cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
+cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
-cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
-cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
-cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
-cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
-cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
+cvar_t r_texture_sRGB_2d = {0, "r_texture_sRGB_2d", "0", "load textures as sRGB"};
+cvar_t r_texture_sRGB_skin_diffuse = {0, "r_texture_sRGB_skin_diffuse", "0", "load textures as sRGB"};
+cvar_t r_texture_sRGB_skin_gloss = {0, "r_texture_sRGB_skin_gloss", "0", "load textures as sRGB"};
+cvar_t r_texture_sRGB_skin_glow = {0, "r_texture_sRGB_skin_glow", "0", "load textures as sRGB"};
+cvar_t r_texture_sRGB_skin_reflect = {0, "r_texture_sRGB_skin_reflect", "0", "load textures as sRGB"};
+cvar_t r_texture_sRGB_cubemap = {0, "r_texture_sRGB_cubemap", "0", "load textures as sRGB"};
+cvar_t r_texture_sRGB_skybox = {0, "r_texture_sRGB_skybox", "0", "load textures as sRGB"};
cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
cvar_t r_glsl_offsetmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
+cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
}
break;
- case RENDERPATH_GL13:
case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GLES1:
break;
case RENDERPATH_SOFT:
break;
R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
break;
case RENDERPATH_GL13:
+ case RENDERPATH_GLES1:
R_Mesh_TexBind(0, first );
R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
R_Mesh_TexBind(1, second);
R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
break;
case RENDERPATH_GL13:
+ case RENDERPATH_GLES1:
R_Mesh_TexBind(0, 0);
R_Mesh_TexBind(1, 0);
break;
R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
break;
case RENDERPATH_GL13:
+ case RENDERPATH_GLES1:
break;
case RENDERPATH_GL11:
break;
{
if (r_glsl_offsetmapping.integer)
{
- if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
- permutation |= SHADERPERMUTATION_OFFSETMAPPING;
- else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
- permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
- else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
+ switch(rsurface.texture->offsetmapping)
{
- permutation |= SHADERPERMUTATION_OFFSETMAPPING;
- if (r_glsl_offsetmapping_reliefmapping.integer)
- permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+ case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
+ case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
+ case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
+ case OFFSETMAPPING_OFF: break;
}
}
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
// normalmap (deferred prepass), may use alpha test on diffuse
mode = SHADERMODE_DEFERREDGEOMETRY;
- if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
- permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
GL_BlendFunc(GL_ONE, GL_ZERO);
blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
}
{
if (r_glsl_offsetmapping.integer)
{
- if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
- permutation |= SHADERPERMUTATION_OFFSETMAPPING;
- else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
- permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
- else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
+ switch(rsurface.texture->offsetmapping)
{
- permutation |= SHADERPERMUTATION_OFFSETMAPPING;
- if (r_glsl_offsetmapping_reliefmapping.integer)
- permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+ case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
+ case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
+ case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
+ case OFFSETMAPPING_OFF: break;
}
}
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
// light source
mode = SHADERMODE_LIGHTSOURCE;
- if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
- permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
permutation |= SHADERPERMUTATION_CUBEFILTER;
if (diffusescale > 0)
{
if (r_glsl_offsetmapping.integer)
{
- if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
- permutation |= SHADERPERMUTATION_OFFSETMAPPING;
- else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
- permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
- else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
+ switch(rsurface.texture->offsetmapping)
{
- permutation |= SHADERPERMUTATION_OFFSETMAPPING;
- if (r_glsl_offsetmapping_reliefmapping.integer)
- permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+ case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
+ case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
+ case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
+ case OFFSETMAPPING_OFF: break;
}
}
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
{
if (r_glsl_offsetmapping.integer)
{
- if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
- permutation |= SHADERPERMUTATION_OFFSETMAPPING;
- else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
- permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
- else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
+ switch(rsurface.texture->offsetmapping)
{
- permutation |= SHADERPERMUTATION_OFFSETMAPPING;
- if (r_glsl_offsetmapping_reliefmapping.integer)
- permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+ case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
+ case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
+ case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
+ case OFFSETMAPPING_OFF: break;
}
}
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
{
if (r_glsl_offsetmapping.integer)
{
- if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
- permutation |= SHADERPERMUTATION_OFFSETMAPPING;
- else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
- permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
- else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
+ switch(rsurface.texture->offsetmapping)
{
- permutation |= SHADERPERMUTATION_OFFSETMAPPING;
- if (r_glsl_offsetmapping_reliefmapping.integer)
- permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+ case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
+ case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
+ case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
+ case OFFSETMAPPING_OFF: break;
}
}
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
{
if (r_glsl_offsetmapping.integer)
{
- if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
- permutation |= SHADERPERMUTATION_OFFSETMAPPING;
- else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
- permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
- else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
+ switch(rsurface.texture->offsetmapping)
{
- permutation |= SHADERPERMUTATION_OFFSETMAPPING;
- if (r_glsl_offsetmapping_reliefmapping.integer)
- permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+ case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
+ case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
+ case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
+ case OFFSETMAPPING_OFF: break;
}
}
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
- hlslPSSetParameter3f(D3DPSREGISTER_OffsetMapping_ScaleSteps, r_glsl_offsetmapping_scale.value, 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));
+ hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
+ r_glsl_offsetmapping_scale.value*rsurface.texture->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)
+ );
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);
if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
- if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform3f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps, r_glsl_offsetmapping_scale.value*rsurface.texture->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));
+ if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
+ r_glsl_offsetmapping_scale.value*rsurface.texture->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)
+ );
if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
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_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegridmatrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
CHECKGLERROR
break;
- case RENDERPATH_GL13:
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), texturenumsurfaces, texturesurfacelist);
DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
- DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps, r_glsl_offsetmapping_scale.value*rsurface.texture->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));
+ DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
+ r_glsl_offsetmapping_scale.value*rsurface.texture->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_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);
if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );
if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
break;
- case RENDERPATH_GL13:
case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GLES1:
break;
case RENDERPATH_SOFT:
R_SetupShader_SetPermutationGLSL(mode, permutation);
// check for DDS texture file first
if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
{
- basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer != 0, &miplevel);
+ basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
if (basepixels == NULL)
return NULL;
}
{
basepixels_width = image_width;
basepixels_height = image_height;
- skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
+ skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, r_texture_sRGB_skin_diffuse.integer != 0 ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
if (textureflags & TEXF_ALPHA)
{
for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
// _luma is supported only for tenebrae compatibility
// _glow is the preferred name
mymiplevel = savemiplevel;
- if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel))))
+ if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
{
- skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+ skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, r_texture_sRGB_skin_glow.integer != 0 ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true, true);
Mem_Free(pixels);pixels = NULL;
}
mymiplevel = savemiplevel;
- if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
+ if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
{
- skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+ skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, r_texture_sRGB_skin_gloss.integer != 0 ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true, true);
Mem_Free(pixels);
}
mymiplevel = savemiplevel;
- if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
+ if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
{
- skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+ skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, r_texture_sRGB_skin_diffuse.integer != 0 ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true, false);
Mem_Free(pixels);
}
mymiplevel = savemiplevel;
- if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
+ if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
{
- skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+ skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, r_texture_sRGB_skin_diffuse.integer != 0 ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true, false);
Mem_Free(pixels);
}
mymiplevel = savemiplevel;
- if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
+ if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
{
- skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+ skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, r_texture_sRGB_skin_reflect.integer != 0 ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true, true);
Mem_Free(pixels);
}
// this is only used by .spr32 sprites, HL .spr files, HL .bsp files
-skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
+skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
{
int i;
unsigned char *temp1, *temp2;
skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
Mem_Free(temp1);
}
- skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, textureflags, -1, NULL);
+ skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
if (textureflags & TEXF_ALPHA)
{
for (i = 3;i < width * height * 4;i += 4)
// generate an image name based on the base and and suffix
dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
// load it
- if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer != 0, NULL)))
+ if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
{
// an image loaded, make sure width and height are equal
if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
if (developer_loading.integer)
Con_Printf("loading cubemap \"%s\"\n", basename);
- cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
+ cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, r_texture_sRGB_cubemap.integer != 0 ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
Mem_Free(cubemappixels);
}
else
r_loadfog = false;
break;
case RENDERPATH_GL13:
+ case RENDERPATH_GLES1:
Cvar_SetValueQuick(&r_textureunits, vid.texunits);
Cvar_SetValueQuick(&gl_combine, 1);
Cvar_SetValueQuick(&r_glsl, 0);
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
+ case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
if (r_maxqueries)
qglDeleteQueriesARB(r_maxqueries, r_queries);
Cvar_RegisterVariable(&r_farclip_base);
Cvar_RegisterVariable(&r_farclip_world);
Cvar_RegisterVariable(&r_nearclip);
+ Cvar_RegisterVariable(&r_showoverdraw);
Cvar_RegisterVariable(&r_showbboxes);
Cvar_RegisterVariable(&r_showsurfaces);
Cvar_RegisterVariable(&r_showtris);
Cvar_RegisterVariable(&r_transparentdepthmasking);
Cvar_RegisterVariable(&r_texture_dds_load);
Cvar_RegisterVariable(&r_texture_dds_save);
- Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
- Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
- Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
- Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
- Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
+ Cvar_RegisterVariable(&r_texture_sRGB_2d);
+ Cvar_RegisterVariable(&r_texture_sRGB_skin_diffuse);
+ Cvar_RegisterVariable(&r_texture_sRGB_skin_gloss);
+ Cvar_RegisterVariable(&r_texture_sRGB_skin_glow);
+ Cvar_RegisterVariable(&r_texture_sRGB_skin_reflect);
+ Cvar_RegisterVariable(&r_texture_sRGB_cubemap);
+ Cvar_RegisterVariable(&r_texture_sRGB_skybox);
Cvar_RegisterVariable(&r_textureunits);
Cvar_RegisterVariable(&gl_combine);
Cvar_RegisterVariable(&r_viewfbo);
Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
+ Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
Cvar_RegisterVariable(&r_glsl_postprocess);
Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
case RENDERPATH_D3D11:
case RENDERPATH_GLES2:
break;
- case RENDERPATH_GL13:
case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GLES1:
wanttangents = false;
break;
case RENDERPATH_SOFT:
if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
r_refdef.viewcache.entityvisible[i] = true;
}
- if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
- // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
- {
- for (i = 0;i < r_refdef.scene.numentities;i++)
- {
- ent = r_refdef.scene.entities[i];
- if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
- {
- samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
- if (samples < 0)
- continue; // temp entities do pvs only
- if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.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;
- }
- }
- }
}
else
{
r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
}
}
+ if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
+ // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
+ {
+ for (i = 0;i < r_refdef.scene.numentities;i++)
+ {
+ if (!r_refdef.viewcache.entityvisible[i])
+ continue;
+ ent = r_refdef.scene.entities[i];
+ if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
+ {
+ samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
+ if (samples < 0)
+ continue; // temp entities do pvs only
+ if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.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;
+ }
+ }
+ }
}
/// only used if skyrendermasked, and normally returns false
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);
plane[0] = r_refdef.view.clipplane.normal[0];
plane[1] = r_refdef.view.clipplane.normal[1];
plane[2] = r_refdef.view.clipplane.normal[2];
- plane[3] = dist;
- customclipplane = plane;
+ plane[3] = -dist;
+ if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
}
R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - 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_SetMainRenderTargets();
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)
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
break;
- case RENDERPATH_GL13:
case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GLES1:
qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
break;
case RENDERPATH_SOFT:
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
+ case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
break;
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
+ case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
break;
case RENDERPATH_SOFT:
case RENDERPATH_GLES2:
break;
- case RENDERPATH_GL13:
case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GLES1:
return;
}
}
}
+ if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
r_waterstate.renderingscene = false;
r_refdef.view = originalview;
R_ResetViewRendering3D();
case RENDERPATH_SOFT:
case RENDERPATH_GLES2:
break;
- case RENDERPATH_GL13:
case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GLES1:
return;
}
if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
}
break;
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GLES1:
case RENDERPATH_D3D9:
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
case RENDERPATH_SOFT:
- case RENDERPATH_GL13:
- case RENDERPATH_GL11:
break;
}
case RENDERPATH_GL13:
case RENDERPATH_GL20:
case RENDERPATH_SOFT:
+ case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
break;
case RENDERPATH_D3D9:
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_SOFT:
+ case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
+ case RENDERPATH_SOFT:
R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
break;
case RENDERPATH_D3D9:
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_SOFT:
+ case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
+ case RENDERPATH_SOFT:
R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
break;
case RENDERPATH_D3D9:
R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
break;
- case RENDERPATH_GL13:
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
// remove GLSL gamma texture
}
break;
- case RENDERPATH_GL13:
case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GLES1:
break;
}
}
if (r_timereport_active)
R_TimeReport("drawtrans");
- if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value != 0 || r_showcollisionbrushes.value > 0))
+ if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value != 0 || r_showcollisionbrushes.value > 0 || r_showoverdraw.value > 0))
{
r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
if (r_timereport_active)
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_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
break;
case RENDERPATH_GL13:
+ case RENDERPATH_GLES1:
R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
break;
case RENDERPATH_GL11:
case RENDERPATH_GLES2:
RSurf_ActiveModelEntity(ent, true, true, false);
break;
- case RENDERPATH_GL13:
case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GLES1:
RSurf_ActiveModelEntity(ent, true, false, false);
break;
}
else
R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
}
- else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
+ else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
else if (!rsurface.texture->currentnumlayers)
return;
else
R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
}
- else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
+ else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
else if (!rsurface.texture->currentnumlayers)
return;
decal->texcoord2f[1][1] = t1[1];
decal->texcoord2f[2][0] = t2[0];
decal->texcoord2f[2][1] = t2[1];
+ TriangleNormal(v0, v1, v2, decal->plane);
+ VectorNormalize(decal->plane);
+ decal->plane[3] = DotProduct(v0, decal->plane);
}
extern cvar_t cl_decals_bias;
if (surfacevisible && !surfacevisible[decal->surfaceindex])
continue;
+ // skip backfaces
+ if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
+ continue;
+
// update color values for fading decals
if (decal->lived >= cl_decals_time.value)
alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
dp_model_t *model = ent->model;
vec3_t v;
- switch(vid.renderpath)
- {
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- break;
- case RENDERPATH_D3D9:
- //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- return;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- return;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- return;
- case RENDERPATH_SOFT:
- //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- return;
- case RENDERPATH_GLES2:
- //Con_DPrintf("FIXME GLES2 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+ if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
return;
+
+ if (r_showoverdraw.value > 0)
+ {
+ float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
+ flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+ GL_DepthTest(false);
+ GL_DepthMask(false);
+ GL_DepthRange(0, 1);
+ GL_BlendFunc(GL_ONE, GL_ONE);
+ for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
+ {
+ if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
+ continue;
+ rsurface.texture = R_GetCurrentTexture(surface->texture);
+ if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
+ {
+ RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
+ GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
+ if (!rsurface.texture->currentlayers->depthmask)
+ GL_Color(c, 0, 0, 1.0f);
+ else if (ent == r_refdef.scene.worldentity)
+ GL_Color(c, c, c, 1.0f);
+ else
+ GL_Color(0, c, 0, 1.0f);
+ R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
+ RSurf_DrawBatch();
+ }
+ }
+ rsurface.texture = NULL;
}
flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
- if (r_showtris.integer || (r_shownormals.value != 0))
+ if (r_showtris.integer && qglPolygonMode)
{
if (r_showdisabledepthtest.integer)
{
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthMask(true);
}
+ qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
{
if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
{
RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
- if (r_showtris.value > 0)
- {
- if (!rsurface.texture->currentlayers->depthmask)
- GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
- else if (ent == r_refdef.scene.worldentity)
- GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
- else
- GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
- R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
- qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
- RSurf_DrawBatch();
- qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
- CHECKGLERROR
- }
+ if (!rsurface.texture->currentlayers->depthmask)
+ GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
+ else if (ent == r_refdef.scene.worldentity)
+ GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
+ else
+ GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
+ R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
+ RSurf_DrawBatch();
+ }
+ }
+ qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
+ rsurface.texture = NULL;
+ }
+
+ if (r_shownormals.value != 0 && qglBegin)
+ {
+ if (r_showdisabledepthtest.integer)
+ {
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_DepthMask(false);
+ }
+ else
+ {
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ }
+ for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
+ {
+ if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
+ continue;
+ rsurface.texture = R_GetCurrentTexture(surface->texture);
+ if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
+ {
+ RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
+ qglBegin(GL_LINES);
if (r_shownormals.value < 0)
{
- qglBegin(GL_LINES);
for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
{
VectorCopy(rsurface.batchvertex3f + l * 3, v);
GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
qglVertex3f(v[0], v[1], v[2]);
}
- qglEnd();
- CHECKGLERROR
}
if (r_shownormals.value > 0 && rsurface.batchsvector3f)
{
- qglBegin(GL_LINES);
for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
{
VectorCopy(rsurface.batchvertex3f + l * 3, v);
GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
qglVertex3f(v[0], v[1], v[2]);
}
- qglEnd();
- CHECKGLERROR
- qglBegin(GL_LINES);
for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
{
VectorCopy(rsurface.batchvertex3f + l * 3, v);
GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
qglVertex3f(v[0], v[1], v[2]);
}
- qglEnd();
- CHECKGLERROR
- qglBegin(GL_LINES);
for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
{
VectorCopy(rsurface.batchvertex3f + l * 3, v);
GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
qglVertex3f(v[0], v[1], v[2]);
}
- qglEnd();
- CHECKGLERROR
}
+ qglEnd();
+ CHECKGLERROR
}
}
rsurface.texture = NULL;
case RENDERPATH_GLES2:
RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
break;
- case RENDERPATH_GL13:
case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GLES1:
RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
break;
}
case RENDERPATH_GLES2:
RSurf_ActiveModelEntity(ent, true, true, false);
break;
- case RENDERPATH_GL13:
case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GLES1:
RSurf_ActiveModelEntity(ent, true, false, false);
break;
}