#include "r_shadow.h"
#include "portals.h"
#include "csprogs.h"
+#include "image.h"
cvar_t r_ambient = {0, "r_ambient", "0", "brightens map, value is 0-128"};
cvar_t r_lockpvs = {0, "r_lockpvs", "0", "disables pvs switching, allows you to walk around and inspect what is visible from a given location in the map (anything not visible from your current location will not be drawn)"};
cvar_t r_lockvisibility = {0, "r_lockvisibility", "0", "disables visibility updates, allows you to walk around and inspect what is visible from a given viewpoint in the map (anything offscreen at the moment this is enabled will not be drawn)"};
cvar_t r_useportalculling = {0, "r_useportalculling", "2", "improve framerate with r_novis 1 by using portal culling - still not as good as compiled visibility data in the map, but it helps (a value of 2 forces use of this even with vis data, which improves framerates in maps without too much complexity, but hurts in extremely complex maps, which is why 2 is not the default mode)"};
-cvar_t r_usesurfaceculling = {0, "r_usesurfaceculling", "1", "improve framerate by culling offscreen surfaces"};
+cvar_t r_usesurfaceculling = {0, "r_usesurfaceculling", "1", "skip off-screen surfaces (1 = cull surfaces if the map is likely to benefit, 2 = always cull surfaces)"};
cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0", "draws sky depth masking in q3 maps (as in q1 maps), this means for example that sky polygons can hide other things"};
+extern cvar_t vid_sRGB;
/*
===============
}
}
+ if(vid_sRGB.integer && !vid.sRGBcapable3D)
+ Image_MakesRGBColorsFromLinear_Lightmap(templight, templight, size);
R_UpdateTexture(surface->lightmaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], 0, smax, tmax, 1);
// update the surface's deluxemap if it has one
for (i = 0, v = vertex3f;i < numpoints;i++, v += 3)
VectorCopy(portal->points[i].position, v);
R_Mesh_PrepareVertices_Generic_Arrays(numpoints, vertex3f, NULL, NULL);
- R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
+ R_SetupShader_Generic_NoTexture(false, false);
R_Mesh_Draw(0, numpoints, 0, numpoints - 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
}
}
}
+static void R_View_WorldVisibility_CullSurfaces(void)
+{
+ int surfaceindex;
+ int surfaceindexstart;
+ int surfaceindexend;
+ unsigned char *surfacevisible;
+ msurface_t *surfaces;
+ dp_model_t *model = r_refdef.scene.worldmodel;
+ if (!model)
+ return;
+ if (r_trippy.integer)
+ return;
+ if (r_usesurfaceculling.integer < 1)
+ return;
+ surfaceindexstart = model->firstmodelsurface;
+ surfaceindexend = surfaceindexstart + model->nummodelsurfaces;
+ surfaces = model->data_surfaces;
+ surfacevisible = r_refdef.viewcache.world_surfacevisible;
+ for (surfaceindex = surfaceindexstart;surfaceindex < surfaceindexend;surfaceindex++)
+ if (surfacevisible[surfaceindex] && R_CullBox(surfaces[surfaceindex].mins, surfaces[surfaceindex].maxs))
+ surfacevisible[surfaceindex] = 0;
+}
+
void R_View_WorldVisibility(qboolean forcenovis)
{
int i, j, *mark;
r_refdef.viewcache.world_surfacevisible[*mark] = true;
}
}
+ R_View_WorldVisibility_CullSurfaces();
return;
}
}
}
- if (r_usesurfaceculling.integer)
- {
- int k = model->firstmodelsurface;
- int l = k + model->nummodelsurfaces;
- unsigned char *visible = r_refdef.viewcache.world_surfacevisible;
- msurface_t *surfaces = model->data_surfaces;
- msurface_t *surface;
- for (;k < l;k++)
- {
- if (visible[k])
- {
- surface = surfaces + k;
- if (R_CullBox(surface->mins, surface->maxs))
- visible[k] = false;
- }
- }
-}
+ R_View_WorldVisibility_CullSurfaces();
}
void R_Q1BSP_DrawSky(entity_render_t *ent)
if (ent == r_refdef.scene.worldentity)
RSurf_ActiveWorldEntity();
else
- RSurf_ActiveModelEntity(ent, false, false, false);
+ RSurf_ActiveModelEntity(ent, true, false, false);
surfaces = model->data_surfaces;
flagsmask = MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA;
int surfacelistindex;
int sidetotals[6] = { 0, 0, 0, 0, 0, 0 }, sidemasks = 0;
int i;
+ if (!model->brush.shadowmesh)
+ return;
r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
R_Shadow_PrepareShadowSides(model->brush.shadowmesh->numtriangles);
for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
;
// now figure out what to do with this particular range of surfaces
// VorteX: added MATERIALFLAG_NORTLIGHT
- if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_NORTLIGHT)) != MATERIALFLAG_WALL)
+ if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NORTLIGHT)) != MATERIALFLAG_WALL)
continue;
-
- // divVerent:
- // rtlights basically add diffusetex * Color_Diffuse to the output
- // so intended outcome is originalcolor_out * (lightmapcolor + rtlightcolor)
- //
- // for MATERIALFLAG_ADD, this calculation is obviously right (linear map of input, output depending on src alpha)
- // for MATERIALFLAG_ALPHA, obviously too (linear map of input, output depending on src alpha)
- // for blendfuncs where the output is NOT linear in input, output, possibly depending on src alpha, this is WRONG!
- // furthermore, output MUST have GL_SRC_ALPHA or GL_ONE as blending factor, or the maths rtlights use are wrong
- //
- if (rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
- {
- // source side MUST be using GL_SRC_ALPHA or GL_ONE
- // as nothing else is handled right by the rtlight pass
- if(rsurface.texture->currentlayers[0].blendfunc1 != GL_SRC_ALPHA)
- if(rsurface.texture->currentlayers[0].blendfunc1 != GL_ONE)
- continue;
-
- // dest side MUST NOT depend on src color
- // or the assumptions how rtlights change src are wrong
- if(rsurface.texture->currentlayers[0].blendfunc2 == GL_SRC_COLOR)
- continue;
- if(rsurface.texture->currentlayers[0].blendfunc2 == GL_ONE_MINUS_SRC_COLOR)
- continue;
-
- // customblends that can get through this:
- // GL_SRC_ALPHA GL_ONE (cannot happen, handled by MATERIALFLAG_ADD)
- // GL_SRC_ALPHA GL_ZERO (stupid but handled correctly)
- // GL_SRC_ALPHA GL_SRC_ALPHA (stupid but handled correctly)
- // GL_SRC_ALPHA GL_DST_COLOR (stupid but handled correctly)
- // GL_SRC_ALPHA GL_DST_ALPHA (stupid but handled correctly)
- // GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA (stupid but handled correctly)
- // GL_SRC_ALPHA GL_ONE_MINUS_DST_COLOR (stupid but handled correctly)
- // GL_SRC_ALPHA GL_ONE_MINUS_DST_ALPHA (stupid but handled correctly)
- // GL_ONE GL_ONE (cannot happen, handled by MATERIALFLAG_ADD)
- // GL_ONE GL_ZERO (cannot happen, handled by default mode)
- // GL_ONE GL_SRC_ALPHA (inverse premultiplied alpha - and correct)
- // GL_ONE GL_DST_COLOR (stupid but handled correctly)
- // GL_ONE GL_DST_ALPHA (stupid but handled correctly)
- // GL_ONE GL_ONE_MINUS_SRC_ALPHA (premultiplied alpha - and correct)
- // GL_ONE GL_ONE_MINUS_DST_COLOR (stupid but handled correctly)
- // GL_ONE GL_ONE_MINUS_DST_ALPHA (stupid but handled correctly)
- }
-
- if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
+ if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
continue;
if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
{