:
- return;
- }
-
// set bloomwidth and bloomheight to the bloom resolution that will be
// used (often less than the screen resolution for faster rendering)
r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.width);
r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
// calculate desired texture sizes
- if (vid.support.arb_texture_non_power_of_two)
- {
- screentexturewidth = vid.width;
- screentextureheight = vid.height;
- bloomtexturewidth = r_fb.bloomwidth;
- bloomtextureheight = r_fb.bloomheight;
- }
- else
- {
- for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
- for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
- for (bloomtexturewidth = 1;bloomtexturewidth < r_fb.bloomwidth ;bloomtexturewidth *= 2);
- for (bloomtextureheight = 1;bloomtextureheight < r_fb.bloomheight;bloomtextureheight *= 2);
- }
+ screentexturewidth = viewwidth;
+ screentextureheight = viewheight;
+ bloomtexturewidth = r_fb.bloomwidth;
+ bloomtextureheight = r_fb.bloomheight;
if ((r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
{
Cvar_SetValueQuick(&r_damageblur, 0);
}
- if (!((r_glsl_postprocess.integer || r_fxaa.integer) || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || !vid_gammatables_trivial)
- && !r_bloom.integer
- && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0))
- && !useviewfbo
- && r_viewscale.value == 1.0f
- && !r_viewscale_fpsscaling.integer)
- screentexturewidth = screentextureheight = 0;
- if (!r_bloom.integer)
- bloomtexturewidth = bloomtextureheight = 0;
-
- // allocate textures as needed
- if (r_fb.screentexturewidth != screentexturewidth
- || r_fb.screentextureheight != screentextureheight
- || r_fb.bloomtexturewidth != bloomtexturewidth
- || r_fb.bloomtextureheight != bloomtextureheight
- || r_fb.textype != textype
- || useviewfbo != (r_fb.fbo != 0))
+ // allocate motionblur ghost texture if needed - this is the only persistent texture and is only useful on the main view
+ if (r_refdef.view.ismain && (r_fb.screentexturewidth != screentexturewidth || r_fb.screentextureheight != screentextureheight || r_fb.textype != textype))
{
- for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
- {
- if (r_fb.bloomtexture[i])
- R_FreeTexture(r_fb.bloomtexture[i]);
- r_fb.bloomtexture[i] = NULL;
-
- if (r_fb.bloomfbo[i])
- R_Mesh_DestroyFramebufferObject(r_fb.bloomfbo[i]);
- r_fb.bloomfbo[i] = 0;
- }
-
- if (r_fb.fbo)
- R_Mesh_DestroyFramebufferObject(r_fb.fbo);
- r_fb.fbo = 0;
-
- if (r_fb.colortexture)
- R_FreeTexture(r_fb.colortexture);
- r_fb.colortexture = NULL;
-
- if (r_fb.depthtexture)
- R_FreeTexture(r_fb.depthtexture);
- r_fb.depthtexture = NULL;
-
if (r_fb.ghosttexture)
R_FreeTexture(r_fb.ghosttexture);
r_fb.ghosttexture = NULL;
r_fb.screentexturewidth = screentexturewidth;
r_fb.screentextureheight = screentextureheight;
- r_fb.bloomtexturewidth = bloomtexturewidth;
- r_fb.bloomtextureheight = bloomtextureheight;
r_fb.textype = textype;
if (r_fb.screentexturewidth && r_fb.screentextureheight)
if (r_motionblur.value > 0 || r_damageblur.value > 0)
r_fb.ghosttexture = R_LoadTexture2D(r_main_texturepool, "framebuffermotionblur", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
r_fb.ghosttexture_valid = false;
- r_fb.colortexture = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
- if (useviewfbo)
- {
- r_fb.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
- r_fb.fbo = R_Mesh_CreateFramebufferObject(r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
- R_Mesh_SetRenderTargets(r_fb.fbo, r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
- }
- }
-
- if (r_fb.bloomtexturewidth && r_fb.bloomtextureheight)
- {
- for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
- {
- r_fb.bloomtexture[i] = R_LoadTexture2D(r_main_texturepool, "framebufferbloom", r_fb.bloomtexturewidth, r_fb.bloomtextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
- if (useviewfbo)
- r_fb.bloomfbo[i] = R_Mesh_CreateFramebufferObject(NULL, r_fb.bloomtexture[i], NULL, NULL, NULL);
- }
}
}
- // bloom texture is a different resolution
- r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
- r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
- r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
- r_fb.bloomwidth = bound(1, r_fb.bloomwidth, r_fb.bloomtexturewidth);
- r_fb.bloomheight = bound(1, r_fb.bloomheight, r_fb.bloomtextureheight);
-
- // set up a texcoord array for the full resolution screen image
- // (we have to keep this around to copy back during final render)
- r_fb.screentexcoord2f[0] = 0;
- r_fb.screentexcoord2f[1] = (float)viewheight / (float)r_fb.screentextureheight;
- r_fb.screentexcoord2f[2] = (float)viewwidth / (float)r_fb.screentexturewidth;
- r_fb.screentexcoord2f[3] = (float)viewheight / (float)r_fb.screentextureheight;
- r_fb.screentexcoord2f[4] = (float)viewwidth / (float)r_fb.screentexturewidth;
- r_fb.screentexcoord2f[5] = 0;
- r_fb.screentexcoord2f[6] = 0;
- r_fb.screentexcoord2f[7] = 0;
-
- if(r_fb.fbo)
+ if (r_bloom.integer)
{
- for (i = 1;i < 8;i += 2)
- {
- r_fb.screentexcoord2f[i] += 1 - (float)(viewheight + r_refdef.view.y) / (float)r_fb.screentextureheight;
- }
- }
-
- // set up a texcoord array for the reduced resolution bloom image
- // (which will be additive blended over the screen image)
- r_fb.bloomtexcoord2f[0] = 0;
- r_fb.bloomtexcoord2f[1] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
- r_fb.bloomtexcoord2f[2] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
- r_fb.bloomtexcoord2f[3] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
- r_fb.bloomtexcoord2f[4] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
- r_fb.bloomtexcoord2f[5] = 0;
- r_fb.bloomtexcoord2f[6] = 0;
- r_fb.bloomtexcoord2f[7] = 0;
-
- switch(vid.renderpath)
- {
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_SOFT:
- case RENDERPATH_GLES1:
- case RENDERPATH_GLES2:
- break;
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- for (i = 0;i < 4;i++)
- {
- r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth;
- r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight;
- r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth;
- r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight;
- }
- break;
+ // bloom texture is a different resolution
+ r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
+ r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
+ r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
}
+ else
+ r_fb.bloomwidth = r_fb.bloomheight = 0;
- R_Viewport_InitOrtho(&r_fb.bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
+ r_fb.rt_screen = R_RenderTarget_Get(screentexturewidth, screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
- if (r_fb.fbo)
- r_refdef.view.clear = true;
+ r_refdef.view.clear = true;
}
static void R_Bloom_MakeTexture(void)
{
int x, range, dir;
float xoffset, yoffset, r, brighten;
- rtexture_t *intex;
float colorscale = r_bloom_colorscale.value;
+ r_viewport_t bloomviewport;
+ r_rendertarget_t *prev, *cur;
+ textype_t textype = r_fb.rt_screen->colortextype[0];
r_refdef.stats[r_stat_bloom]++;
-
-#if 0
- // this copy is unnecessary since it happens in R_BlendView already
- if (!r_fb.fbo)
- {
- R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
- r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
- }
-#endif
+
+ R_Viewport_InitOrtho(&bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
// scale down screen texture to the bloom texture size
CHECKGLERROR
- r_fb.bloomindex = 0;
- R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
- R_SetViewport(&r_fb.bloomviewport);
+ prev = r_fb.rt_screen;
+ cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
+ R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
+ R_SetViewport(&bloomviewport);
GL_CullFace(GL_NONE);
GL_DepthTest(false);
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_Color(colorscale, colorscale, colorscale, 1);
- // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
- switch(vid.renderpath)
- {
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_GLES1:
- case RENDERPATH_GLES2:
- case RENDERPATH_SOFT:
- R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
- break;
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
- break;
- }
+ R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
// TODO: do boxfilter scale-down in shader?
- R_SetupShader_Generic(r_fb.colortexture, NULL, GL_MODULATE, 1, false, true, true);
+ R_SetupShader_Generic(prev->colortexture[0], NULL, GL_MODULATE, 1, false, true, true);
R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
-
// we now have a properly scaled bloom image
- if (!r_fb.bloomfbo[r_fb.bloomindex])
- {
- // copy it into the bloom texture
- R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
- r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
- }
- // multiply bloom image by itself as many times as desired
+ // multiply bloom image by itself as many times as desired to darken it
+ // TODO: if people actually use this it could be done more quickly in the previous shader pass
for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
{
- intex = r_fb.bloomtexture[r_fb.bloomindex];
- r_fb.bloomindex ^= 1;
- R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
+ prev = cur;
+ cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
+ R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
x *= 2;
r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
- if (!r_fb.bloomfbo[r_fb.bloomindex])
- {
- GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); // square it and multiply by two
- GL_Color(r,r,r,1); // apply fix factor
- }
- else
- {
- if(x <= 2)
- GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
- GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
- GL_Color(1,1,1,1); // no fix factor supported here
- }
- R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.bloomtexcoord2f);
- R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
+ if(x <= 2)
+ GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
+ GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
+ GL_Color(1,1,1,1); // no fix factor supported here
+ R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
+ R_SetupShader_Generic(prev->colortexture[0], NULL, GL_MODULATE, 1, false, true, false);
R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
-
- if (!r_fb.bloomfbo[r_fb.bloomindex])
- {
- // copy the darkened image to a texture
- R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
- r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
- }
}
range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
for (dir = 0;dir < 2;dir++)
{
- intex = r_fb.bloomtexture[r_fb.bloomindex];
- r_fb.bloomindex ^= 1;
- R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
+ prev = cur;
+ cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
+ R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
// blend on at multiple vertical offsets to achieve a vertical blur
// TODO: do offset blends using GLSL
// TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
GL_BlendFunc(GL_ONE, GL_ZERO);
- R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
+ R_SetupShader_Generic(prev->colortexture[0], NULL, GL_MODULATE, 1, false, true, false);
for (x = -range;x <= range;x++)
{
if (!dir){xoffset = 0;yoffset = x;}
else {xoffset = x;yoffset = 0;}
- xoffset /= (float)r_fb.bloomtexturewidth;
- yoffset /= (float)r_fb.bloomtextureheight;
+ xoffset /= (float)prev->texturewidth;
+ yoffset /= (float)prev->textureheight;
// compute a texcoord array with the specified x and y offset
- r_fb.offsettexcoord2f[0] = xoffset+r_fb.bloomtexcoord2f[0];
- r_fb.offsettexcoord2f[1] = yoffset+r_fb.bloomtexcoord2f[1];
- r_fb.offsettexcoord2f[2] = xoffset+r_fb.bloomtexcoord2f[2];
- r_fb.offsettexcoord2f[3] = yoffset+r_fb.bloomtexcoord2f[3];
- r_fb.offsettexcoord2f[4] = xoffset+r_fb.bloomtexcoord2f[4];
- r_fb.offsettexcoord2f[5] = yoffset+r_fb.bloomtexcoord2f[5];
- r_fb.offsettexcoord2f[6] = xoffset+r_fb.bloomtexcoord2f[6];
- r_fb.offsettexcoord2f[7] = yoffset+r_fb.bloomtexcoord2f[7];
+ r_fb.offsettexcoord2f[0] = xoffset+prev->texcoord2f[0];
+ r_fb.offsettexcoord2f[1] = yoffset+prev->texcoord2f[1];
+ r_fb.offsettexcoord2f[2] = xoffset+prev->texcoord2f[2];
+ r_fb.offsettexcoord2f[3] = yoffset+prev->texcoord2f[3];
+ r_fb.offsettexcoord2f[4] = xoffset+prev->texcoord2f[4];
+ r_fb.offsettexcoord2f[5] = yoffset+prev->texcoord2f[5];
+ r_fb.offsettexcoord2f[6] = xoffset+prev->texcoord2f[6];
+ r_fb.offsettexcoord2f[7] = yoffset+prev->texcoord2f[7];
// this r value looks like a 'dot' particle, fading sharply to
// black at the edges
// (probably not realistic but looks good enough)
//r = brighten/(range*2+1);
r = brighten / (range * 2 + 1);
if(range >= 1)
- r *= (1 - x*x/(float)(range*range));
+ r *= (1 - x*x/(float)((range+1)*(range+1)));
+ if (r <= 0)
+ continue;
GL_Color(r, r, r, 1);
R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
GL_BlendFunc(GL_ONE, GL_ONE);
}
-
- if (!r_fb.bloomfbo[r_fb.bloomindex])
- {
- // copy the vertically or horizontally blurred bloom view to a texture
- R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
- r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
- }
}
+
+ // now we have the bloom image, so keep track of it
+ r_fb.rt_bloom = cur;
}
-static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
+static void R_BlendView(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
{
dpuint64 permutation;
float uservecs[4][4];
+ rtexture_t *viewtexture;
+ rtexture_t *bloomtexture;
R_EntityMatrix(&identitymatrix);
- switch (vid.renderpath)
- {
- case RENDERPATH_GL20:
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- case RENDERPATH_SOFT:
- case RENDERPATH_GLES2:
- permutation =
- (r_fb.bloomtexture[r_fb.bloomindex] ? SHADERPERMUTATION_BLOOM : 0)
- | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
- | (!vid_gammatables_trivial ? SHADERPERMUTATION_GAMMARAMPS : 0)
- | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
- | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
-
- if (r_fb.colortexture)
+ if(r_refdef.view.ismain && !R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
+ {
+ // declare variables
+ float blur_factor, blur_mouseaccel, blur_velocity;
+ static float blur_average;
+ static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
+
+ // set a goal for the factoring
+ blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
+ / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
+ blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
+ / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
+ blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
+ + (blur_mouseaccel * r_motionblur_mousefactor.value));
+
+ // from the goal, pick an averaged value between goal and last value
+ cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
+ blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
+
+ // enforce minimum amount of blur
+ blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
+
+ //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
+
+ // calculate values into a standard alpha
+ cl.motionbluralpha = 1 - exp(-
+ (
+ (r_motionblur.value * blur_factor / 80)
+ +
+ (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
+ )
+ /
+ max(0.0001, cl.time - cl.oldtime) // fps independent
+ );
+
+ // randomization for the blur value to combat persistent ghosting
+ cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
+ cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
+
+ // apply the blur
+ R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
+ if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
{
- if (!r_fb.fbo)
- {
- R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
- r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
- }
-
- if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
- {
- // declare variables
- float blur_factor, blur_mouseaccel, blur_velocity;
- static float blur_average;
- static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
-
- // set a goal for the factoring
- blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
- / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
- blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
- / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
- blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
- + (blur_mouseaccel * r_motionblur_mousefactor.value));
-
- // from the goal, pick an averaged value between goal and last value
- cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
- blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
-
- // enforce minimum amount of blur
- blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
-
- //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
-
- // calculate values into a standard alpha
- cl.motionbluralpha = 1 - exp(-
- (
- (r_motionblur.value * blur_factor / 80)
- +
- (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
- )
- /
- max(0.0001, cl.time - cl.oldtime) // fps independent
- );
-
- // randomization for the blur value to combat persistent ghosting
- cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
- cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
-
- // apply the blur
- R_ResetViewRendering2D(fbo, depthtexture, colortexture);
- if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
- {
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- GL_Color(1, 1, 1, cl.motionbluralpha);
- switch(vid.renderpath)
- {
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_GLES1:
- case RENDERPATH_GLES2:
- case RENDERPATH_SOFT:
- R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
- break;
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
- break;
- }
- R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true);
- R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
- r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
- }
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_Color(1, 1, 1, cl.motionbluralpha);
+ R_CalcTexCoordsForView(0, 0, viewwidth, viewheight, viewwidth, viewheight, r_fb.ghosttexcoord2f);
+ R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.ghosttexcoord2f);
+ R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true);
+ R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
+ r_refdef.stats[r_stat_bloom_drawpixels] += viewwidth * viewheight;
+ }
- // updates old view angles for next pass
- VectorCopy(cl.viewangles, blur_oldangles);
+ // updates old view angles for next pass
+ VectorCopy(cl.viewangles, blur_oldangles);
- // copy view into the ghost texture
- R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
- r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
- r_fb.ghosttexture_valid = true;
- }
- }
- else
- {
- // no r_fb.colortexture means we're rendering to the real fb
- // we may still have to do view tint...
- if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
- {
- // apply a color tint to the whole view
- R_ResetViewRendering2D(0, NULL, NULL);
- GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
- R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
- R_SetupShader_Generic_NoTexture(false, true);
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
- }
- break; // no screen processing, no bloom, skip it
- }
+ // copy view into the ghost texture
+ R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, viewx, viewy, viewwidth, viewheight);
+ r_refdef.stats[r_stat_bloom_copypixels] += viewwidth * viewheight;
+ r_fb.ghosttexture_valid = true;
+ }
- if (r_fb.bloomtexture[0])
- {
- // make the bloom texture
- R_Bloom_MakeTexture();
- }
+ if (r_fb.bloomwidth)
+ {
+ // make the bloom texture
+ R_Bloom_MakeTexture();
+ }
#if _MSC_VER >= 1400
#define sscanf sscanf_s
#endif
- memset(uservecs, 0, sizeof(uservecs));
- if (r_glsl_postprocess_uservec1_enable.integer)
- sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
- if (r_glsl_postprocess_uservec2_enable.integer)
- sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
- if (r_glsl_postprocess_uservec3_enable.integer)
- sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
- if (r_glsl_postprocess_uservec4_enable.integer)
- sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
+ memset(uservecs, 0, sizeof(uservecs));
+ if (r_glsl_postprocess_uservec1_enable.integer)
+ sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
+ if (r_glsl_postprocess_uservec2_enable.integer)
+ sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
+ if (r_glsl_postprocess_uservec3_enable.integer)
+ sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
+ if (r_glsl_postprocess_uservec4_enable.integer)
+ sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
+
+ // render to the screen fbo
+ R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
+ GL_Color(1, 1, 1, 1);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
- R_ResetViewRendering2D(0, NULL, NULL); // here we render to the real framebuffer!
- GL_Color(1, 1, 1, 1);
- GL_BlendFunc(GL_ONE, GL_ZERO);
+ viewtexture = r_fb.rt_screen->colortexture[0];
+ bloomtexture = r_fb.rt_bloom ? r_fb.rt_bloom->colortexture[0] : NULL;
- switch(vid.renderpath)
+ if (r_rendertarget_debug.integer >= 0)
+ {
+ r_rendertarget_t *rt = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, r_rendertarget_debug.integer);
+ if (rt && rt->colortexture[0])
{
- case RENDERPATH_GL20:
- case RENDERPATH_GLES2:
- R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
- R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
- if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_fb.colortexture);
- if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_fb.bloomtexture[r_fb.bloomindex]);
- if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
- if (r_glsl_permutation->loc_ViewTintColor >= 0) qglUniform4f(r_glsl_permutation->loc_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
- if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
- if (r_glsl_permutation->loc_UserVec1 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
- if (r_glsl_permutation->loc_UserVec2 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
- if (r_glsl_permutation->loc_UserVec3 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
- if (r_glsl_permutation->loc_UserVec4 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
- if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
- if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
- if (r_glsl_permutation->loc_BloomColorSubtract >= 0) qglUniform4f(r_glsl_permutation->loc_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
- R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
- R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
- R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
- R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
- R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
- hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
- hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
- hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
- hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
- hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
- hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
- hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
- hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
- hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_SOFT:
- R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
- R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
- R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
- R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
- R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
- DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
- DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
- DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
- DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
- DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
- DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
- DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation , r_glsl_saturation.value);
- DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
- DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
- break;
- default:
- break;
- }
- R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
- r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
- break;
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GLES1:
- if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
- {
- // apply a color tint to the whole view
- R_ResetViewRendering2D(0, NULL, NULL);
- GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
- R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
- R_SetupShader_Generic_NoTexture(false, true);
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
+ viewtexture = rt->colortexture[0];
+ bloomtexture = NULL;
}
+ }
+
+ R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.rt_screen->texcoord2f, bloomtexture ? r_fb.rt_bloom->texcoord2f : NULL);
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL20:
+ case RENDERPATH_GLES2:
+ permutation =
+ (r_fb.bloomwidth ? SHADERPERMUTATION_BLOOM : 0)
+ | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
+ | (!vid_gammatables_trivial ? SHADERPERMUTATION_GAMMARAMPS : 0)
+ | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
+ | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
+ R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
+ if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , viewtexture);
+ if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , bloomtexture);
+ if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
+ if (r_glsl_permutation->loc_ViewTintColor >= 0) qglUniform4f(r_glsl_permutation->loc_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
+ if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
+ if (r_glsl_permutation->loc_UserVec1 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
+ if (r_glsl_permutation->loc_UserVec2 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
+ if (r_glsl_permutation->loc_UserVec3 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
+ if (r_glsl_permutation->loc_UserVec4 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
+ if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
+ if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
+ if (r_glsl_permutation->loc_BloomColorSubtract >= 0) qglUniform4f(r_glsl_permutation->loc_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
break;
}
+ R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
+ r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
}
matrix4x4_t r_waterscrollmatrix;
{
case RENDERPATH_GL20:
r_gpuskeletal = vid.support.arb_uniform_buffer_object && r_glsl_skeletal.integer && !r_showsurfaces.integer; // FIXME add r_showsurfaces support to GLSL skeletal!
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- case RENDERPATH_SOFT:
case RENDERPATH_GLES2:
if(!vid_gammatables_trivial)
{
// remove GLSL gamma texture
}
break;
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GLES1:
- break;
}
}
R_RenderView
================
*/
-int dpsoftrast_test;
extern cvar_t r_shadow_bouncegrid;
-void R_RenderView(void)
+extern cvar_t v_isometric;
+extern void V_MakeViewIsometric(void);
+void R_RenderView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int x, int y, int width, int height)
{
matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
- int fbo;
- rtexture_t *depthtexture;
- rtexture_t *colortexture;
+ int viewfbo = 0;
+ rtexture_t *viewdepthtexture = NULL;
+ rtexture_t *viewcolortexture = NULL;
+ int viewx = r_refdef.view.x, viewy = r_refdef.view.y, viewwidth = r_refdef.view.width, viewheight = r_refdef.view.height;
- dpsoftrast_test = r_test.integer;
+ // finish any 2D rendering that was queued
+ DrawQ_Finish();
if (r_timereport_active)
R_TimeReport("start");
r_fb.water.enabled = false;
r_fb.water.numwaterplanes = 0;
- R_RenderScene(0, NULL, NULL);
+ R_RenderScene(0, NULL, NULL, r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
r_refdef.view.matrix = originalmatrix;
return;
}
+ r_refdef.view.usevieworiginculling = !r_trippy.value && r_refdef.view.useperspective;
+ if (v_isometric.integer && r_refdef.view.ismain)
+ V_MakeViewIsometric();
+
r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
R_Shadow_UpdateWorldLightSelection();
+ // this will set up r_fb.rt_screen
R_Bloom_StartFrame();
// apply bloom brightness offset
- if(r_fb.bloomtexture[0])
+ if(r_fb.rt_bloom)
r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
- R_Water_StartFrame();
+ // R_Bloom_StartFrame probably set up an fbo for us to render into, it will be rendered to the window later in R_BlendView
+ if (r_fb.rt_screen)
+ {
+ viewfbo = r_fb.rt_screen->fbo;
+ viewdepthtexture = r_fb.rt_screen->depthtexture;
+ viewcolortexture = r_fb.rt_screen->colortexture[0];
+ viewx = 0;
+ viewy = 0;
+ viewwidth = width;
+ viewheight = height;
+ }
- // now we probably have an fbo to render into
- fbo = r_fb.fbo;
- depthtexture = r_fb.depthtexture;
- colortexture = r_fb.colortexture;
+ R_Water_StartFrame();
CHECKGLERROR
if (r_timereport_active)
R_TimeReport("viewsetup");
- R_ResetViewRendering3D(fbo, depthtexture, colortexture);
+ R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
+
+ // clear the whole fbo every frame - otherwise the driver will consider
+ // it to be an inter-frame texture and stall in multi-gpu configurations
+ if (r_fb.rt_screen)
+ GL_ScissorTest(false);
+ R_ClearScreen(r_refdef.fogenabled);
+ if (r_timereport_active)
+ R_TimeReport("viewclear");
- if (r_refdef.view.clear || r_refdef.fogenabled || fbo)
- {
- R_ClearScreen(r_refdef.fogenabled);
- if (r_timereport_active)
- R_TimeReport("viewclear");
- }
r_refdef.view.clear = true;
r_refdef.view.showdebug = true;
r_fb.water.numwaterplanes = 0;
if (r_fb.water.enabled)
- R_RenderWaterPlanes(fbo, depthtexture, colortexture);
-
- R_RenderScene(fbo, depthtexture, colortexture);
+ R_RenderWaterPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
+
+ // for the actual view render we use scissoring a fair amount, so scissor
+ // test needs to be on
+ if (r_fb.rt_screen)
+ GL_ScissorTest(true);
+ GL_Scissor(viewx, viewy, viewwidth, viewheight);
+ R_RenderScene(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
r_fb.water.numwaterplanes = 0;
- R_BlendView(fbo, depthtexture, colortexture);
+ // postprocess uses textures that are not aligned with the viewport we're rendering, so no scissoring
+ GL_ScissorTest(false);
+
+ R_BlendView(fbo, depthtexture, colortexture, x, y, width, height);
if (r_timereport_active)
R_TimeReport("blendview");
- GL_Scissor(0, 0, vid.width, vid.height);
- GL_ScissorTest(false);
-
r_refdef.view.matrix = originalmatrix;
CHECKGLERROR
+
+ // go back to 2d rendering
+ DrawQ_Start();
}
-void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
+void R_RenderWaterPlanes(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
{
if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
{
if (r_fb.water.numwaterplanes)
{
- R_Water_ProcessPlanes(fbo, depthtexture, colortexture);
+ R_Water_ProcessPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
if (r_timereport_active)
R_TimeReport("waterscenes");
}
extern cvar_t cl_decals_newsystem;
extern qboolean r_shadow_usingdeferredprepass;
extern int r_shadow_shadowmapatlas_modelshadows_size;
-void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
+void R_RenderScene(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
{
qboolean shadowmapping = false;
if (skyrendermasked && skyrenderlater)
{
// we have to force off the water clipping plane while rendering sky
- R_SetupView(false, fbo, depthtexture, colortexture);
+ R_SetupView(false, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
R_Sky();
- R_SetupView(true, fbo, depthtexture, colortexture);
+ R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
if (r_timereport_active)
R_TimeReport("sky");
}
}
+ // save the framebuffer info for R_Shadow_RenderMode_Reset during this view render
+ r_shadow_viewfbo = viewfbo;
+ r_shadow_viewdepthtexture = viewdepthtexture;
+ r_shadow_viewcolortexture = viewcolortexture;
+ r_shadow_viewx = viewx;
+ r_shadow_viewy = viewy;
+ r_shadow_viewwidth = viewwidth;
+ r_shadow_viewheight = viewheight;
+
R_Shadow_PrepareModelShadows();
- R_Shadow_PrepareLights(fbo, depthtexture, colortexture);
+ R_Shadow_PrepareLights();
if (r_timereport_active)
R_TimeReport("preparelights");
if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.scene.lightmapintensity > 0)
{
- R_ResetViewRendering3D(fbo, depthtexture, colortexture);
+ R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
R_Shadow_DrawModelShadows();
- R_ResetViewRendering3D(fbo, depthtexture, colortexture);
+ R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
// don't let sound skip if going slow
if (r_refdef.scene.extraupdate)
S_ExtraUpdate ();
if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.scene.lightmapintensity > 0)
{
- R_ResetViewRendering3D(fbo, depthtexture, colortexture);
+ R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
R_Shadow_DrawModelShadows();
- R_ResetViewRendering3D(fbo, depthtexture, colortexture);
+ R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
// don't let sound skip if going slow
if (r_refdef.scene.extraupdate)
S_ExtraUpdate ();
R_TimeReport("explosions");
}
- if (cl.csqc_loaded)
- VM_CL_AddPolygonsToMeshQueue(CLVM_prog);
-
if (r_refdef.view.showdebug)
{
if (cl_locs_show.integer)
R_TimeReport("coronas");
}
-#if 0
- {
- GL_DepthTest(false);
- qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
- GL_Color(1, 1, 1, 1);
- qglBegin(GL_POLYGON);
- qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
- qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
- qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
- qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
- qglEnd();
- qglBegin(GL_POLYGON);
- qglVertex3f(r_refdef.view.frustumcorner[0][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[0][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[0][2] + 1000 * r_refdef.view.forward[2]);
- qglVertex3f(r_refdef.view.frustumcorner[1][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[1][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[1][2] + 1000 * r_refdef.view.forward[2]);
- qglVertex3f(r_refdef.view.frustumcorner[3][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[3][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[3][2] + 1000 * r_refdef.view.forward[2]);
- qglVertex3f(r_refdef.view.frustumcorner[2][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[2][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[2][2] + 1000 * r_refdef.view.forward[2]);
- qglEnd();
- qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
- }
-#endif
-
// don't let sound skip if going slow
if (r_refdef.scene.extraupdate)
S_ExtraUpdate ();
t->currentmaterialflags |= MATERIALFLAG_NORTLIGHT;
if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND && !(R_BlendFuncFlags(t->customblendfunc[0], t->customblendfunc[1]) & BLENDFUNC_ALLOWS_COLORMOD))
{
- // some CUSTOMBLEND blendfuncs are too weird for anything but fullbright rendering, and even then we have to ignore colormod and view colorscale
- t->currentmaterialflags = t->currentmaterialflags | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NORTLIGHT;
+ // some CUSTOMBLEND blendfuncs are too weird, we have to ignore colormod and view colorscale
+ t->currentmaterialflags = t->currentmaterialflags | MATERIALFLAG_NORTLIGHT;
for (q = 0; q < 3; q++)
{
t->render_glowmod[q] = rsurface.entity->glowmod[q];
for (q = 0; q < 3; q++)
{
t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
- t->render_modellight_lightdir[q] = rsurface.entity->render_modellight_lightdir[q] * r_refdef.view.colorscale;
- t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
+ t->render_modellight_lightdir[q] = q == 2;
+ t->render_modellight_ambient[q] = 0;
t->render_modellight_diffuse[q] = 0;
t->render_modellight_specular[q] = 0;
t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
}
}
+ if (t->currentmaterialflags & MATERIALFLAG_VERTEXCOLOR)
+ {
+ // since MATERIALFLAG_VERTEXCOLOR uses the lightmapcolor4f vertex
+ // attribute, we punt it to the lightmap path and hope for the best,
+ // but lighting doesn't work.
+ //
+ // FIXME: this is fine for effects but CSQC polygons should be subject
+ // to lighting.
+ t->currentmaterialflags &= ~MATERIALFLAG_MODELLIGHT;
+ for (q = 0; q < 3; q++)
+ {
+ t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
+ t->render_modellight_lightdir[q] = q == 2;
+ t->render_modellight_ambient[q] = 0;
+ t->render_modellight_diffuse[q] = 0;
+ t->render_modellight_specular[q] = 0;
+ t->render_lightmap_ambient[q] = 0;
+ t->render_lightmap_diffuse[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
+ t->render_lightmap_specular[q] = 0;
+ t->render_rtlight_diffuse[q] = 0;
+ t->render_rtlight_specular[q] = 0;
+ }
+ }
+
for (q = 0; q < 3; q++)
{
t->render_colormap_pants[q] = rsurface.entity->colormap_pantscolor[q];
if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
{
// basic lit geometry
- R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2], t->currentalpha);
+ R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, 2, 2, 2, t->currentalpha);
// add pants/shirt if needed
if (VectorLength2(t->render_colormap_pants) >= (1.0f / 1048576.0f) && t->pantstexture)
- R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, t->render_colormap_pants[0] * t->render_lightmap_diffuse[0], t->render_colormap_pants[1] * t->render_lightmap_diffuse[1], t->render_colormap_pants[2] * t->render_lightmap_diffuse[2], t->currentalpha);
+ R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, 2 * t->render_colormap_pants[0], 2 * t->render_colormap_pants[1], 2 * t->render_colormap_pants[2], t->currentalpha);
if (VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f) && t->shirttexture)
- R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, t->render_colormap_shirt[0] * t->render_lightmap_diffuse[0], t->render_colormap_shirt[1] * t->render_lightmap_diffuse[1], t->render_colormap_shirt[2] * t->render_lightmap_diffuse[2], t->currentalpha);
+ R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, 2 * t->render_colormap_shirt[0], 2 * t->render_colormap_shirt[1], 2 * t->render_colormap_shirt[2], t->currentalpha);
}
else
{
rsurface.batchelement3s = NULL;
rsurface.batchelement3s_indexbuffer = NULL;
rsurface.batchelement3s_bufferoffset = 0;
- rsurface.passcolor4f = NULL;
- rsurface.passcolor4f_vertexbuffer = NULL;
- rsurface.passcolor4f_bufferoffset = 0;
rsurface.forcecurrenttextureupdate = false;
}
rsurface.batchelement3s = NULL;
rsurface.batchelement3s_indexbuffer = NULL;
rsurface.batchelement3s_bufferoffset = 0;
- rsurface.passcolor4f = NULL;
- rsurface.passcolor4f_vertexbuffer = NULL;
- rsurface.passcolor4f_bufferoffset = 0;
rsurface.forcecurrenttextureupdate = true;
if (rsurface.modelnumvertices && rsurface.modelelement3i)
// render multiple smaller batches
}
-static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
-{
- int i;
- rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
- rsurface.passcolor4f_vertexbuffer = 0;
- rsurface.passcolor4f_bufferoffset = 0;
- for (i = 0;i < rsurface.batchnumvertices;i++)
- Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
-}
-
-static void RSurf_DrawBatch_GL11_ApplyFog(void)
-{
- int i;
- float f;
- const float *v;
- const float *c;
- float *c2;
- if (rsurface.passcolor4f)
- {
- // generate color arrays
- c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
- rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
- rsurface.passcolor4f_vertexbuffer = 0;
- rsurface.passcolor4f_bufferoffset = 0;
- for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
- {
- f = RSurf_FogVertex(v);
- c2[0] = c[0] * f;
- c2[1] = c[1] * f;
- c2[2] = c[2] * f;
- c2[3] = c[3];
- }
- }
- else
- {
- rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
- rsurface.passcolor4f_vertexbuffer = 0;
- rsurface.passcolor4f_bufferoffset = 0;
- for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
- {
- f = RSurf_FogVertex(v);
- c2[0] = f;
- c2[1] = f;
- c2[2] = f;
- c2[3] = 1;
- }
- }
-}
-
-static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
-{
- int i;
- float f;
- const float *v;
- const float *c;
- float *c2;
- if (!rsurface.passcolor4f)
- return;
- c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
- rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
- rsurface.passcolor4f_vertexbuffer = 0;
- rsurface.passcolor4f_bufferoffset = 0;
- for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
- {
- f = RSurf_FogVertex(v);
- c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
- c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
- c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
- c2[3] = c[3];
- }
-}
-
-static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
-{
- int i;
- const float *c;
- float *c2;
- if (!rsurface.passcolor4f)
- return;
- c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
- rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
- rsurface.passcolor4f_vertexbuffer = 0;
- rsurface.passcolor4f_bufferoffset = 0;
- for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
- {
- c2[0] = c[0] * r;
- c2[1] = c[1] * g;
- c2[2] = c[2] * b;
- c2[3] = c[3] * a;
- }
-}
-
-static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
-{
- int i;
- const float *c;
- float *c2;
- if (!rsurface.passcolor4f)
- return;
- c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
- rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
- rsurface.passcolor4f_vertexbuffer = 0;
- rsurface.passcolor4f_bufferoffset = 0;
- for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
- {
- c2[0] = c[0] + rsurface.texture->render_lightmap_ambient[0];
- c2[1] = c[1] + rsurface.texture->render_lightmap_ambient[1];
- c2[2] = c[2] + rsurface.texture->render_lightmap_ambient[2];
- c2[3] = c[3];
- }
-}
-
-static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
-{
- // TODO: optimize
- rsurface.passcolor4f = NULL;
- rsurface.passcolor4f_vertexbuffer = 0;
- rsurface.passcolor4f_bufferoffset = 0;
- if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
- if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
- R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
- GL_Color(r, g, b, a);
- R_Mesh_TexBind(0, rsurface.lightmaptexture);
- R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
- R_Mesh_TexMatrix(0, NULL);
- RSurf_DrawBatch();
-}
-
-static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
-{
- // TODO: optimize applyfog && applycolor case
- // just apply fog if necessary, and tint the fog color array if necessary
- rsurface.passcolor4f = NULL;
- rsurface.passcolor4f_vertexbuffer = 0;
- rsurface.passcolor4f_bufferoffset = 0;
- if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
- if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
- R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
- GL_Color(r, g, b, a);
- RSurf_DrawBatch();
-}
-
-static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
-{
- // TODO: optimize
- rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
- rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
- rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
- if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
- if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
- R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
- GL_Color(r, g, b, a);
- RSurf_DrawBatch();
-}
-
-static void RSurf_DrawBatch_GL11_ClampColor(void)
-{
- int i;
- const float *c1;
- float *c2;
- if (!rsurface.passcolor4f)
- return;
- for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
- {
- c2[0] = bound(0.0f, c1[0], 1.0f);
- c2[1] = bound(0.0f, c1[1], 1.0f);
- c2[2] = bound(0.0f, c1[2], 1.0f);
- c2[3] = bound(0.0f, c1[3], 1.0f);
- }
-}
-
-static void RSurf_DrawBatch_GL11_ApplyFakeLight(float fakelightintensity)
-{
- int i;
- float f;
- const float *v;
- const float *n;
- float *c;
- //vec3_t eyedir;
-
- // fake shading
- rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
- rsurface.passcolor4f_vertexbuffer = 0;
- rsurface.passcolor4f_bufferoffset = 0;
- for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
- {
- f = -DotProduct(r_refdef.view.forward, n);
- f = max(0, f);
- f = f * 0.85 + 0.15; // work around so stuff won't get black
- f *= fakelightintensity;
- Vector4Set(c, f, f, f, 1);
- }
-}
-
-static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
-{
- RSurf_DrawBatch_GL11_ApplyFakeLight(r_refdef.scene.lightmapintensity * r_fakelight_intensity.value);
- if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
- if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
- R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
- GL_Color(r, g, b, a);
- RSurf_DrawBatch();
-}
-
-static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, float lightmapintensity, qboolean *applycolor)
-{
- int i;
- float f;
- float alpha;
- const float *v;
- const float *n;
- float *c;
- vec3_t ambientcolor;
- vec3_t diffusecolor;
- vec3_t lightdir;
- // TODO: optimize
- // model lighting
- VectorCopy(rsurface.texture->render_modellight_lightdir, lightdir);
- f = 0.5f * lightmapintensity;
- ambientcolor[0] = rsurface.texture->render_modellight_ambient[0] * *r * f;
- ambientcolor[1] = rsurface.texture->render_modellight_ambient[1] * *g * f;
- ambientcolor[2] = rsurface.texture->render_modellight_ambient[2] * *b * f;
- diffusecolor[0] = rsurface.texture->render_modellight_diffuse[0] * *r * f;
- diffusecolor[1] = rsurface.texture->render_modellight_diffuse[1] * *g * f;
- diffusecolor[2] = rsurface.texture->render_modellight_diffuse[2] * *b * f;
- alpha = *a;
- if (VectorLength2(diffusecolor) > 0)
- {
- // q3-style directional shading
- rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
- rsurface.passcolor4f_vertexbuffer = 0;
- rsurface.passcolor4f_bufferoffset = 0;
- for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
- {
- if ((f = DotProduct(n, lightdir)) > 0)
- VectorMA(ambientcolor, f, diffusecolor, c);
- else
- VectorCopy(ambientcolor, c);
- c[3] = alpha;
- }
- *r = 1;
- *g = 1;
- *b = 1;
- *a = 1;
- *applycolor = false;
- }
- else
- {
- *r = ambientcolor[0];
- *g = ambientcolor[1];
- *b = ambientcolor[2];
- rsurface.passcolor4f = NULL;
- rsurface.passcolor4f_vertexbuffer = 0;
- rsurface.passcolor4f_bufferoffset = 0;
- }
-}
-
-static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
-{
- RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, r_refdef.scene.lightmapintensity, &applycolor);
- if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
- if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
- R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
- GL_Color(r, g, b, a);
- RSurf_DrawBatch();
-}
-
-static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
-{
- int i;
- float f;
- const float *v;
- float *c;
-
- // fake shading
- rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
- rsurface.passcolor4f_vertexbuffer = 0;
- rsurface.passcolor4f_bufferoffset = 0;
-
- for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
- {
- f = 1 - RSurf_FogVertex(v);
- c[0] = r;
- c[1] = g;
- c[2] = b;
- c[3] = f * a;
- }
-}
-
void RSurf_SetupDepthAndCulling(void)
{
// submodels are biased to avoid z-fighting with world surfaces that they
RSurf_DrawBatch();
}
-static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
-{
- // OpenGL 1.3 path - anything not completely ancient
- qboolean applycolor;
- qboolean applyfog;
- int layerindex;
- const texturelayer_t *layer;
- RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
- R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
-
- for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
- {
- vec4_t layercolor;
- int layertexrgbscale;
- if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
- {
- if (layerindex == 0)
- GL_AlphaTest(true);
- else
- {
- GL_AlphaTest(false);
- GL_DepthFunc(GL_EQUAL);
- }
- }
- GL_DepthMask(layer->depthmask && writedepth);
- GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
- 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)
- {
- layertexrgbscale = 2;
- VectorScale(layer->color, 0.5f, layercolor);
- }
- else
- {
- layertexrgbscale = 1;
- VectorScale(layer->color, 1.0f, layercolor);
- }
- layercolor[3] = layer->color[3];
- applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
- R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
- applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
- switch (layer->type)
- {
- case TEXTURELAYERTYPE_LITTEXTURE:
- // single-pass lightmapped texture with 2x rgbscale
- R_Mesh_TexBind(0, r_texture_white);
- R_Mesh_TexMatrix(0, NULL);
- R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
- R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
- R_Mesh_TexBind(1, layer->texture);
- R_Mesh_TexMatrix(1, &layer->texmatrix);
- R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
- R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
- if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
- RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
- else if (FAKELIGHT_ENABLED)
- RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
- else if (rsurface.uselightmaptexture)
- RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
- else
- RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
- break;
- case TEXTURELAYERTYPE_TEXTURE:
- // singletexture unlit texture with transparency support
- R_Mesh_TexBind(0, layer->texture);
- R_Mesh_TexMatrix(0, &layer->texmatrix);
- R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
- R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
- R_Mesh_TexBind(1, 0);
- R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
- RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
- break;
- case TEXTURELAYERTYPE_FOG:
- // singletexture fogging
- if (layer->texture)
- {
- R_Mesh_TexBind(0, layer->texture);
- R_Mesh_TexMatrix(0, &layer->texmatrix);
- R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
- R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
- }
- else
- {
- R_Mesh_TexBind(0, 0);
- R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
- }
- R_Mesh_TexBind(1, 0);
- R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
- // generate a color array for the fog pass
- RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
- R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
- RSurf_DrawBatch();
- break;
- default:
- Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
- }
- }
- if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
- {
- GL_DepthFunc(GL_LEQUAL);
- GL_AlphaTest(false);
- }
-}
-
-static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
-{
- // OpenGL 1.1 - crusty old voodoo path
- qboolean applyfog;
- int layerindex;
- const texturelayer_t *layer;
- RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
- R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
-
- for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
- {
- if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
- {
- if (layerindex == 0)
- GL_AlphaTest(true);
- else
- {
- GL_AlphaTest(false);
- GL_DepthFunc(GL_EQUAL);
- }
- }
- GL_DepthMask(layer->depthmask && writedepth);
- GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
- R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
- applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
- switch (layer->type)
- {
- case TEXTURELAYERTYPE_LITTEXTURE:
- if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))
- {
- // two-pass lit texture with 2x rgbscale
- // first the lightmap pass
- R_Mesh_TexBind(0, r_texture_white);
- R_Mesh_TexMatrix(0, NULL);
- R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
- R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
- if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
- RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
- else if (FAKELIGHT_ENABLED)
- RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
- else if (rsurface.uselightmaptexture)
- RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
- else
- RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
- // then apply the texture to it
- GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
- R_Mesh_TexBind(0, layer->texture);
- R_Mesh_TexMatrix(0, &layer->texmatrix);
- R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
- R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
- RSurf_DrawBatch_GL11_Unlit(layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
- }
- else
- {
- // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
- R_Mesh_TexBind(0, layer->texture);
- R_Mesh_TexMatrix(0, &layer->texmatrix);
- R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
- R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
- if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
- RSurf_DrawBatch_GL11_VertexShade(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 if (FAKELIGHT_ENABLED)
- RSurf_DrawBatch_GL11_FakeLight(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(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);
- }
- break;
- case TEXTURELAYERTYPE_TEXTURE:
- // singletexture unlit texture with transparency support
- R_Mesh_TexBind(0, layer->texture);
- R_Mesh_TexMatrix(0, &layer->texmatrix);
- R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
- R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
- RSurf_DrawBatch_GL11_Unlit(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);
- break;
- case TEXTURELAYERTYPE_FOG:
- // singletexture fogging
- if (layer->texture)
- {
- R_Mesh_TexBind(0, layer->texture);
- R_Mesh_TexMatrix(0, &layer->texmatrix);
- R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
- R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
- }
- else
- {
- R_Mesh_TexBind(0, 0);
- R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
- }
- // generate a color array for the fog pass
- RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
- R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
- RSurf_DrawBatch();
- break;
- default:
- Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
- }
- }
- if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
- {
- GL_DepthFunc(GL_LEQUAL);
- GL_AlphaTest(false);
- }
-}
-
static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
{
int vi;
GL_DepthMask(writedepth);
}
- if (r_showsurfaces.integer == 3)
- {
- rsurface.passcolor4f = NULL;
-
- if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
- {
- qboolean applycolor = true;
- float one = 1.0;
-
- RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
-
- RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, 1.0f, &applycolor);
- }
- else if (FAKELIGHT_ENABLED)
- {
- RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
-
- RSurf_DrawBatch_GL11_ApplyFakeLight(r_fakelight_intensity.value);
- }
- else
- {
- RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
-
- rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
- rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
- rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
- RSurf_DrawBatch_GL11_ApplyAmbient();
- }
-
- if(!rsurface.passcolor4f)
- RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
-
- RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
- if(r_refdef.fogenabled)
- RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
- RSurf_DrawBatch_GL11_ClampColor();
-
- R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
- R_SetupShader_Generic_NoTexture(false, false);
- RSurf_DrawBatch();
- }
- else if (!r_refdef.view.showdebug)
+ if (!r_refdef.view.showdebug)
{
RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
{
- unsigned char d = (vi << 3) * (1.0f / 256.0f);
+ float d = (vi << 3) * (1.0f / 256.0f);
VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
Vector4Set(batchvertex[vi].color4f, d, d, d, 1);
}
batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
{
- unsigned char d = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
+ float d = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
switch (vid.renderpath)
{
case RENDERPATH_GL20:
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- case RENDERPATH_SOFT:
case RENDERPATH_GLES2:
R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
break;
- case RENDERPATH_GL13:
- case RENDERPATH_GLES1:
- R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
- break;
- case RENDERPATH_GL11:
- R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
- break;
}
CHECKGLERROR
}
const msurface_t *surface;
const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
- if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
- RSurf_ActiveModelEntity(ent, false, false, false);
- else
- {
- switch (vid.renderpath)
- {
- case RENDERPATH_GL20:
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- case RENDERPATH_SOFT:
- case RENDERPATH_GLES2:
- RSurf_ActiveModelEntity(ent, true, true, false);
- break;
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GLES1:
- RSurf_ActiveModelEntity(ent, true, false, false);
- break;
- }
- }
+ RSurf_ActiveModelEntity(ent, true, true, false);
if (r_transparentdepthmasking.integer)
{
GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
#ifndef USE_GLES2
- if (r_showtris.integer && qglPolygonMode)
+ if (r_showtris.value > 0 && qglPolygonMode)
{
if (r_showdisabledepthtest.integer)
{
rsurface.texture = NULL;
}
+# if 0
+ // FIXME! implement r_shownormals with just triangles
if (r_shownormals.value != 0 && qglBegin)
{
int l, k;
}
rsurface.texture = NULL;
}
+# endif
#endif
}
else if (prepass)
RSurf_ActiveModelEntity(ent, true, true, true);
else if (depthonly)
- {
- switch (vid.renderpath)
- {
- case RENDERPATH_GL20:
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- case RENDERPATH_SOFT:
- case RENDERPATH_GLES2:
- RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
- break;
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GLES1:
- RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
- break;
- }
- }
+ RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
else
- {
- switch (vid.renderpath)
- {
- case RENDERPATH_GL20:
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- case RENDERPATH_SOFT:
- case RENDERPATH_GLES2:
- RSurf_ActiveModelEntity(ent, true, true, false);
- break;
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GLES1:
- RSurf_ActiveModelEntity(ent, true, false, false);
- break;
- }
- }
+ RSurf_ActiveModelEntity(ent, true, true, false);
surfaces = model->data_surfaces;
update = model->brushq1.lightmapupdateflags;
rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
}
+void R_DebugLine(vec3_t start, vec3_t end)
+{
+ dp_model_t *mod = CL_Mesh_UI();
+ msurface_t *surf;
+ int e0, e1, e2, e3;
+ float offsetx, offsety, x1, y1, x2, y2, width = 1.0f;
+ float r1 = 1.0f, g1 = 0.0f, b1 = 0.0f, alpha1 = 0.25f;
+ float r2 = 1.0f, g2 = 1.0f, b2 = 0.0f, alpha2 = 0.25f;
+ vec4_t w[2], s[2];
+
+ // transform to screen coords first
+ Vector4Set(w[0], start[0], start[1], start[2], 1);
+ Vector4Set(w[1], end[0], end[1], end[2], 1);
+ R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[0], s[0]);
+ R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[1], s[1]);
+ x1 = s[0][0] * vid_conwidth.value / vid.width;
+ y1 = (vid.height - s[0][1]) * vid_conheight.value / vid.height;
+ x2 = s[1][0] * vid_conwidth.value / vid.width;
+ y2 = (vid.height - s[1][1]) * vid_conheight.value / vid.height;
+ //Con_DPrintf("R_DebugLine: %.0f,%.0f to %.0f,%.0f\n", x1, y1, x2, y2);
+
+ // add the line to the UI mesh for drawing later
+
+ // width is measured in real pixels
+ if (fabs(x2 - x1) > fabs(y2 - y1))
+ {
+ offsetx = 0;
+ offsety = 0.5f * width * vid_conheight.value / vid.height;
+ }
+ else
+ {
+ offsetx = 0.5f * width * vid_conwidth.value / vid.width;
+ offsety = 0;
+ }
+ surf = Mod_Mesh_AddSurface(mod, Mod_Mesh_GetTexture(mod, "white", 0, 0, MATERIALFLAG_VERTEXCOLOR), true);
+ e0 = Mod_Mesh_IndexForVertex(mod, surf, x1 - offsetx, y1 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
+ e1 = Mod_Mesh_IndexForVertex(mod, surf, x2 - offsetx, y2 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
+ e2 = Mod_Mesh_IndexForVertex(mod, surf, x2 + offsetx, y2 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
+ e3 = Mod_Mesh_IndexForVertex(mod, surf, x1 + offsetx, y1 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
+ Mod_Mesh_AddTriangle(mod, surf, e0, e1, e2);
+ Mod_Mesh_AddTriangle(mod, surf, e0, e2, e3);
+
+}
+
+
void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
{
int q;