]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
changed handling of forbidden world writes - they are now only a
[xonotic/darkplaces.git] / gl_rmain.c
index 1e578d9d41fd6cefa43bfcb1ea5d95a955f1f7c4..9d3026b3b95f3479dc5e5477642e7330a24a2b06 100644 (file)
@@ -2211,7 +2211,7 @@ void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, f
                        if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
                }
                if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2], rsurface.texture->lightmapcolor[3]);
-               if (r_glsl_permutation->loc_GlowColor >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowColor, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value);
+               if (r_glsl_permutation->loc_GlowColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_GlowColor, rsurface.glowmod[0] * r_hdr_glowintensity.value, rsurface.glowmod[1] * r_hdr_glowintensity.value, rsurface.glowmod[2] * r_hdr_glowintensity.value);
                // additive passes are only darkened by fog, not tinted
                if (r_glsl_permutation->loc_FogColor >= 0)
                {
@@ -3295,7 +3295,7 @@ static void R_View_UpdateEntityVisible (void)
                        for (i = 0;i < r_refdef.scene.numentities;i++)
                        {
                                ent = r_refdef.scene.entities[i];
-                               if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
+                               if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & (RENDER_VIEWMODEL + RENDER_NOCULL)) && !(ent->model && (ent->model->name[0] == '*')))
                                {
                                        if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.scene.worldmodel, r_refdef.view.origin, ent->mins, ent->maxs))
                                                ent->last_trace_visibility = realtime;
@@ -4073,6 +4073,9 @@ void R_Bloom_MakeTexture(void)
        brighten = r_bloom_brighten.value;
        if (r_hdr.integer)
                brighten *= r_hdr_range.value;
+       brighten = sqrt(brighten);
+       if(range >= 1)
+               brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
        R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
        R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
 
@@ -4080,6 +4083,7 @@ void R_Bloom_MakeTexture(void)
        {
                // 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);
                for (x = -range;x <= range;x++)
                {
@@ -4100,8 +4104,10 @@ void R_Bloom_MakeTexture(void)
                        // black at the edges
                        // (probably not realistic but looks good enough)
                        //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
-                       //r = (dir ? 1.0f : brighten)/(range*2+1);
-                       r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
+                       //r = brighten/(range*2+1);
+                       r = brighten / (range * 2 + 1);
+                       if(range >= 1)
+                               r *= (1 - x*x/(float)(range*range));
                        GL_Color(r, r, r, 1);
                        R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
                        r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
@@ -5505,8 +5511,11 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                        t->glosstexture = r_texture_white;
                        t->backgroundglosstexture = r_texture_white;
                        t->specularscale = r_shadow_gloss2intensity.value;
+                       t->specularpower = r_shadow_gloss2exponent.value;
                }
        }
+       t->specularscale *= t->specularscalemod;
+       t->specularpower *= t->specularpowermod;
 
        // lightmaps mode looks bad with dlights using actual texturing, so turn
        // off the colormap and glossmap, but leave the normalmap on as it still
@@ -5655,6 +5664,7 @@ void RSurf_ActiveWorldEntity(void)
        VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
        VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
        VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
+       VectorSet(rsurface.glowmod, 1, 1, 1);
        memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
        rsurface.frameblend[0].lerp = 1;
        rsurface.basepolygonfactor = r_refdef.polygonfactor;
@@ -5726,6 +5736,7 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
        VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
        VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
        VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
+       VectorCopy(ent->glowmod, rsurface.glowmod);
        memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
        rsurface.basepolygonfactor = r_refdef.polygonfactor;
        rsurface.basepolygonoffset = r_refdef.polygonoffset;
@@ -7573,6 +7584,12 @@ static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, msurface_t
                        tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
                        tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
                        Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
+                       if (queueentity->transparent_offset) // transparent offset
+                       {
+                               center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
+                               center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
+                               center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
+                       }
                        R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
                }
        }