if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, t->offsetbias);
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_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegrid_state.matrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegrid_state.intensity*r_refdef.view.colorscale);
if (r_glsl_permutation->loc_LightGridMatrix >= 0 && r_refdef.scene.worldmodel)
if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
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_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
vec3_t padmins, padmaxs;
vec3_t start;
vec3_t end;
- trace_t trace;
dp_model_t *model = r_refdef.scene.worldmodel;
static vec3_t positions[] = {
{ 0.5f, 0.5f, 0.5f },
{
for (i = 0; i < sizeof(positions) / sizeof(positions[0]); i++)
{
+ trace_t trace;
VectorCopy(eye, start);
end[0] = boxmins[0] + (boxmaxs[0] - boxmins[0]) * positions[i][0];
end[1] = boxmins[1] + (boxmaxs[1] - boxmins[1]) * positions[i][1];
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);
+ r->depthtexture = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_depth_type%i", i, (int)r->depthtextype), r->texturewidth, r->textureheight, NULL, r->depthtextype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
}
r->fbo = R_Mesh_CreateFramebufferObject(r->depthtexture, r->colortexture[0], r->colortexture[1], r->colortexture[2], r->colortexture[3]);
}
{
int waterwidth, waterheight;
- if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
+ if (viewwidth > (int)vid.maxtexturesize_2d || viewheight > (int)vid.maxtexturesize_2d)
return;
// set waterwidth and waterheight to the water resolution that will be
// set bloomwidth and bloomheight to the bloom resolution that will be
// used (often less than the screen resolution for faster rendering)
- r_fb.bloomheight = bound(1, r_bloom_resolution.value * 0.75f, vid.height * 4);
- r_fb.bloomwidth = r_fb.bloomheight * vid.width / vid.height;
- r_fb.bloomwidth = bound(1, r_fb.bloomwidth, vid.width * 4);
+ r_fb.bloomheight = bound(1, r_bloom_resolution.value * 0.75f, screentextureheight);
+ r_fb.bloomwidth = r_fb.bloomheight * screentexturewidth / screentextureheight;
+ r_fb.bloomwidth = bound(1, r_fb.bloomwidth, screentexturewidth);
r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
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_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
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);
if (r_glsl_permutation->loc_ColorFringe >= 0) qglUniform1f(r_glsl_permutation->loc_ColorFringe, r_colorfringe.value );
break;
static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
{
- int i, j;
+ int j;
+ const float *v;
+ float p[3], mins[3], maxs[3];
+ int scissor[4];
// transparent sky would be ridiculous
if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
return;
// add the vertices of the surfaces to a world bounding box so we can scissor the sky render later
if (r_sky_scissor.integer)
{
- RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
- for (i = 0; i < texturenumsurfaces; i++)
+ RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
+ for (j = 0, v = rsurface.batchvertex3f + 3 * rsurface.batchfirstvertex; j < rsurface.batchnumvertices; j++, v += 3)
{
- const msurface_t *surf = texturesurfacelist[i];
- const float *v;
- float p[3];
- float mins[3], maxs[3];
- int scissor[4];
- for (j = 0, v = rsurface.batchvertex3f + 3 * surf->num_firstvertex; j < surf->num_vertices; j++, v += 3)
+ Matrix4x4_Transform(&rsurface.matrix, v, p);
+ if (j > 0)
{
- Matrix4x4_Transform(&rsurface.matrix, v, p);
- if (j > 0)
- {
- if (mins[0] > p[0]) mins[0] = p[0];
- if (mins[1] > p[1]) mins[1] = p[1];
- if (mins[2] > p[2]) mins[2] = p[2];
- if (maxs[0] < p[0]) maxs[0] = p[0];
- if (maxs[1] < p[1]) maxs[1] = p[1];
- if (maxs[2] < p[2]) maxs[2] = p[2];
- }
- else
- {
- VectorCopy(p, mins);
- VectorCopy(p, maxs);
- }
+ if (mins[0] > p[0]) mins[0] = p[0];
+ if (mins[1] > p[1]) mins[1] = p[1];
+ if (mins[2] > p[2]) mins[2] = p[2];
+ if (maxs[0] < p[0]) maxs[0] = p[0];
+ if (maxs[1] < p[1]) maxs[1] = p[1];
+ if (maxs[2] < p[2]) maxs[2] = p[2];
}
- if (!R_ScissorForBBox(mins, maxs, scissor))
+ else
{
- if (skyscissor[2])
+ VectorCopy(p, mins);
+ VectorCopy(p, maxs);
+ }
+ }
+ if (!R_ScissorForBBox(mins, maxs, scissor))
+ {
+ if (skyscissor[2])
+ {
+ if (skyscissor[0] > scissor[0])
{
- if (skyscissor[0] > scissor[0])
- {
- skyscissor[2] += skyscissor[0] - scissor[0];
- skyscissor[0] = scissor[0];
- }
- if (skyscissor[1] > scissor[1])
- {
- skyscissor[3] += skyscissor[1] - scissor[1];
- skyscissor[1] = scissor[1];
- }
- if (skyscissor[0] + skyscissor[2] < scissor[0] + scissor[2])
- skyscissor[2] = scissor[0] + scissor[2] - skyscissor[0];
- if (skyscissor[1] + skyscissor[3] < scissor[1] + scissor[3])
- skyscissor[3] = scissor[1] + scissor[3] - skyscissor[1];
+ skyscissor[2] += skyscissor[0] - scissor[0];
+ skyscissor[0] = scissor[0];
}
- else
- Vector4Copy(scissor, skyscissor);
+ if (skyscissor[1] > scissor[1])
+ {
+ skyscissor[3] += skyscissor[1] - scissor[1];
+ skyscissor[1] = scissor[1];
+ }
+ if (skyscissor[0] + skyscissor[2] < scissor[0] + scissor[2])
+ skyscissor[2] = scissor[0] + scissor[2] - skyscissor[0];
+ if (skyscissor[1] + skyscissor[3] < scissor[1] + scissor[3])
+ skyscissor[3] = scissor[1] + scissor[3] - skyscissor[1];
}
+ else
+ Vector4Copy(scissor, skyscissor);
}
}
}
}
-extern cvar_t mod_collision_bih;
static void R_DrawDebugModel(void)
{
entity_render_t *ent = rsurface.entity;