"uniform vec3 Gamma;\n"
"#endif\n"
"//uncomment these if you want to use them:\n"
-"// uniform vec4 UserVec1;\n"
+"uniform vec4 UserVec1;\n"
"// uniform vec4 UserVec2;\n"
"// uniform vec4 UserVec3;\n"
"// uniform vec4 UserVec4;\n"
"// uniform float ClientTime;\n"
-"// uniform vec2 PixelSize;\n"
+"uniform vec2 PixelSize;\n"
"void main(void)\n"
"{\n"
" gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
"#endif\n"
"\n"
"#ifdef USEPOSTPROCESSING\n"
-"// add your own postprocessing here or make your own ifdef for it\n"
+"// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
+"// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
+" gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
+" gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
+" gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
+" gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
+" gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
+" gl_FragColor /= (1 + 5 * UserVec1.y);\n"
"#endif\n"
"\n"
"#ifdef USEGAMMARAMPS\n"
}
else if (!strcmp(filename, "glsl/default.glsl"))
{
- shaderstring = Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
+ shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
}
return shaderstring;
}
-static void R_GLSL_CompilePermutation(shadermode_t mode, shaderpermutation_t permutation)
+static void R_GLSL_CompilePermutation(unsigned int mode, unsigned int permutation)
{
int i;
shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
void R_GLSL_Restart_f(void)
{
- shadermode_t mode;
- shaderpermutation_t permutation;
+ unsigned int mode;
+ unsigned int permutation;
for (mode = 0;mode < SHADERMODE_COUNT;mode++)
for (permutation = 0;permutation < SHADERPERMUTATION_LIMIT;permutation++)
if (r_glsl_permutations[mode][permutation].program)
Con_Printf("glsl/default.glsl written\n");
}
-void R_SetupShader_SetPermutation(shadermode_t mode, unsigned int permutation)
+void R_SetupShader_SetPermutation(unsigned int mode, unsigned int permutation)
{
r_glsl_permutation_t *perm = &r_glsl_permutations[mode][permutation];
if (r_glsl_permutation != perm)
// minimum features necessary to avoid wasting rendering time in the
// fragment shader on features that are not being used
unsigned int permutation = 0;
- shadermode_t mode = 0;
+ unsigned int mode = 0;
// TODO: implement geometry-shader based shadow volumes someday
if (r_glsl_offsetmapping.integer)
{
#define SKINFRAME_HASH 1024
-struct
+typedef struct
{
int loadsequence; // incremented each level change
memexpandablearray_t array;
skinframe_t *hash[SKINFRAME_HASH];
}
-r_skinframe;
+r_skinframe_t;
+r_skinframe_t r_skinframe;
void R_SkinFrame_PrepareForPurge(void)
{
return item;
}
+#define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
+ { \
+ unsigned long long avgcolor[5], wsum; \
+ int pix, comp, w; \
+ avgcolor[0] = 0; \
+ avgcolor[1] = 0; \
+ avgcolor[2] = 0; \
+ avgcolor[3] = 0; \
+ avgcolor[4] = 0; \
+ wsum = 0; \
+ for(pix = 0; pix < cnt; ++pix) \
+ { \
+ w = 0; \
+ for(comp = 0; comp < 3; ++comp) \
+ w += getpixel; \
+ if(w) /* ignore perfectly black pixels because that is better for model skins */ \
+ { \
+ ++wsum; \
+ /* comp = 3; -- not needed, comp is always 3 when we get here */ \
+ w = getpixel; \
+ for(comp = 0; comp < 3; ++comp) \
+ avgcolor[comp] += getpixel * w; \
+ avgcolor[3] += w; \
+ } \
+ /* comp = 3; -- not needed, comp is always 3 when we get here */ \
+ avgcolor[4] += getpixel; \
+ } \
+ if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
+ avgcolor[3] = 1; \
+ skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
+ skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
+ skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
+ skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
+ }
+
skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int textureflags, qboolean complain, qboolean *has_alpha)
{
// FIXME: it should be possible to disable loading various layers using
int basepixels_width;
int basepixels_height;
skinframe_t *skinframe;
- double avgcolor[5], w, wsum;
*has_alpha = false;
}
}
- avgcolor[0] = 0;
- avgcolor[1] = 0;
- avgcolor[2] = 0;
- avgcolor[3] = 0;
- avgcolor[4] = 0;
- wsum = 0;
- for(j = 0; j < basepixels_width * basepixels_height * 4; j += 4)
- {
- w = (int)basepixels[j + 0] + (int)basepixels[j + 1] + (int)basepixels[j + 2]; // use this weight, so black pixels don't contribute (needed for model skins)
- avgcolor[2] += basepixels[j + 0] * w;
- avgcolor[1] += basepixels[j + 1] * w;
- avgcolor[0] += basepixels[j + 2] * w;
- avgcolor[3] += basepixels[j + 3] * w;
- avgcolor[4] += basepixels[j + 3];
- wsum += w;
- }
- if(avgcolor[3] == 0) // just fully transparent pixels seen? bad luck...
- avgcolor[3] = 255.0 * wsum;
- if(avgcolor[3] == 0) // no pixels seen? even worse
- avgcolor[3] = 1;
- avgcolor[0] /= avgcolor[3];
- avgcolor[1] /= avgcolor[3];
- avgcolor[2] /= avgcolor[3];
- avgcolor[3] /= 255.0 * wsum; // to 0..1 range
- skinframe->avgcolor[0] = avgcolor[0];
- skinframe->avgcolor[1] = avgcolor[1];
- skinframe->avgcolor[2] = avgcolor[2];
- skinframe->avgcolor[3] = avgcolor[4] / (basepixels_width * 255.0 * basepixels_height);
+ R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
+ //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
// _norm is the name used by tenebrae and has been adopted as standard
if (loadnormalmap)
int i;
unsigned char *temp1, *temp2;
skinframe_t *skinframe;
- double avgcolor[5], w, wsum;
- int j;
if (cls.state == ca_dedicated)
return NULL;
}
}
- avgcolor[0] = 0;
- avgcolor[1] = 0;
- avgcolor[2] = 0;
- avgcolor[3] = 0;
- avgcolor[4] = 0;
- wsum = 0;
- for(j = 0; j < width * height * 4; j += 4)
- {
- w = (int)skindata[j + 0] + (int)skindata[j + 1] + (int)skindata[j + 2];
- avgcolor[2] += skindata[j + 0] * w;
- avgcolor[1] += skindata[j + 1] * w;
- avgcolor[0] += skindata[j + 2] * w;
- avgcolor[3] += skindata[j + 3] * w;
- avgcolor[4] += skindata[j + 3];
- wsum += w;
- }
- if(avgcolor[3] == 0) // just fully transparent pixels seen? bad luck...
- avgcolor[3] = 255.0 * wsum;
- if(avgcolor[3] == 0) // no pixels seen? even worse
- avgcolor[3] = 1;
- avgcolor[0] /= avgcolor[3];
- avgcolor[1] /= avgcolor[3];
- avgcolor[2] /= avgcolor[3];
- avgcolor[3] /= 255.0 * wsum; // to 0..1 range
- skinframe->avgcolor[0] = avgcolor[0];
- skinframe->avgcolor[1] = avgcolor[1];
- skinframe->avgcolor[2] = avgcolor[2];
- skinframe->avgcolor[3] = avgcolor[4] / (width * 255.0 * height);
+ R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
+ //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
return skinframe;
}
{
int i;
unsigned char *temp1, *temp2;
+ unsigned int *palette;
skinframe_t *skinframe;
- double avgcolor[5], w, wsum;
- int j;
if (cls.state == ca_dedicated)
return NULL;
if (skinframe && skinframe->base)
return skinframe;
+ palette = (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete));
+
skinframe->stain = NULL;
skinframe->merged = NULL;
skinframe->base = r_texture_notexture;
Mem_Free(temp1);
}
// use either a custom palette, or the quake palette
- skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete)), skinframe->textureflags, true); // all
+ skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette, skinframe->textureflags, true); // all
if (loadglowtexture)
skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
if (loadpantsandshirt)
skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
}
- avgcolor[0] = 0;
- avgcolor[1] = 0;
- avgcolor[2] = 0;
- avgcolor[3] = 0;
- avgcolor[4] = 0;
- wsum = 0;
- for(j = 0; j < width * height; ++j)
- {
- temp1 = ((unsigned char *)palette_bgra_alpha) + (skindata[j]*4);
- w = (int)temp1[0] + (int)temp1[1] + (int)temp1[2];
- avgcolor[2] += temp1[0] * w;
- avgcolor[1] += temp1[1] * w;
- avgcolor[0] += temp1[2] * w;
- avgcolor[3] += temp1[3] * w;
- avgcolor[4] += temp1[3];
- wsum += w;
- }
- if(avgcolor[3] == 0) // just fully transparent pixels seen? bad luck...
- avgcolor[3] = 255.0 * wsum;
- if(avgcolor[3] == 0) // no pixels seen? even worse
- avgcolor[3] = 1;
- avgcolor[0] /= avgcolor[3];
- avgcolor[1] /= avgcolor[3];
- avgcolor[2] /= avgcolor[3];
- avgcolor[3] /= 255.0 * wsum; // to 0..1 range
- skinframe->avgcolor[0] = avgcolor[0];
- skinframe->avgcolor[1] = avgcolor[1];
- skinframe->avgcolor[2] = avgcolor[2];
- skinframe->avgcolor[3] = avgcolor[4] / (width * 255.0 * height);
+ R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
+ //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
return skinframe;
}
// calculate desired texture sizes
// can't use water if the card does not support the texture size
- if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
+ if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size || r_showsurfaces.integer)
texturewidth = textureheight = waterwidth = waterheight = 0;
else if (gl_support_arb_texture_non_power_of_two)
{
Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
break;
case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
- w = tcmod->parms[0];
- h = tcmod->parms[1];
+ w = (int) tcmod->parms[0];
+ h = (int) tcmod->parms[1];
f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
f = f - floor(f);
- idx = floor(f * w * h);
+ idx = (int) floor(f * w * h);
Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
break;
case Q3TCMOD_STRETCH:
}
}
+static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, msurface_t **texturesurfacelist)
+{
+ int texturesurfaceindex;
+ int i;
+ float *v, *c2;
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
+ {
+ c2[0] = 0.5;
+ c2[1] = 0.5;
+ c2[2] = 0.5;
+ c2[3] = 1;
+ }
+ }
+ rsurface.lightmapcolor4f = rsurface.array_color4f;
+ rsurface.lightmapcolor4f_bufferobject = 0;
+ rsurface.lightmapcolor4f_bufferoffset = 0;
+}
+
static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
{
int texturesurfaceindex;
rsurface.lightmapcolor4f_bufferoffset = 0;
}
+static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, msurface_t **texturesurfacelist)
+{
+ int texturesurfaceindex;
+ int i;
+ float f;
+ float *v, *c, *c2;
+ if (!rsurface.lightmapcolor4f)
+ return;
+ // generate color arrays for the surfaces in this list
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
+ {
+ f = FogPoint_Model(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];
+ }
+ }
+ rsurface.lightmapcolor4f = rsurface.array_color4f;
+ rsurface.lightmapcolor4f_bufferobject = 0;
+ rsurface.lightmapcolor4f_bufferoffset = 0;
+}
+
static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
{
int texturesurfaceindex;
const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
{
- c2[0] = c[0] + r_refdef.scene.ambient / 64.0;
- c2[1] = c[1] + r_refdef.scene.ambient / 64.0;
- c2[2] = c[2] + r_refdef.scene.ambient / 64.0;
+ c2[0] = c[0] + r_refdef.scene.ambient / 128.0;
+ c2[1] = c[1] + r_refdef.scene.ambient / 128.0;
+ c2[2] = c[2] + r_refdef.scene.ambient / 128.0;
c2[3] = c[3];
}
}
RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
}
-static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
+static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
{
int texturesurfaceindex;
int i;
float f;
- float *v, *c, *c2;
+ float *v, *c, *c2, alpha;
vec3_t ambientcolor;
vec3_t diffusecolor;
vec3_t lightdir;
// model lighting
VectorCopy(rsurface.modellight_lightdir, lightdir);
f = 0.5f * r_refdef.lightmapintensity;
- ambientcolor[0] = rsurface.modellight_ambient[0] * r * f;
- ambientcolor[1] = rsurface.modellight_ambient[1] * g * f;
- ambientcolor[2] = rsurface.modellight_ambient[2] * b * f;
- diffusecolor[0] = rsurface.modellight_diffuse[0] * r * f;
- diffusecolor[1] = rsurface.modellight_diffuse[1] * g * f;
- diffusecolor[2] = rsurface.modellight_diffuse[2] * b * f;
- if (VectorLength2(diffusecolor) > 0)
+ ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
+ ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
+ ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
+ diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
+ diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
+ diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
+ alpha = *a;
+ if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
{
// generate color arrays for the surfaces in this list
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
VectorMA(ambientcolor, f, diffusecolor, c);
else
VectorCopy(ambientcolor, c);
- c[3] = a;
+ c[3] = alpha;
}
}
- r = 1;
- g = 1;
- b = 1;
- a = 1;
- applycolor = false;
+ *r = 1;
+ *g = 1;
+ *b = 1;
+ *a = 1;
rsurface.lightmapcolor4f = rsurface.array_color4f;
rsurface.lightmapcolor4f_bufferobject = 0;
rsurface.lightmapcolor4f_bufferoffset = 0;
+ *applycolor = false;
}
else
{
- r = ambientcolor[0];
- g = ambientcolor[1];
- b = ambientcolor[2];
+ *r = ambientcolor[0];
+ *g = ambientcolor[1];
+ *b = ambientcolor[2];
rsurface.lightmapcolor4f = NULL;
rsurface.lightmapcolor4f_bufferobject = 0;
rsurface.lightmapcolor4f_bufferoffset = 0;
}
+}
+
+static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
+{
+ RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
}
}
+static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
+{
+ float c[4];
+
+ GL_AlphaTest(false);
+ R_Mesh_ColorPointer(NULL, 0, 0);
+ R_Mesh_ResetTextureState();
+ R_SetupGenericShader(false);
+
+ if(rsurface.texture && rsurface.texture->currentskinframe)
+ memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
+ else
+ {
+ c[0] = 1;
+ c[1] = 0;
+ c[2] = 1;
+ c[3] = 1;
+ }
+
+ if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt)
+ {
+ c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
+ c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
+ c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
+ }
+
+ // brighten it up (as texture value 127 means "unlit")
+ c[0] *= 2 * r_refdef.view.colorscale;
+ c[1] *= 2 * r_refdef.view.colorscale;
+ c[2] *= 2 * r_refdef.view.colorscale;
+
+ if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
+ c[3] *= r_wateralpha.value;
+
+ if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
+ {
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_DepthMask(false);
+ }
+ else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
+ {
+ GL_BlendFunc(GL_ONE, GL_ONE);
+ GL_DepthMask(false);
+ }
+ else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
+ {
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
+ GL_DepthMask(false);
+ }
+ else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
+ {
+ GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
+ GL_DepthMask(false);
+ }
+ else
+ {
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(writedepth);
+ }
+
+ rsurface.lightmapcolor4f = NULL;
+
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
+ {
+ RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
+
+ rsurface.lightmapcolor4f = NULL;
+ rsurface.lightmapcolor4f_bufferobject = 0;
+ rsurface.lightmapcolor4f_bufferoffset = 0;
+ }
+ else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
+ {
+ qboolean applycolor = true;
+ float one = 1.0;
+
+ RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
+
+ r_refdef.lightmapintensity = 1;
+ RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
+ r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
+ }
+ else
+ {
+ RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
+
+ rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
+ rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
+ rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
+ }
+
+ if(!rsurface.lightmapcolor4f)
+ RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
+
+ RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
+ RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
+ if(r_refdef.fogenabled)
+ RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
+
+ R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
+ RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+}
+
static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
{
CHECKGLERROR
RSurf_SetupDepthAndCulling();
- if (r_glsl.integer && gl_support_fragment_shader)
+ if (r_showsurfaces.integer == 3)
+ R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
+ else if (r_glsl.integer && gl_support_fragment_shader)
R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
else if (gl_combine.integer && r_textureunits.integer >= 2)
R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
}
- else if (r_showsurfaces.integer && !(r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)))
+ else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
{
RSurf_SetupDepthAndCulling();
GL_AlphaTest(false);
R_Mesh_ResetTextureState();
R_SetupGenericShader(false);
RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
- if (!r_refdef.view.showdebug)
- {
- GL_Color(0, 0, 0, 1);
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_DepthTest(writedepth);
- GL_DepthMask(true);
- RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
- }
- else if (r_showsurfaces.integer == 3)
- {
- float c[4];
- if(rsurface.texture && rsurface.texture->currentskinframe)
- memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
- else
- {
- c[0] = 1;
- c[1] = 0;
- c[2] = 1;
- c[3] = 1;
- }
-
- if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt)
- {
- c[0] = rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7;
- c[1] = rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7;
- c[2] = rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7;
- }
-
- if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
- c[3] *= r_wateralpha.value;
-
- if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
- {
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- GL_DepthMask(false);
- }
- else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
- {
- GL_BlendFunc(GL_ONE, GL_ONE);
- GL_DepthMask(false);
- }
- else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
- {
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
- GL_DepthMask(false);
- }
- else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
- {
- GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
- GL_DepthMask(false);
- }
- else
- {
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_DepthMask(writedepth);
- }
-
- rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
- rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
- rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
- GL_Color(c[0], c[1], c[2], c[3]);
- RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
- RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
-
- if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
- {
- r_refdef.lightmapintensity = 1;
- RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3], false, false);
- r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
- }
- else
- {
- R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
- RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
- }
- }
- else
- {
- GL_DepthTest(true);
- GL_DepthMask(true);
- GL_BlendFunc(GL_ONE, GL_ZERO);
- RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
- }
+ GL_DepthMask(true);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_Color(0, 0, 0, 1);
+ GL_DepthTest(writedepth);
+ RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+ }
+ else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
+ {
+ RSurf_SetupDepthAndCulling();
+ GL_AlphaTest(false);
+ R_Mesh_ColorPointer(NULL, 0, 0);
+ R_Mesh_ResetTextureState();
+ R_SetupGenericShader(false);
+ RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
+ GL_DepthMask(true);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthTest(true);
+ RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
}
else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
else if (!rsurface.texture->currentnumlayers)
return;
- else if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) && queueentity)
+ else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
{
// transparent surfaces get pushed off into the transparent queue
int surfacelistindex;
r_maxsurfacelist = model->num_surfaces;
if (r_surfacelist)
Mem_Free(r_surfacelist);
- r_surfacelist = Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
+ r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
}
RSurf_ActiveWorldEntity();
r_maxsurfacelist = model->num_surfaces;
if (r_surfacelist)
Mem_Free(r_surfacelist);
- r_surfacelist = Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
+ r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
}
// if the model is static it doesn't matter what value we give for