X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=gl_rmain.c;h=07faae9a191ecd7453f081cb001dad19ffac4691;hb=5f6013df0acabebeb17602e8824f4e450d010d9f;hp=5a3b32932f4458541e0449c7f52d2485c29c0820;hpb=60cc3dc65943de5d712388c8f5fe7ffdb217115d;p=xonotic%2Fdarkplaces.git diff --git a/gl_rmain.c b/gl_rmain.c index 5a3b3293..07faae9a 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -132,6 +132,8 @@ cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"}; cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"}; cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"}; +cvar_t r_celshading = {CVAR_SAVE, "r_celshading", "0", "cartoon-style light shading"}; +cvar_t r_celoutlines = {CVAR_SAVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred)"}; cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"}; cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"}; @@ -853,8 +855,10 @@ enum SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1 SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2 SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler + SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math) + SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines) }; -#define SHADERSTATICPARMS_COUNT 11 +#define SHADERSTATICPARMS_COUNT 13 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT]; static int shaderstaticparms_count = 0; @@ -897,6 +901,10 @@ qboolean R_CompileShader_CheckStaticParms(void) R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2); else if (r_shadow_shadowmappcf) R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1); + if (r_celshading.integer) + R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING); + if (r_celoutlines.integer) + R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES); return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0; } @@ -922,6 +930,8 @@ static void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permu R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1"); R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2"); R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER"); + R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING"); + R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES"); } /// information about each possible shader permutation @@ -3300,7 +3310,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole Image_StripImageExtension(name, basename, sizeof(basename)); // check for DDS texture file first - if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel))) + if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false))) { basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel); if (basepixels == NULL) @@ -3334,7 +3344,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole skinframe->hasalpha = ddshasalpha; VectorCopy(ddsavgcolor, skinframe->avgcolor); if (r_loadfog && skinframe->hasalpha) - skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel); + skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel, true); //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]); } else @@ -3381,13 +3391,13 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole { mymiplevel = savemiplevel; if (r_loadnormalmap) - skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), false, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel); - skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel); + skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), false, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel, true); + skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true); if (r_loadgloss) - skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel); - skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel); - skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel); - skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel); + skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true); + skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true); + skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true); + skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true); } // _norm is the name used by tenebrae and has been adopted as standard @@ -4263,6 +4273,8 @@ void GL_Main_Init(void) Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable); Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable); Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable); + Cvar_RegisterVariable(&r_celshading); + Cvar_RegisterVariable(&r_celoutlines); Cvar_RegisterVariable(&r_water); Cvar_RegisterVariable(&r_water_resolutionmultiplier); @@ -5281,7 +5293,6 @@ static void R_View_UpdateWithScissor(const int *myscissor) R_View_WorldVisibility(r_refdef.view.useclipplane); R_View_UpdateEntityVisible(); R_View_UpdateEntityLighting(); - R_AnimCache_CacheVisibleEntities(); } static void R_View_Update(void) @@ -5291,7 +5302,6 @@ static void R_View_Update(void) R_View_WorldVisibility(r_refdef.view.useclipplane); R_View_UpdateEntityVisible(); R_View_UpdateEntityLighting(); - R_AnimCache_CacheVisibleEntities(); } float viewscalefpsadjusted = 1.0f; @@ -5835,6 +5845,7 @@ static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t R_View_UpdateWithScissor(myscissor); else R_View_Update(); + R_AnimCache_CacheVisibleEntities(); if(r_water_scissormode.integer & 1) GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]); R_RenderScene(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection); @@ -5883,6 +5894,7 @@ static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t R_View_UpdateWithScissor(myscissor); else R_View_Update(); + R_AnimCache_CacheVisibleEntities(); if(r_water_scissormode.integer & 1) GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]); R_RenderScene(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction); @@ -5937,6 +5949,7 @@ static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t R_ResetViewRendering3D(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera); R_ClearScreen(r_refdef.fogenabled); R_View_Update(); + R_AnimCache_CacheVisibleEntities(); R_RenderScene(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera); if (!p->fbo_camera) @@ -5952,6 +5965,7 @@ static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t if (!r_fb.water.depthtexture) R_ClearScreen(r_refdef.fogenabled); R_View_Update(); + R_AnimCache_CacheVisibleEntities(); goto finish; error: r_refdef.view = originalview; @@ -6045,7 +6059,7 @@ static void R_Bloom_StartFrame(void) // set bloomwidth and bloomheight to the bloom resolution that will be // used (often less than the screen resolution for faster rendering) - r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height); + r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.width); r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width; r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height); r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d); @@ -6151,7 +6165,7 @@ static void R_Bloom_StartFrame(void) } // bloom texture is a different resolution - r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height); + r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width); r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width; r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height); r_fb.bloomwidth = bound(1, r_fb.bloomwidth, r_fb.bloomtexturewidth); @@ -6168,6 +6182,14 @@ static void R_Bloom_StartFrame(void) r_fb.screentexcoord2f[6] = 0; r_fb.screentexcoord2f[7] = 0; + if(r_fb.fbo) + { + for (i = 1;i < 8;i += 2) + { + r_fb.screentexcoord2f[i] += 1 - (float)(viewheight + r_refdef.view.y) / (float)r_fb.screentextureheight; + } + } + // set up a texcoord array for the reduced resolution bloom image // (which will be additive blended over the screen image) r_fb.bloomtexcoord2f[0] = 0; @@ -6191,20 +6213,17 @@ static void R_Bloom_StartFrame(void) case RENDERPATH_D3D9: case RENDERPATH_D3D10: case RENDERPATH_D3D11: + for (i = 0;i < 4;i++) { - int i; - for (i = 0;i < 4;i++) - { - r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth; - r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight; - r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth; - r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight; - } + r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth; + r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight; + r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth; + r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight; } break; } - R_Viewport_InitOrtho(&r_fb.bloomviewport, &identitymatrix, r_refdef.view.x, (r_fb.bloomfbo[0] ? r_fb.bloomtextureheight : vid.height) - r_fb.bloomheight - r_refdef.view.y, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL); + R_Viewport_InitOrtho(&r_fb.bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL); if (r_fb.fbo) r_refdef.view.clear = true; @@ -6218,18 +6237,22 @@ static void R_Bloom_MakeTexture(void) float colorscale = r_bloom_colorscale.value; r_refdef.stats.bloom++; - + +#if 0 + // this copy is unnecessary since it happens in R_BlendView already if (!r_fb.fbo) { R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height); r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height; } +#endif // scale down screen texture to the bloom texture size CHECKGLERROR r_fb.bloomindex = 0; R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL); R_SetViewport(&r_fb.bloomviewport); + GL_DepthTest(false); GL_BlendFunc(GL_ONE, GL_ZERO); GL_Color(colorscale, colorscale, colorscale, 1); // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that... @@ -6318,14 +6341,14 @@ static void R_Bloom_MakeTexture(void) xoffset /= (float)r_fb.bloomtexturewidth; yoffset /= (float)r_fb.bloomtextureheight; // compute a texcoord array with the specified x and y offset - r_fb.offsettexcoord2f[0] = xoffset+0; - r_fb.offsettexcoord2f[1] = yoffset+(float)r_fb.bloomheight / (float)r_fb.bloomtextureheight; - r_fb.offsettexcoord2f[2] = xoffset+(float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth; - r_fb.offsettexcoord2f[3] = yoffset+(float)r_fb.bloomheight / (float)r_fb.bloomtextureheight; - r_fb.offsettexcoord2f[4] = xoffset+(float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth; - r_fb.offsettexcoord2f[5] = yoffset+0; - r_fb.offsettexcoord2f[6] = xoffset+0; - r_fb.offsettexcoord2f[7] = yoffset+0; + r_fb.offsettexcoord2f[0] = xoffset+r_fb.bloomtexcoord2f[0]; + r_fb.offsettexcoord2f[1] = yoffset+r_fb.bloomtexcoord2f[1]; + r_fb.offsettexcoord2f[2] = xoffset+r_fb.bloomtexcoord2f[2]; + r_fb.offsettexcoord2f[3] = yoffset+r_fb.bloomtexcoord2f[3]; + r_fb.offsettexcoord2f[4] = xoffset+r_fb.bloomtexcoord2f[4]; + r_fb.offsettexcoord2f[5] = yoffset+r_fb.bloomtexcoord2f[5]; + r_fb.offsettexcoord2f[6] = xoffset+r_fb.bloomtexcoord2f[6]; + r_fb.offsettexcoord2f[7] = yoffset+r_fb.bloomtexcoord2f[7]; // this r value looks like a 'dot' particle, fading sharply to // black at the edges // (probably not realistic but looks good enough) @@ -6922,6 +6945,10 @@ void R_RenderView(void) if (r_timereport_active) R_TimeReport("visibility"); + R_AnimCache_CacheVisibleEntities(); + if (r_timereport_active) + R_TimeReport("animcache"); + R_Shadow_UpdateBounceGridTexture(); if (r_timereport_active && r_shadow_bouncegrid.integer) R_TimeReport("bouncegrid"); @@ -7742,7 +7769,7 @@ texture_t *R_GetCurrentTexture(texture_t *t) dp_model_t *model = ent->model; q3shaderinfo_layer_tcmod_t *tcmod; - if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent) + if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate) return t->currentframe; t->update_lastrenderframe = r_textureframe; t->update_lastrenderentity = (void *)ent; @@ -8157,6 +8184,7 @@ void RSurf_ActiveWorldEntity(void) rsurface.passcolor4f = NULL; rsurface.passcolor4f_vertexbuffer = NULL; rsurface.passcolor4f_bufferoffset = 0; + rsurface.forcecurrenttextureupdate = false; } void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass) @@ -8330,6 +8358,7 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q rsurface.passcolor4f = NULL; rsurface.passcolor4f_vertexbuffer = NULL; rsurface.passcolor4f_bufferoffset = 0; + rsurface.forcecurrenttextureupdate = false; } void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents) @@ -8453,6 +8482,7 @@ void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inve rsurface.passcolor4f = NULL; rsurface.passcolor4f_vertexbuffer = NULL; rsurface.passcolor4f_bufferoffset = 0; + rsurface.forcecurrenttextureupdate = true; if (rsurface.modelnumvertices && rsurface.modelelement3i) {