X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=gl_rmain.c;h=777dea4568b6d51120474da92c390224589572e0;hb=147d472d3148c300bd324bf753e73dda1f959d19;hp=de6689ab564c48746528f67f499092409d705dcb;hpb=a255e13ec710fbfbf541ef09b2195253dea80658;p=xonotic%2Fdarkplaces.git diff --git a/gl_rmain.c b/gl_rmain.c index de6689ab..777dea45 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -20,6 +20,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. // r_main.c #include "quakedef.h" +#include "cl_dyntexture.h" #include "r_shadow.h" #include "polygon.h" #include "image.h" @@ -78,22 +79,18 @@ cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shad cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"}; cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"}; 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_water = {CVAR_SAVE, "r_glsl_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"}; -cvar_t r_glsl_water_clippingplanebias = {CVAR_SAVE, "r_glsl_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"}; -cvar_t r_glsl_water_resolutionmultiplier = {CVAR_SAVE, "r_glsl_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"}; -cvar_t r_glsl_water_refractcolor_r = {CVAR_SAVE, "r_glsl_water_refractcolor_r", "1", "water color tint for refraction"}; -cvar_t r_glsl_water_refractcolor_g = {CVAR_SAVE, "r_glsl_water_refractcolor_g", "1", "water color tint for refraction"}; -cvar_t r_glsl_water_refractcolor_b = {CVAR_SAVE, "r_glsl_water_refractcolor_b", "1", "water color tint for refraction"}; -cvar_t r_glsl_water_reflectcolor_r = {CVAR_SAVE, "r_glsl_water_reflectcolor_r", "1", "water color tint for reflection"}; -cvar_t r_glsl_water_reflectcolor_g = {CVAR_SAVE, "r_glsl_water_reflectcolor_g", "1", "water color tint for reflection"}; -cvar_t r_glsl_water_reflectcolor_b = {CVAR_SAVE, "r_glsl_water_reflectcolor_b", "1", "water color tint for reflection"}; -cvar_t r_glsl_water_refractdistort = {CVAR_SAVE, "r_glsl_water_refractdistort", "0.01", "how much water refractions shimmer"}; -cvar_t r_glsl_water_reflectdistort = {CVAR_SAVE, "r_glsl_water_reflectdistort", "0.01", "how much water reflections shimmer"}; cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"}; cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"}; +cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"}; +cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"}; +cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"}; +cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"}; +cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"}; + cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"}; cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"}; +cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"}; cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"}; cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"}; @@ -117,6 +114,10 @@ cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"}; cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"}; +cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"}; +cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"}; +cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"}; +cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"}; extern qboolean v_flipped_state; @@ -154,6 +155,9 @@ typedef struct r_waterstate_waterplane_s rtexture_t *texture_refraction; rtexture_t *texture_reflection; mplane_t plane; + int materialflags; // combined flags of all water surfaces on this plane + unsigned char pvsbits[(32768+7)>>3]; // FIXME: buffer overflow on huge maps + qboolean pvsvalid; } r_waterstate_waterplane_t; @@ -190,11 +194,6 @@ rtexture_t *r_texture_normalizationcube; rtexture_t *r_texture_fogattenuation; //rtexture_t *r_texture_fogintensity; -// information about each possible shader permutation -r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_MAX]; -// currently selected permutation -r_glsl_permutation_t *r_glsl_permutation; - char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH]; skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD]; @@ -252,39 +251,39 @@ void FOG_clear(void) float FogPoint_World(const vec3_t p) { - int fogmasktableindex = (int)(VectorDistance((p), r_view.origin) * r_refdef.fogmasktabledistmultiplier); + unsigned int fogmasktableindex = (unsigned int)(VectorDistance((p), r_view.origin) * r_refdef.fogmasktabledistmultiplier); return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)]; } float FogPoint_Model(const vec3_t p) { - int fogmasktableindex = (int)(VectorDistance((p), rsurface.modelorg) * r_refdef.fogmasktabledistmultiplier); + unsigned int fogmasktableindex = (unsigned int)(VectorDistance((p), rsurface.modelorg) * r_refdef.fogmasktabledistmultiplier); return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)]; } static void R_BuildBlankTextures(void) { unsigned char data[4]; - data[0] = 128; // normal X + data[2] = 128; // normal X data[1] = 128; // normal Y - data[2] = 255; // normal Z + data[0] = 255; // normal Z data[3] = 128; // height - r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL); + r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL); data[0] = 255; data[1] = 255; data[2] = 255; data[3] = 255; - r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL); + r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL); data[0] = 128; data[1] = 128; data[2] = 128; data[3] = 255; - r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL); + r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL); data[0] = 0; data[1] = 0; data[2] = 0; data[3] = 255; - r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL); + r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL); } static void R_BuildNoTexture(void) @@ -312,19 +311,14 @@ static void R_BuildNoTexture(void) } } } - r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL); + r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL); } static void R_BuildWhiteCube(void) { unsigned char data[6*1*1*4]; - data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255; - data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255; - data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255; - data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255; - data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255; - data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255; - r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL); + memset(data, 255, sizeof(data)); + r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL); } static void R_BuildNormalizationCube(void) @@ -377,20 +371,20 @@ static void R_BuildNormalizationCube(void) break; } intensity = 127.0f / sqrt(DotProduct(v, v)); - data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[0]); + data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]); data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]); - data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[2]); + data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]); data[side][y][x][3] = 255; } } } - r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL); + r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL); } static void R_BuildFogTexture(void) { int x, b; -#define FOGWIDTH 64 +#define FOGWIDTH 256 unsigned char data1[FOGWIDTH][4]; //unsigned char data2[FOGWIDTH][4]; for (x = 0;x < FOGWIDTH;x++) @@ -405,8 +399,8 @@ static void R_BuildFogTexture(void) //data2[x][2] = 255 - b; //data2[x][3] = 255; } - r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL); - //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL); + r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL); + //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL); } static const char *builtinshaderstring = @@ -416,36 +410,53 @@ static const char *builtinshaderstring = "// common definitions between vertex shader and fragment shader:\n" "\n" "#ifdef __GLSL_CG_DATA_TYPES\n" -"#define myhalf half\n" -"#define myhvec2 hvec2\n" -"#define myhvec3 hvec3\n" -"#define myhvec4 hvec4\n" +"# define myhalf half\n" +"# define myhvec2 hvec2\n" +"# define myhvec3 hvec3\n" +"# define myhvec4 hvec4\n" "#else\n" -"#define myhalf float\n" -"#define myhvec2 vec2\n" -"#define myhvec3 vec3\n" -"#define myhvec4 vec4\n" +"# define myhalf float\n" +"# define myhvec2 vec2\n" +"# define myhvec3 vec3\n" +"# define myhvec4 vec4\n" "#endif\n" "\n" "varying vec2 TexCoord;\n" "varying vec2 TexCoordLightmap;\n" "\n" +"//#ifdef MODE_LIGHTSOURCE\n" "varying vec3 CubeVector;\n" +"//#endif\n" +"\n" +"//#ifdef MODE_LIGHTSOURCE\n" "varying vec3 LightVector;\n" +"//#else\n" +"//# ifdef MODE_LIGHTDIRECTION\n" +"//varying vec3 LightVector;\n" +"//# endif\n" +"//#endif\n" +"\n" "varying vec3 EyeVector;\n" -"#ifdef USEFOG\n" +"//#ifdef USEFOG\n" "varying vec3 EyeVectorModelSpace;\n" -"#endif\n" +"//#endif\n" "\n" "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n" "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n" "varying vec3 VectorR; // direction of R texcoord (surface normal)\n" "\n" -"#ifdef USEWATER\n" +"//#ifdef MODE_WATER\n" "varying vec4 ModelViewProjectionPosition;\n" -"//varying vec4 ModelViewProjectionPosition_svector;\n" -"//varying vec4 ModelViewProjectionPosition_tvector;\n" -"#endif\n" +"//#else\n" +"//# ifdef MODE_REFRACTION\n" +"//varying vec4 ModelViewProjectionPosition;\n" +"//# else\n" +"//# ifdef USEREFLECTION\n" +"//varying vec4 ModelViewProjectionPosition;\n" +"//# endif\n" +"//# endif\n" +"//#endif\n" +"\n" "\n" "\n" "\n" @@ -464,8 +475,10 @@ static const char *builtinshaderstring = " gl_FrontColor = gl_Color;\n" " // copy the surface texcoord\n" " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n" -"#if !defined(MODE_LIGHTSOURCE) && !defined(MODE_LIGHTDIRECTION)\n" +"#ifndef MODE_LIGHTSOURCE\n" +"# ifndef MODE_LIGHTDIRECTION\n" " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n" +"# endif\n" "#endif\n" "\n" "#ifdef MODE_LIGHTSOURCE\n" @@ -503,7 +516,7 @@ static const char *builtinshaderstring = " VectorR = gl_MultiTexCoord3.xyz;\n" "#endif\n" "\n" -"//#ifdef USEWATER\n" +"//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n" "// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n" "// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n" "// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n" @@ -512,7 +525,14 @@ static const char *builtinshaderstring = "// transform vertex to camera space, using ftransform to match non-VS\n" " // rendering\n" " gl_Position = ftransform();\n" -"#ifdef USEWATER\n" +"\n" +"#ifdef MODE_WATER\n" +" ModelViewProjectionPosition = gl_Position;\n" +"#endif\n" +"#ifdef MODE_REFRACTION\n" +" ModelViewProjectionPosition = gl_Position;\n" +"#endif\n" +"#ifdef USEREFLECTION\n" " ModelViewProjectionPosition = gl_Position;\n" "#endif\n" "}\n" @@ -525,7 +545,7 @@ static const char *builtinshaderstring = "// fragment shader specific:\n" "#ifdef FRAGMENT_SHADER\n" "\n" -"// 11 textures, we can only use up to 16 on DX9-class hardware\n" +"// 13 textures, we can only use up to 16 on DX9-class hardware\n" "uniform sampler2D Texture_Normal;\n" "uniform sampler2D Texture_Color;\n" "uniform sampler2D Texture_Gloss;\n" @@ -548,13 +568,32 @@ static const char *builtinshaderstring = "uniform myhvec3 Color_Shirt;\n" "uniform myhvec3 FogColor;\n" "\n" -"#ifdef USEWATER\n" +"//#ifdef MODE_WATER\n" "uniform vec4 DistortScaleRefractReflect;\n" "uniform vec4 ScreenScaleRefractReflect;\n" "uniform vec4 ScreenCenterRefractReflect;\n" -"uniform myhvec3 RefractColor;\n" -"uniform myhvec3 ReflectColor;\n" -"#endif\n" +"uniform myhvec4 RefractColor;\n" +"uniform myhvec4 ReflectColor;\n" +"uniform myhalf ReflectFactor;\n" +"uniform myhalf ReflectOffset;\n" +"//#else\n" +"//# ifdef MODE_REFRACTION\n" +"//uniform vec4 DistortScaleRefractReflect;\n" +"//uniform vec4 ScreenScaleRefractReflect;\n" +"//uniform vec4 ScreenCenterRefractReflect;\n" +"//uniform myhvec4 RefractColor;\n" +"//# ifdef USEREFLECTION\n" +"//uniform myhvec4 ReflectColor;\n" +"//# endif\n" +"//# else\n" +"//# ifdef USEREFLECTION\n" +"//uniform vec4 DistortScaleRefractReflect;\n" +"//uniform vec4 ScreenScaleRefractReflect;\n" +"//uniform vec4 ScreenCenterRefractReflect;\n" +"//uniform myhvec4 ReflectColor;\n" +"//# endif\n" +"//# endif\n" +"//#endif\n" "\n" "uniform myhalf GlowScale;\n" "uniform myhalf SceneBrightness;\n" @@ -614,8 +653,45 @@ static const char *builtinshaderstring = " return TexCoord;\n" "#endif\n" "}\n" +"#endif // USEOFFSETMAPPING\n" +"\n" +"#ifdef MODE_WATER\n" +"\n" +"// water pass\n" +"void main(void)\n" +"{\n" +"#ifdef USEOFFSETMAPPING\n" +" // apply offsetmapping\n" +" vec2 TexCoordOffset = OffsetMapping(TexCoord);\n" +"#define TexCoord TexCoordOffset\n" "#endif\n" "\n" +" vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n" +" //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" +" vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n" +" float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 5.0) * ReflectFactor + ReflectOffset;\n" +" gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n" +"}\n" +"\n" +"#else // MODE_WATER\n" +"#ifdef MODE_REFRACTION\n" +"\n" +"// refraction pass\n" +"void main(void)\n" +"{\n" +"#ifdef USEOFFSETMAPPING\n" +" // apply offsetmapping\n" +" vec2 TexCoordOffset = OffsetMapping(TexCoord);\n" +"#define TexCoord TexCoordOffset\n" +"#endif\n" +"\n" +" vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n" +" //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n" +" vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xy * DistortScaleRefractReflect.xy;\n" +" gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n" +"}\n" +"\n" +"#else // MODE_REFRACTION\n" "void main(void)\n" "{\n" "#ifdef USEOFFSETMAPPING\n" @@ -640,145 +716,277 @@ static const char *builtinshaderstring = " // compute color intensity for the two textures (colormap and glossmap)\n" " // scale by light color and attenuation as efficiently as possible\n" " // (do as much scalar math as possible rather than vector math)\n" -"#ifdef USESPECULAR\n" +"# ifdef USESPECULAR\n" " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n" " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n" " myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n" "\n" " // calculate directional shading\n" " color.rgb = LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * myhvec3(texture2D(Texture_Gloss, TexCoord)));\n" -"#else\n" -"#ifdef USEDIFFUSE\n" +"# else\n" +"# ifdef USEDIFFUSE\n" " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n" " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n" "\n" " // calculate directional shading\n" " color.rgb = color.rgb * LightColor * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n" -"#else\n" +"# else\n" " // calculate directionless shading\n" " color.rgb = color.rgb * LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n" -"#endif\n" -"#endif\n" +"# endif\n" +"# endif\n" "\n" -"#ifdef USECUBEFILTER\n" +"# ifdef USECUBEFILTER\n" " // apply light cubemap filter\n" " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n" " color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n" -"#endif\n" +"# endif\n" +" color *= myhvec4(gl_Color);\n" +"#endif // MODE_LIGHTSOURCE\n" "\n" "\n" "\n" "\n" -"#elif defined(MODE_LIGHTDIRECTION)\n" +"#ifdef MODE_LIGHTDIRECTION\n" " // directional model lighting\n" -"\n" +"# ifdef USESPECULAR\n" " // get the surface normal and light normal\n" " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n" " myhvec3 diffusenormal = myhvec3(LightVector);\n" "\n" " // calculate directional shading\n" " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n" -"#ifdef USESPECULAR\n" " myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n" " color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n" -"#endif\n" +"# else\n" +"# ifdef USEDIFFUSE\n" +" // get the surface normal and light normal\n" +" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n" +" myhvec3 diffusenormal = myhvec3(LightVector);\n" +"\n" +" // calculate directional shading\n" +" color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n" +"# else\n" +" color.rgb *= AmbientColor;\n" +"# endif\n" +"# endif\n" +"\n" +" color *= myhvec4(gl_Color);\n" +"#endif // MODE_LIGHTDIRECTION\n" "\n" "\n" "\n" "\n" -"#elif defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n" +"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n" " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n" "\n" " // get the surface normal and light normal\n" " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n" "\n" -"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n" " myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5);\n" " myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, myhvec3(VectorS)), dot(diffusenormal_modelspace, myhvec3(VectorT)), dot(diffusenormal_modelspace, myhvec3(VectorR))));\n" -"#else\n" +" // calculate directional shading\n" +" myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n" +"# ifdef USESPECULAR\n" +" myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n" +" tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n" +"# endif\n" +"\n" +" // apply lightmap color\n" +" color.rgb = color.rgb * AmbientScale + tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * myhvec3(gl_Color);\n" +" color.a *= myhalf(gl_Color.a);\n" +"#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n" +"\n" +"\n" +"\n" +"\n" +"#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n" +" // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n" +"\n" +" // get the surface normal and light normal\n" +" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n" +"\n" " myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5));\n" -"#endif\n" " // calculate directional shading\n" " myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n" -"#ifdef USESPECULAR\n" +"# ifdef USESPECULAR\n" " myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n" " tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n" -"#endif\n" +"# endif\n" "\n" " // apply lightmap color\n" -" color.rgb = tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * AmbientScale;\n" +" color.rgb = color.rgb * AmbientScale + tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * myhvec3(gl_Color);\n" +" color.a *= myhalf(gl_Color.a);\n" +"#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n" "\n" "\n" -"#else // MODE none (lightmap)\n" +"\n" +"\n" +"#ifdef MODE_LIGHTMAP\n" " // apply lightmap color\n" -" color.rgb *= myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + myhvec3(AmbientScale);\n" -"#endif // MODE\n" +" color *= myhvec4(texture2D(Texture_Lightmap, TexCoordLightmap)) * myhvec4(gl_Color) * myhvec4(myhvec3(DiffuseScale), 1) + myhvec4(myhvec3(AmbientScale), 0);\n" +"#endif // MODE_LIGHTMAP\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" "\n" -" color *= myhvec4(gl_Color);\n" "\n" "#ifdef USEGLOW\n" " color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n" "#endif\n" "\n" -"#ifdef USEFOG\n" -" // apply fog\n" -" color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n" -"#endif\n" -"\n" -"#ifdef USEWATER\n" -"#ifdef MODE_LIGHTSOURCE\n" -" color.rgb *= color.a;\n" -"#else\n" -" myhalf Fresnel = myhalf(max(pow(min(1, 1.0 - normalize(EyeVector).z), 5), 0.1));\n" +"#ifndef MODE_LIGHTSOURCE\n" +"# ifdef USEREFLECTION\n" " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n" " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" -" vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect;\n" -" color.rgb = mix(mix(myhvec3(texture2D(Texture_Refraction, ScreenTexCoord.xy)) * RefractColor, myhvec3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor, Fresnel), color.rgb, color.a);\n" -" //color.rgb = myhvec3(texture2D(Texture_Refraction, ScreenTexCoord.xy)); // testing only\n" -" //color.rgb = myhvec3(texture2D(Texture_Reflection, ScreenTexCoord.zw)); // testing only\n" -" //vec4 RefractionPosition = ModelViewProjectionPosition + ModelViewProjectionPosition_svector * distort.x + ModelViewProjectionPosition_tvector * distort.y;\n" -" //vec4 ReflectionPosition = ModelViewProjectionPosition + ModelViewProjectionPosition_svector * distort.w + ModelViewProjectionPosition_tvector * distort.z;\n" -" //color.rgb += mix(myhvec3(texture2DProj(Texture_Refraction, RefractionPosition)) * RefractColor, myhvec3(texture2DProj(Texture_Reflection, ReflectionPosition)) * ReflectColor, Fresnel);\n" -"#endif\n" +" vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n" +" color.rgb = mix(color.rgb, myhvec3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n" +"# endif\n" "#endif\n" "\n" "#ifdef USECONTRASTBOOST\n" -" color.rgb = color.rgb * SceneBrightness / (ContrastBoostCoeff * color.rgb + myhvec3(1, 1, 1));\n" -"#else\n" +" color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhvec3(1, 1, 1));\n" +"#endif\n" +"\n" " color.rgb *= SceneBrightness;\n" +"\n" +"#ifdef USEFOG\n" +" // apply fog\n" +" color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n" "#endif\n" "\n" " gl_FragColor = vec4(color);\n" "}\n" +"#endif // MODE_REFRACTION\n" +"#endif // MODE_WATER\n" "\n" "#endif // FRAGMENT_SHADER\n" ; +#define SHADERPERMUTATION_COLORMAPPING (1<<0) // indicates this is a colormapped skin +#define SHADERPERMUTATION_CONTRASTBOOST (1<<1) // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma) +#define SHADERPERMUTATION_FOG (1<<2) // tint the color by fog color or black if using additive blend mode +#define SHADERPERMUTATION_CUBEFILTER (1<<3) // (lightsource) use cubemap light filter +#define SHADERPERMUTATION_GLOW (1<<4) // (lightmap) blend in an additive glow texture +#define SHADERPERMUTATION_DIFFUSE (1<<5) // (lightsource) whether to use directional shading +#define SHADERPERMUTATION_SPECULAR (1<<6) // (lightsource or deluxemapping) render specular effects +#define SHADERPERMUTATION_REFLECTION (1<<7) // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface +#define SHADERPERMUTATION_OFFSETMAPPING (1<<8) // adjust texcoords to roughly simulate a displacement mapped surface +#define SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING (1<<9) // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!) +#define SHADERPERMUTATION_MODEBASE (1<<10) // multiplier for the SHADERMODE_ values to get a valid index + // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES! -const char *permutationinfo[][2] = +const char *shaderpermutationinfo[][2] = { - {"#define MODE_LIGHTSOURCE\n", " lightsource"}, - {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"}, - {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"}, - {"#define MODE_LIGHTDIRECTION\n", " lightdirection"}, - {"#define USEWATER\n", " water"}, - {"#define USEGLOW\n", " glow"}, - {"#define USEFOG\n", " fog"}, {"#define USECOLORMAPPING\n", " colormapping"}, - {"#define USEDIFFUSE\n", " diffuse"}, {"#define USECONTRASTBOOST\n", " contrastboost"}, - {"#define USESPECULAR\n", " specular"}, + {"#define USEFOG\n", " fog"}, {"#define USECUBEFILTER\n", " cubefilter"}, + {"#define USEGLOW\n", " glow"}, + {"#define USEDIFFUSE\n", " diffuse"}, + {"#define USESPECULAR\n", " specular"}, + {"#define USEREFLECTION\n", " reflection"}, {"#define USEOFFSETMAPPING\n", " offsetmapping"}, {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"}, {NULL, NULL} }; -void R_GLSL_CompilePermutation(const char *filename, int permutation) +// this enum is multiplied by SHADERPERMUTATION_MODEBASE +typedef enum shadermode_e +{ + SHADERMODE_LIGHTMAP, // (lightmap) use directional pixel shading from fixed light direction (q3bsp) + SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (deluxemap) + SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (deluxemap) + SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp) + SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight) + SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass) + SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass) + SHADERMODE_COUNT +} +shadermode_t; + +// NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS! +const char *shadermodeinfo[][2] = +{ + {"#define MODE_LIGHTMAP\n", " lightmap"}, + {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"}, + {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"}, + {"#define MODE_LIGHTDIRECTION\n", " lightdirection"}, + {"#define MODE_LIGHTSOURCE\n", " lightsource"}, + {"#define MODE_REFRACTION\n", " refraction"}, + {"#define MODE_WATER\n", " water"}, + {NULL, NULL} +}; + +#define SHADERPERMUTATION_INDICES (SHADERPERMUTATION_MODEBASE * SHADERMODE_COUNT) + +typedef struct r_glsl_permutation_s +{ + // indicates if we have tried compiling this permutation already + qboolean compiled; + // 0 if compilation failed + int program; + // locations of detected uniforms in program object, or -1 if not found + int loc_Texture_Normal; + int loc_Texture_Color; + int loc_Texture_Gloss; + int loc_Texture_Cube; + int loc_Texture_Attenuation; + int loc_Texture_FogMask; + int loc_Texture_Pants; + int loc_Texture_Shirt; + int loc_Texture_Lightmap; + int loc_Texture_Deluxemap; + int loc_Texture_Glow; + int loc_Texture_Refraction; + int loc_Texture_Reflection; + int loc_FogColor; + int loc_LightPosition; + int loc_EyePosition; + int loc_LightColor; + int loc_Color_Pants; + int loc_Color_Shirt; + int loc_FogRangeRecip; + int loc_AmbientScale; + int loc_DiffuseScale; + int loc_SpecularScale; + int loc_SpecularPower; + int loc_GlowScale; + int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost + int loc_OffsetMapping_Scale; + int loc_AmbientColor; + int loc_DiffuseColor; + int loc_SpecularColor; + int loc_LightDir; + int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost + int loc_DistortScaleRefractReflect; + int loc_ScreenScaleRefractReflect; + int loc_ScreenCenterRefractReflect; + int loc_RefractColor; + int loc_ReflectColor; + int loc_ReflectFactor; + int loc_ReflectOffset; +} +r_glsl_permutation_t; + +// information about each possible shader permutation +r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_INDICES]; +// currently selected permutation +r_glsl_permutation_t *r_glsl_permutation; + +// these are additional flags used only by R_GLSL_CompilePermutation +#define SHADERTYPE_USES_VERTEXSHADER (1<<0) +#define SHADERTYPE_USES_GEOMETRYSHADER (1<<1) +#define SHADERTYPE_USES_FRAGMENTSHADER (1<<2) + +static void R_GLSL_CompilePermutation(const char *filename, int permutation, int shadertype) { int i; qboolean shaderfound; - r_glsl_permutation_t *p = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK); + r_glsl_permutation_t *p = r_glsl_permutations + permutation; int vertstrings_count; int geomstrings_count; int fragstrings_count; @@ -798,14 +1006,19 @@ void R_GLSL_CompilePermutation(const char *filename, int permutation) geomstrings_count = 1; fragstrings_count = 1; permutationname[0] = 0; - for (i = 0;permutationinfo[i][0];i++) + i = permutation / SHADERPERMUTATION_MODEBASE; + vertstrings_list[vertstrings_count++] = shadermodeinfo[i][0]; + geomstrings_list[geomstrings_count++] = shadermodeinfo[i][0]; + fragstrings_list[fragstrings_count++] = shadermodeinfo[i][0]; + strlcat(permutationname, shadermodeinfo[i][1], sizeof(permutationname)); + for (i = 0;shaderpermutationinfo[i][0];i++) { if (permutation & (1<loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect"); p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor"); p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor"); + p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor"); + p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset"); // initialize the samplers to refer to the texture units we use if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal, 0); if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color, 1); @@ -902,9 +1116,16 @@ void R_GLSL_CompilePermutation(const char *filename, int permutation) if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection, 12); CHECKGLERROR qglUseProgramObjectARB(0);CHECKGLERROR + if (developer.integer) + Con_Printf("GLSL shader %s :%s compiled.\n", filename, permutationname); } else - Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, filename); + { + if (developer.integer) + Con_Printf("GLSL shader %s :%s failed! source code line offset for above errors is %i.\n", permutationname, filename, -(vertstrings_count - 1)); + else + Con_Printf("GLSL shader %s :%s failed! some features may not work properly.\n", permutationname, filename); + } if (shaderstring) Mem_Free(shaderstring); } @@ -912,7 +1133,7 @@ void R_GLSL_CompilePermutation(const char *filename, int permutation) void R_GLSL_Restart_f(void) { int i; - for (i = 0;i < SHADERPERMUTATION_MAX;i++) + for (i = 0;i < SHADERPERMUTATION_INDICES;i++) if (r_glsl_permutations[i].program) GL_Backend_FreeProgram(r_glsl_permutations[i].program); memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations)); @@ -931,8 +1152,10 @@ void R_GLSL_DumpShader_f(void) FS_Print(file, "// The engine may define the following macros:\n"); FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n"); - for (i = 0;permutationinfo[i][0];i++) - FS_Printf(file, "// %s", permutationinfo[i][0]); + for (i = 0;shadermodeinfo[i][0];i++) + FS_Printf(file, "// %s", shadermodeinfo[i][0]); + for (i = 0;shaderpermutationinfo[i][0];i++) + FS_Printf(file, "// %s", shaderpermutationinfo[i][0]); FS_Print(file, "\n"); FS_Print(file, builtinshaderstring); FS_Close(file); @@ -943,7 +1166,7 @@ void R_GLSL_DumpShader_f(void) extern rtexture_t *r_shadow_attenuationgradienttexture; extern rtexture_t *r_shadow_attenuation2dtexture; extern rtexture_t *r_shadow_attenuation3dtexture; -int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale) +int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass) { // select a permutation of the lighting shader appropriate to this // combination of texture, entity, light source, and fogging, only use the @@ -951,14 +1174,30 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl // fragment shader on features that are not being used const char *shaderfilename = NULL; unsigned int permutation = 0; - rtexture_t *nmap; + unsigned int shadertype = 0; + shadermode_t mode = 0; r_glsl_permutation = NULL; + shaderfilename = "glsl/default.glsl"; + shadertype = SHADERTYPE_USES_VERTEXSHADER | SHADERTYPE_USES_FRAGMENTSHADER; // TODO: implement geometry-shader based shadow volumes someday - if (rsurface.rtlight) + if (r_glsl_offsetmapping.integer) + { + permutation |= SHADERPERMUTATION_OFFSETMAPPING; + if (r_glsl_offsetmapping_reliefmapping.integer) + permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING; + } + if (rsurfacepass == RSURFPASS_BACKGROUND) + { + // distorted background + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER) + mode = SHADERMODE_WATER; + else + mode = SHADERMODE_REFRACTION; + } + else if (rsurfacepass == RSURFPASS_RTLIGHT) { // light source - shaderfilename = "glsl/default.glsl"; - permutation = SHADERPERMUTATION_MODE_LIGHTSOURCE | SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER; + mode = SHADERMODE_LIGHTSOURCE; if (rsurface.rtlight->currentcubemap != r_texture_whitecube) permutation |= SHADERPERMUTATION_CUBEFILTER; if (diffusescale > 0) @@ -969,22 +1208,15 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl permutation |= SHADERPERMUTATION_FOG; if (rsurface.texture->colormapping) permutation |= SHADERPERMUTATION_COLORMAPPING; - if (r_glsl_offsetmapping.integer) - { - permutation |= SHADERPERMUTATION_OFFSETMAPPING; - if (r_glsl_offsetmapping_reliefmapping.integer) - permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING; - } if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0) permutation |= SHADERPERMUTATION_CONTRASTBOOST; - if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER) - permutation |= SHADERPERMUTATION_USEWATER; + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) + permutation |= SHADERPERMUTATION_REFLECTION; } else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) { - // bright unshaded geometry - shaderfilename = "glsl/default.glsl"; - permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER; + // unshaded geometry (fullbright or ambient model lighting) + mode = SHADERMODE_LIGHTMAP; if (rsurface.texture->currentskinframe->glow) permutation |= SHADERPERMUTATION_GLOW; if (r_refdef.fogenabled) @@ -999,60 +1231,66 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl } if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0) permutation |= SHADERPERMUTATION_CONTRASTBOOST; - if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER) - permutation |= SHADERPERMUTATION_USEWATER; + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) + permutation |= SHADERPERMUTATION_REFLECTION; } - else if (modellighting) + else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL) { // directional model lighting - shaderfilename = "glsl/default.glsl"; - permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER; - permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION; + mode = SHADERMODE_LIGHTDIRECTION; if (rsurface.texture->currentskinframe->glow) permutation |= SHADERPERMUTATION_GLOW; + permutation |= SHADERPERMUTATION_DIFFUSE; if (specularscale > 0) permutation |= SHADERPERMUTATION_SPECULAR; if (r_refdef.fogenabled) permutation |= SHADERPERMUTATION_FOG; if (rsurface.texture->colormapping) permutation |= SHADERPERMUTATION_COLORMAPPING; - if (r_glsl_offsetmapping.integer) - { - permutation |= SHADERPERMUTATION_OFFSETMAPPING; - if (r_glsl_offsetmapping_reliefmapping.integer) - permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING; - } if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0) permutation |= SHADERPERMUTATION_CONTRASTBOOST; - if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER) - permutation |= SHADERPERMUTATION_USEWATER; + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) + permutation |= SHADERPERMUTATION_REFLECTION; + } + else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) + { + // ambient model lighting + mode = SHADERMODE_LIGHTDIRECTION; + if (rsurface.texture->currentskinframe->glow) + permutation |= SHADERPERMUTATION_GLOW; + if (r_refdef.fogenabled) + permutation |= SHADERPERMUTATION_FOG; + if (rsurface.texture->colormapping) + permutation |= SHADERPERMUTATION_COLORMAPPING; + if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0) + permutation |= SHADERPERMUTATION_CONTRASTBOOST; + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) + permutation |= SHADERPERMUTATION_REFLECTION; } else { // lightmapped wall - shaderfilename = "glsl/default.glsl"; - permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER; if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping) { // deluxemapping (light direction texture) if (rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace) - permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE; + mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE; else - permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE; + mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE; if (specularscale > 0) - permutation |= SHADERPERMUTATION_SPECULAR; + permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE; } else if (r_glsl_deluxemapping.integer >= 2) { // fake deluxemapping (uniform light direction in tangentspace) - permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE; + mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE; if (specularscale > 0) - permutation |= SHADERPERMUTATION_SPECULAR; + permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE; } else { // ordinary lightmapping - permutation |= 0; + mode = SHADERMODE_LIGHTMAP; } if (rsurface.texture->currentskinframe->glow) permutation |= SHADERPERMUTATION_GLOW; @@ -1060,26 +1298,21 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl permutation |= SHADERPERMUTATION_FOG; if (rsurface.texture->colormapping) permutation |= SHADERPERMUTATION_COLORMAPPING; - if (r_glsl_offsetmapping.integer) - { - permutation |= SHADERPERMUTATION_OFFSETMAPPING; - if (r_glsl_offsetmapping_reliefmapping.integer) - permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING; - } if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0) permutation |= SHADERPERMUTATION_CONTRASTBOOST; - if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER) - permutation |= SHADERPERMUTATION_USEWATER; + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) + permutation |= SHADERPERMUTATION_REFLECTION; } - if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program) + permutation |= mode * SHADERPERMUTATION_MODEBASE; + if (!r_glsl_permutations[permutation].program) { - if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled) - R_GLSL_CompilePermutation(shaderfilename, permutation); - if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program) + if (!r_glsl_permutations[permutation].compiled) + R_GLSL_CompilePermutation(shaderfilename, permutation, shadertype); + if (!r_glsl_permutations[permutation].program) { // remove features until we find a valid permutation unsigned int i; - for (i = (SHADERPERMUTATION_MAX >> 1);;i>>=1) + for (i = (SHADERPERMUTATION_MODEBASE >> 1);;i>>=1) { if (!i) { @@ -1091,20 +1324,18 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl if (!(permutation & i)) continue; permutation &= ~i; - if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled) - R_GLSL_CompilePermutation(shaderfilename, permutation); - if (r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program) + if (!r_glsl_permutations[permutation].compiled) + R_GLSL_CompilePermutation(shaderfilename, permutation, shadertype); + if (r_glsl_permutations[permutation].program) break; } } } - r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK); + r_glsl_permutation = r_glsl_permutations + permutation; CHECKGLERROR qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR - R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix); - if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) + if (mode == SHADERMODE_LIGHTSOURCE) { - if (r_glsl_permutation->loc_Texture_Cube >= 0 && rsurface.rtlight) R_Mesh_TexBindCubeMap(3, R_GetTexture(rsurface.rtlight->currentcubemap)); if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]); if (permutation & SHADERPERMUTATION_DIFFUSE) { @@ -1122,7 +1353,7 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0); } } - else if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION) + else if (mode == SHADERMODE_LIGHTDIRECTION) { if (r_glsl_permutation->loc_AmbientColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface.modellight_ambient[0] * ambientscale, rsurface.modellight_ambient[1] * ambientscale, rsurface.modellight_ambient[2] * ambientscale); @@ -1139,22 +1370,6 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity * 2.0f); if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale * 2.0f); } - nmap = rsurface.texture->currentskinframe->nmap; - if (gl_lightmaps.integer) - nmap = r_texture_blanknormalmap; - if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(nmap)); - if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(rsurface.texture->basetexture)); - if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(rsurface.texture->glosstexture)); - //if (r_glsl_permutation->loc_Texture_Cube >= 0 && permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) R_Mesh_TexBindCubeMap(3, R_GetTexture(rsurface.rtlight->currentcubemap)); - if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(10, R_GetTexture(r_shadow_attenuationgradienttexture)); - if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation)); - if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(rsurface.texture->currentskinframe->pants)); - if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(rsurface.texture->currentskinframe->shirt)); - //if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(7, R_GetTexture(r_texture_white)); - //if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); - if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(rsurface.texture->currentskinframe->glow)); - if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(11, R_GetTexture(r_texture_white)); // changed per surface - if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(12, R_GetTexture(r_texture_white)); // changed per surface if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value); if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0) { @@ -1165,7 +1380,7 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl // color.rgb *= [[SceneBrightness * ContrastBoost]]; // color.rgb /= [[(ContrastBoost - 1) / ContrastBoost]] * color.rgb + 1; // and Black: - // color.rgb = [[SceneBrightness * ContrastBoost]] / ([[(ContrastBoost - 1) * SceneBrightness]] + 1 / color.rgb); + // color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[(ContrastBoost - 1) * SceneBrightness]] * color.rgb + 1); // and do [[calculations]] here in the engine qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, (r_glsl_contrastboost.value - 1) * r_view.colorscale); if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale * r_glsl_contrastboost.value); @@ -1198,26 +1413,17 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip); if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower); if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value); - if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_glsl_water_refractdistort.value, r_glsl_water_refractdistort.value, r_glsl_water_reflectdistort.value, r_glsl_water_reflectdistort.value); + if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor); if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]); if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]); - if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_RefractColor, r_glsl_water_refractcolor_r.value, r_glsl_water_refractcolor_g.value, r_glsl_water_refractcolor_b.value); - if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_ReflectColor, r_glsl_water_reflectcolor_r.value, r_glsl_water_reflectcolor_g.value, r_glsl_water_reflectcolor_b.value); + if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f); + if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f); + if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin); + if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin); CHECKGLERROR return permutation; } -void R_SwitchSurfaceShader(int permutation) -{ - if (r_glsl_permutation != r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK)) - { - r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK); - CHECKGLERROR - qglUseProgramObjectARB(r_glsl_permutation->program); - CHECKGLERROR - } -} - #define SKINFRAME_HASH 1024 struct @@ -1254,50 +1460,86 @@ void R_SkinFrame_Purge(void) { if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence) { - if (s->base == r_texture_notexture) s->base = NULL; - if (s->nmap == r_texture_blanknormalmap)s->nmap = NULL; - if (s->merged == s->base) s->merged = NULL; - if (s->stain ) R_FreeTexture(s->stain );s->stain = NULL; - if (s->merged) R_FreeTexture(s->merged);s->merged = NULL; - if (s->base ) R_FreeTexture(s->base );s->base = NULL; - if (s->pants ) R_FreeTexture(s->pants );s->pants = NULL; - if (s->shirt ) R_FreeTexture(s->shirt );s->shirt = NULL; - if (s->nmap ) R_FreeTexture(s->nmap );s->nmap = NULL; - if (s->gloss ) R_FreeTexture(s->gloss );s->gloss = NULL; - if (s->glow ) R_FreeTexture(s->glow );s->glow = NULL; - if (s->fog ) R_FreeTexture(s->fog );s->fog = NULL; + if (s->merged == s->base) + s->merged = NULL; + // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black] + R_PurgeTexture(s->stain );s->stain = NULL; + R_PurgeTexture(s->merged);s->merged = NULL; + R_PurgeTexture(s->base );s->base = NULL; + R_PurgeTexture(s->pants );s->pants = NULL; + R_PurgeTexture(s->shirt );s->shirt = NULL; + R_PurgeTexture(s->nmap );s->nmap = NULL; + R_PurgeTexture(s->gloss );s->gloss = NULL; + R_PurgeTexture(s->glow );s->glow = NULL; + R_PurgeTexture(s->fog );s->fog = NULL; s->loadsequence = 0; } } } } +skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) { + skinframe_t *item; + char basename[MAX_QPATH]; + + Image_StripImageExtension(name, basename, sizeof(basename)); + + if( last == NULL ) { + int hashindex; + hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1); + item = r_skinframe.hash[hashindex]; + } else { + item = last->next; + } + + // linearly search through the hash bucket + for( ; item ; item = item->next ) { + if( !strcmp( item->basename, basename ) ) { + return item; + } + } + return NULL; +} + skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add) { skinframe_t *item; int hashindex; char basename[MAX_QPATH]; - + Image_StripImageExtension(name, basename, sizeof(basename)); hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1); for (item = r_skinframe.hash[hashindex];item;item = item->next) if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc) break; - if (!item) - { - if (!add) + + if (!item) { + rtexture_t *dyntexture; + // check whether its a dynamic texture + dyntexture = CL_GetDynTexture( basename ); + if (!add && !dyntexture) return NULL; item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array); memset(item, 0, sizeof(*item)); strlcpy(item->basename, basename, sizeof(item->basename)); + item->base = dyntexture; // either NULL or dyntexture handle item->textureflags = textureflags; item->comparewidth = comparewidth; item->compareheight = compareheight; item->comparecrc = comparecrc; - item->next = r_skinframe.hash[hashindex]; + item->next = r_skinframe.hash[hashindex]; r_skinframe.hash[hashindex] = item; } + else if( item->base == NULL ) + { + rtexture_t *dyntexture; + // check whether its a dynamic texture + // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black] + dyntexture = CL_GetDynTexture( basename ); + item->base = dyntexture; // either NULL or dyntexture handle + } + R_SkinFrame_MarkUsed(item); return item; } @@ -1329,7 +1571,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole if (skinframe && skinframe->base) return skinframe; - basepixels = loadimagepixels(name, complain, 0, 0); + basepixels = loadimagepixelsbgra(name, complain, true); if (basepixels == NULL) return NULL; @@ -1348,7 +1590,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole basepixels_width = image_width; basepixels_height = image_height; - skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL); + skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL); if (textureflags & TEXF_ALPHA) { @@ -1366,7 +1608,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole pixels[j+2] = 255; pixels[j+3] = basepixels[j+3]; } - skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL); + skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL); Mem_Free(pixels); } } @@ -1374,35 +1616,35 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole // _norm is the name used by tenebrae and has been adopted as standard if (loadnormalmap) { - if ((pixels = loadimagepixels(va("%s_norm", skinframe->basename), false, 0, 0)) != NULL) + if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL) { - skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL); + skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL); Mem_Free(pixels); pixels = NULL; } - else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixels(va("%s_bump", skinframe->basename), false, 0, 0)) != NULL) + else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL) { pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4); - Image_HeightmapToNormalmap(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value); - skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL); + Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value); + skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL); Mem_Free(pixels); Mem_Free(bumppixels); } else if (r_shadow_bumpscale_basetexture.value > 0) { pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4); - Image_HeightmapToNormalmap(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value); - skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL); + Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value); + skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL); Mem_Free(pixels); } } // _luma is supported for tenebrae compatibility // (I think it's a very stupid name, but oh well) // _glow is the preferred name - if (loadglow && ((pixels = loadimagepixels(va("%s_glow", skinframe->basename), false, 0, 0)) != NULL || (pixels = loadimagepixels(va("%s_luma", skinframe->basename), false, 0, 0)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;} - if (loadgloss && (pixels = loadimagepixels(va("%s_gloss", skinframe->basename), false, 0, 0)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;} - if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_pants", skinframe->basename), false, 0, 0)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;} - if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_shirt", skinframe->basename), false, 0, 0)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;} + if (loadglow && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) != NULL || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;} + if (loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;} + if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;} + if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;} if (basepixels) Mem_Free(basepixels); @@ -1424,7 +1666,8 @@ static rtexture_t *R_SkinFrame_TextureForSkinLayer(const unsigned char *in, int return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette); } -skinframe_t *R_SkinFrame_LoadInternal(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height, int bitsperpixel, const unsigned int *palette, const unsigned int *alphapalette) +// 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) { int i; unsigned char *temp1, *temp2; @@ -1434,7 +1677,7 @@ skinframe_t *R_SkinFrame_LoadInternal(const char *name, int textureflags, int lo return NULL; // if already loaded just return it, otherwise make a new skinframe - skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*bitsperpixel/8) : 0, true); + skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true); if (skinframe && skinframe->base) return skinframe; @@ -1452,77 +1695,95 @@ skinframe_t *R_SkinFrame_LoadInternal(const char *name, int textureflags, int lo if (!skindata) return NULL; - if (bitsperpixel == 32) + if (r_shadow_bumpscale_basetexture.value > 0) { - if (r_shadow_bumpscale_basetexture.value > 0) - { - temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8); - temp2 = temp1 + width * height * 4; - Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value); - skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, skinframe->textureflags | TEXF_ALPHA, NULL); - Mem_Free(temp1); - } - skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_RGBA, skinframe->textureflags, NULL); - if (textureflags & TEXF_ALPHA) - { - for (i = 3;i < width * height * 4;i += 4) - if (skindata[i] < 255) - break; - if (i < width * height * 4) - { - unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4); - memcpy(fogpixels, skindata, width * height * 4); - for (i = 0;i < width * height * 4;i += 4) - fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255; - skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_RGBA, skinframe->textureflags, NULL); - Mem_Free(fogpixels); - } - } + temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8); + temp2 = temp1 + width * height * 4; + Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value); + skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL); + Mem_Free(temp1); } - else if (bitsperpixel == 8) + skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL); + if (textureflags & TEXF_ALPHA) { - if (r_shadow_bumpscale_basetexture.value > 0) - { - temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8); - temp2 = temp1 + width * height * 4; - if (bitsperpixel == 32) - Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value); - else - { - // use either a custom palette or the quake palette - Image_Copy8bitRGBA(skindata, temp1, width * height, palette ? palette : palette_complete); - Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value); - } - skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, skinframe->textureflags | TEXF_ALPHA, NULL); - 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), palette ? palette : (loadglowtexture ? palette_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_transparent : palette_complete)), skinframe->textureflags, true); // all - if (!palette && loadglowtexture) - skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_onlyfullbrights, skinframe->textureflags, false); // glow - if (!palette && loadpantsandshirt) - { - skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_pantsaswhite, skinframe->textureflags, false); // pants - skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_shirtaswhite, skinframe->textureflags, false); // shirt - } - if (skinframe->pants || skinframe->shirt) - skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename),loadglowtexture ? palette_nocolormapnofullbrights : palette_nocolormap, skinframe->textureflags, false); // no special colors - if (textureflags & TEXF_ALPHA) + for (i = 3;i < width * height * 4;i += 4) + if (skindata[i] < 255) + break; + if (i < width * height * 4) { - // if not using a custom alphapalette, use the quake one - if (!alphapalette) - alphapalette = palette_alpha; - for (i = 0;i < width * height;i++) - if (((unsigned char *)alphapalette)[skindata[i]*4+3] < 255) - break; - if (i < width * height) - skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), alphapalette, skinframe->textureflags, true); // fog mask + unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4); + memcpy(fogpixels, skindata, width * height * 4); + for (i = 0;i < width * height * 4;i += 4) + fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255; + skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL); + Mem_Free(fogpixels); } } return skinframe; } +skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height) +{ + int i; + unsigned char *temp1, *temp2; + skinframe_t *skinframe; + + if (cls.state == ca_dedicated) + return NULL; + + // if already loaded just return it, otherwise make a new skinframe + skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true); + if (skinframe && skinframe->base) + return skinframe; + + skinframe->stain = NULL; + skinframe->merged = NULL; + skinframe->base = r_texture_notexture; + skinframe->pants = NULL; + skinframe->shirt = NULL; + skinframe->nmap = r_texture_blanknormalmap; + skinframe->gloss = NULL; + skinframe->glow = NULL; + skinframe->fog = NULL; + + // if no data was provided, then clearly the caller wanted to get a blank skinframe + if (!skindata) + return NULL; + + if (r_shadow_bumpscale_basetexture.value > 0) + { + temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8); + temp2 = temp1 + width * height * 4; + // use either a custom palette or the quake palette + Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete); + Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value); + skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL); + 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 + 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->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants + skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt + } + if (skinframe->pants || skinframe->shirt) + skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename), loadglowtexture ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap, skinframe->textureflags, false); // no special colors + if (textureflags & TEXF_ALPHA) + { + for (i = 0;i < width * height;i++) + if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255) + break; + if (i < width * height) + skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask + } + + return skinframe; +} + skinframe_t *R_SkinFrame_LoadMissing(void) { skinframe_t *skinframe; @@ -1549,10 +1810,10 @@ void gl_main_start(void) int x; double r, alpha; - r = (-1.0/256.0) * (FOGMASKTABLEWIDTH * FOGMASKTABLEWIDTH); + r = -16.0 / (1.0 * FOGMASKTABLEWIDTH * FOGMASKTABLEWIDTH); for (x = 0;x < FOGMASKTABLEWIDTH;x++) { - alpha = 1 - exp(r / ((double)x*(double)x)); + alpha = exp(r * ((double)x*(double)x)); if (x == FOGMASKTABLEWIDTH - 1) alpha = 0; r_refdef.fogmasktable[x] = bound(0, alpha, 1); @@ -1681,20 +1942,15 @@ void GL_Main_Init(void) Cvar_RegisterVariable(&r_glsl_offsetmapping); Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping); Cvar_RegisterVariable(&r_glsl_offsetmapping_scale); - Cvar_RegisterVariable(&r_glsl_water); - Cvar_RegisterVariable(&r_glsl_water_resolutionmultiplier); - Cvar_RegisterVariable(&r_glsl_water_clippingplanebias); - Cvar_RegisterVariable(&r_glsl_water_refractcolor_r); - Cvar_RegisterVariable(&r_glsl_water_refractcolor_g); - Cvar_RegisterVariable(&r_glsl_water_refractcolor_b); - Cvar_RegisterVariable(&r_glsl_water_reflectcolor_r); - Cvar_RegisterVariable(&r_glsl_water_reflectcolor_g); - Cvar_RegisterVariable(&r_glsl_water_reflectcolor_b); - Cvar_RegisterVariable(&r_glsl_water_refractdistort); - Cvar_RegisterVariable(&r_glsl_water_reflectdistort); Cvar_RegisterVariable(&r_glsl_deluxemapping); + Cvar_RegisterVariable(&r_water); + Cvar_RegisterVariable(&r_water_resolutionmultiplier); + Cvar_RegisterVariable(&r_water_clippingplanebias); + Cvar_RegisterVariable(&r_water_refractdistort); + Cvar_RegisterVariable(&r_water_reflectdistort); Cvar_RegisterVariable(&r_lerpsprites); Cvar_RegisterVariable(&r_lerpmodels); + Cvar_RegisterVariable(&r_lerplightstyles); Cvar_RegisterVariable(&r_waterscroll); Cvar_RegisterVariable(&r_bloom); Cvar_RegisterVariable(&r_bloom_colorscale); @@ -1716,6 +1972,11 @@ void GL_Main_Init(void) if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE) Cvar_SetValue("r_fullbrights", 0); R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap); + + Cvar_RegisterVariable(&r_track_sprites); + Cvar_RegisterVariable(&r_track_sprites_flags); + Cvar_RegisterVariable(&r_track_sprites_scalew); + Cvar_RegisterVariable(&r_track_sprites_scaleh); } extern void R_Textures_Init(void); @@ -1724,7 +1985,6 @@ extern void GL_Main_Init(void); extern void R_Shadow_Init(void); extern void R_Sky_Init(void); extern void GL_Surf_Init(void); -extern void R_Light_Init(void); extern void R_Particles_Init(void); extern void R_Explosion_Init(void); extern void gl_backend_init(void); @@ -1742,7 +2002,6 @@ void Render_Init(void) R_Sky_Init(); GL_Surf_Init(); Sbar_Init(); - R_Light_Init(); R_Particles_Init(); R_Explosion_Init(); R_LightningBeams_Init(); @@ -1774,6 +2033,9 @@ int R_CullBox(const vec3_t mins, const vec3_t maxs) mplane_t *p; for (i = 0;i < r_view.numfrustumplanes;i++) { + // skip nearclip plane, it often culls portals when you are very close, and is almost never useful + if (i == 4) + continue; p = r_view.frustum + i; switch(p->signbits) { @@ -1916,7 +2178,8 @@ static void R_View_UpdateEntityVisible (void) for (i = 0;i < r_refdef.numentities;i++) { ent = r_refdef.entities[i]; - r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs)); + r_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)) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs)); + } if(r_cullentities_trace.integer) { @@ -1939,7 +2202,7 @@ static void R_View_UpdateEntityVisible (void) for (i = 0;i < r_refdef.numentities;i++) { ent = r_refdef.entities[i]; - r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs); + r_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)); } } @@ -2006,12 +2269,29 @@ static void R_DrawModelsDepth(void) if (!r_viewcache.entityvisible[i]) continue; ent = r_refdef.entities[i]; - r_refdef.stats.entities++; if (ent->model && ent->model->DrawDepth != NULL) ent->model->DrawDepth(ent); } } +static void R_DrawModelsDebug(void) +{ + int i; + entity_render_t *ent; + + if (!r_drawentities.integer) + return; + + for (i = 0;i < r_refdef.numentities;i++) + { + if (!r_viewcache.entityvisible[i]) + continue; + ent = r_refdef.entities[i]; + if (ent->model && ent->model->DrawDebug != NULL) + ent->model->DrawDebug(ent); + } +} + static void R_DrawModelsAddWaterPlanes(void) { int i; @@ -2025,7 +2305,6 @@ static void R_DrawModelsAddWaterPlanes(void) if (!r_viewcache.entityvisible[i]) continue; ent = r_refdef.entities[i]; - r_refdef.stats.entities++; if (ent->model && ent->model->DrawAddWaterPlanes != NULL) ent->model->DrawAddWaterPlanes(ent); } @@ -2102,8 +2381,6 @@ static void R_View_SetFrustum(void) r_view.frustum[5].dist = m[15] + m[14]; #endif - - if (r_view.useperspective) { slopex = 1.0 / r_view.frustum_x; @@ -2113,6 +2390,14 @@ static void R_View_SetFrustum(void) VectorMA(r_view.forward, -slopey, r_view.up , r_view.frustum[2].normal); VectorMA(r_view.forward, slopey, r_view.up , r_view.frustum[3].normal); VectorCopy(r_view.forward, r_view.frustum[4].normal); + + // Leaving those out was a mistake, those were in the old code, and they + // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix + // I couldn't reproduce it after adding those normalizations. --blub + VectorNormalize(r_view.frustum[0].normal); + VectorNormalize(r_view.frustum[1].normal); + VectorNormalize(r_view.frustum[2].normal); + VectorNormalize(r_view.frustum[3].normal); // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]); @@ -2201,9 +2486,9 @@ void R_SetupView(void) if (r_view.useclipplane) { // LordHavoc: couldn't figure out how to make this approach the - vec_t dist = r_view.clipplane.dist - r_glsl_water_clippingplanebias.value; + vec_t dist = r_view.clipplane.dist - r_water_clippingplanebias.value; vec_t viewdist = DotProduct(r_view.origin, r_view.clipplane.normal); - if (viewdist < r_view.clipplane.dist + r_glsl_water_clippingplanebias.value) + if (viewdist < r_view.clipplane.dist + r_water_clippingplanebias.value) dist = r_view.clipplane.dist; GL_SetupView_ApplyCustomNearClipPlane(r_view.clipplane.normal[0], r_view.clipplane.normal[1], r_view.clipplane.normal[2], dist); } @@ -2341,34 +2626,33 @@ void R_RenderScene(qboolean addwaterplanes); static void R_Water_StartFrame(void) { int i; - int texturewidth, textureheight; + int waterwidth, waterheight, texturewidth, textureheight; r_waterstate_waterplane_t *p; - r_waterstate.maxwaterplanes = 0; - // set waterwidth and waterheight to the water resolution that will be // used (often less than the screen resolution for faster rendering) - r_waterstate.waterwidth = (int)bound(1, r_view.width * r_glsl_water_resolutionmultiplier.value, r_view.width); - r_waterstate.waterheight = (int)bound(1, r_view.height * r_glsl_water_resolutionmultiplier.value, r_view.height); + waterwidth = (int)bound(1, r_view.width * r_water_resolutionmultiplier.value, r_view.width); + waterheight = (int)bound(1, r_view.height * r_water_resolutionmultiplier.value, r_view.height); // calculate desired texture sizes - if (gl_support_arb_texture_non_power_of_two) + // 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) + texturewidth = textureheight = waterwidth = waterheight = 0; + else if (gl_support_arb_texture_non_power_of_two) { - texturewidth = r_waterstate.waterwidth; - textureheight = r_waterstate.waterheight; + texturewidth = waterwidth; + textureheight = waterheight; } else { - for (texturewidth = 1;texturewidth < r_waterstate.waterwidth ;texturewidth *= 2); - for (textureheight = 1;textureheight < r_waterstate.waterheight;textureheight *= 2); + for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2); + for (textureheight = 1;textureheight < waterheight;textureheight *= 2); } - if (!r_glsl_water.integer) - texturewidth = textureheight = 0; - // allocate textures as needed - if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight) + if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight) { + r_waterstate.maxwaterplanes = MAX_WATERPLANES; for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++) { if (p->texture_refraction) @@ -2378,27 +2662,26 @@ static void R_Water_StartFrame(void) R_FreeTexture(p->texture_reflection); p->texture_reflection = NULL; } + memset(&r_waterstate, 0, sizeof(r_waterstate)); + r_waterstate.waterwidth = waterwidth; + r_waterstate.waterheight = waterheight; r_waterstate.texturewidth = texturewidth; r_waterstate.textureheight = textureheight; } - if ((!texturewidth && !textureheight) || texturewidth > gl_max_texture_size || textureheight > gl_max_texture_size) + if (r_waterstate.waterwidth) { - // can't use water if the parameters are too weird - // can't use water if the card does not support the texture size - memset(&r_waterstate, 0, sizeof(r_waterstate)); - return; - } + r_waterstate.enabled = true; - r_waterstate.enabled = true; + // set up variables that will be used in shader setup + r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth; + r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight; + r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth; + r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight; + } r_waterstate.maxwaterplanes = MAX_WATERPLANES; - - // set up variables that will be used in shader setup - r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth; - r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight; - r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth; - r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight; + r_waterstate.numwaterplanes = 0; } static void R_Water_AddWaterPlane(msurface_t *surface) @@ -2407,6 +2690,7 @@ static void R_Water_AddWaterPlane(msurface_t *surface) const int *e; vec3_t vert[3]; vec3_t normal; + vec3_t center; r_waterstate_waterplane_t *p; // just use the first triangle with a valid normal for any decisions VectorClear(normal); @@ -2419,11 +2703,16 @@ static void R_Water_AddWaterPlane(msurface_t *surface) if (VectorLength2(normal) >= 0.001) break; } + + // find a matching plane if there is one for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++) if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1) break; - // if this triangle does not fit any known plane rendered this frame, render textures for it - if (planeindex >= r_waterstate.numwaterplanes && planeindex < r_waterstate.maxwaterplanes) + if (planeindex >= r_waterstate.maxwaterplanes) + return; // nothing we can do, out of planes + + // if this triangle does not fit any known plane rendered this frame, add one + if (planeindex >= r_waterstate.numwaterplanes) { // store the new plane r_waterstate.numwaterplanes++; @@ -2438,6 +2727,19 @@ static void R_Water_AddWaterPlane(msurface_t *surface) p->plane.dist *= -1; PlaneClassify(&p->plane); } + // clear materialflags and pvs + p->materialflags = 0; + p->pvsvalid = false; + } + // merge this surface's materialflags into the waterplane + p->materialflags |= surface->texture->currentframe->currentmaterialflags; + // merge this surface's PVS into the waterplane + VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center); + if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.worldmodel && r_refdef.worldmodel->brush.FatPVS + && r_refdef.worldmodel->brush.PointInLeaf && r_refdef.worldmodel->brush.PointInLeaf(r_refdef.worldmodel, center)->clusterindex >= 0) + { + r_refdef.worldmodel->brush.FatPVS(r_refdef.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid); + p->pvsvalid = true; } } @@ -2447,58 +2749,101 @@ static void R_Water_ProcessPlanes(void) int planeindex; r_waterstate_waterplane_t *p; + originalview = r_view; + + // make sure enough textures are allocated for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++) { - if (!p->texture_refraction) + if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) { - p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL); - p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL); + if (!p->texture_refraction) + p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL); + if (!p->texture_refraction) + goto error; } - originalview = r_view; + if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)) + { + if (!p->texture_reflection) + p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL); + if (!p->texture_reflection) + goto error; + } + } + + // render views + for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++) + { r_view.showdebug = false; r_view.width = r_waterstate.waterwidth; r_view.height = r_waterstate.waterheight; r_view.useclipplane = true; - - r_view.clipplane = p->plane; - VectorNegate(r_view.clipplane.normal, r_view.clipplane.normal); - r_view.clipplane.dist = -r_view.clipplane.dist; - PlaneClassify(&r_view.clipplane); r_waterstate.renderingscene = true; + // render the normal view scene and copy into texture // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted) - R_RenderScene(false); - - // copy view into the screen texture - R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction)); - GL_ActiveTexture(0); - CHECKGLERROR - qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR + if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) + { + r_view.clipplane = p->plane; + VectorNegate(r_view.clipplane.normal, r_view.clipplane.normal); + r_view.clipplane.dist = -r_view.clipplane.dist; + PlaneClassify(&r_view.clipplane); + + R_RenderScene(false); + + // copy view into the screen texture + R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction)); + GL_ActiveTexture(0); + CHECKGLERROR + qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR + } - // render reflected scene and copy into texture - Matrix4x4_Reflect(&r_view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2); - r_view.clipplane = p->plane; - // reverse the cullface settings for this render - r_view.cullface_front = GL_FRONT; - r_view.cullface_back = GL_BACK; + if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)) + { + // render reflected scene and copy into texture + Matrix4x4_Reflect(&r_view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2); + r_view.clipplane = p->plane; + // reverse the cullface settings for this render + r_view.cullface_front = GL_FRONT; + r_view.cullface_back = GL_BACK; + if (r_refdef.worldmodel && r_refdef.worldmodel->brush.num_pvsclusterbytes) + { + r_view.usecustompvs = true; + if (p->pvsvalid) + memcpy(r_viewcache.world_pvsbits, p->pvsbits, r_refdef.worldmodel->brush.num_pvsclusterbytes); + else + memset(r_viewcache.world_pvsbits, 0xFF, r_refdef.worldmodel->brush.num_pvsclusterbytes); + } - R_ResetViewRendering3D(); - R_ClearScreen(); + R_ResetViewRendering3D(); + R_ClearScreen(); + if (r_timereport_active) + R_TimeReport("viewclear"); - R_RenderScene(false); + R_RenderScene(false); - R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection)); - GL_ActiveTexture(0); - CHECKGLERROR - qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR + R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection)); + GL_ActiveTexture(0); + CHECKGLERROR + qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR - R_ResetViewRendering3D(); - R_ClearScreen(); + R_ResetViewRendering3D(); + R_ClearScreen(); + if (r_timereport_active) + R_TimeReport("viewclear"); + } r_view = originalview; + r_view.clear = true; r_waterstate.renderingscene = false; } + return; +error: + r_view = originalview; + r_waterstate.renderingscene = false; + Cvar_SetValueQuick(&r_water, 0); + Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n"); + return; } void R_Bloom_StartFrame(void) @@ -2564,7 +2909,7 @@ void R_Bloom_StartFrame(void) r_bloomstate.screentexturewidth = screentexturewidth; r_bloomstate.screentextureheight = screentextureheight; if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight) - r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL); + r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL); } if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight) { @@ -2574,7 +2919,7 @@ void R_Bloom_StartFrame(void) r_bloomstate.bloomtexturewidth = bloomtexturewidth; r_bloomstate.bloomtextureheight = bloomtextureheight; if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight) - r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL); + r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL); } // set up a texcoord array for the full resolution screen image @@ -2781,8 +3126,7 @@ void R_HDR_RenderBloomTexture(void) R_ClearScreen(); if (r_timereport_active) - R_TimeReport("clear"); - + R_TimeReport("viewclear"); // restore the view settings r_view.width = oldwidth; @@ -2908,17 +3252,34 @@ void R_UpdateVariables(void) } if (r_refdef.fog_density) { - r_refdef.fogcolor[0] = bound(0.0f, r_refdef.fog_red , 1.0f); - r_refdef.fogcolor[1] = bound(0.0f, r_refdef.fog_green, 1.0f); - r_refdef.fogcolor[2] = bound(0.0f, r_refdef.fog_blue , 1.0f); + r_refdef.fogcolor[0] = r_refdef.fog_red; + r_refdef.fogcolor[1] = r_refdef.fog_green; + r_refdef.fogcolor[2] = r_refdef.fog_blue; + + { + vec3_t fogvec; + // color.rgb *= SceneBrightness; + VectorScale(r_refdef.fogcolor, r_view.colorscale, fogvec); + if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost + { + // color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1); + fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1); + fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1); + fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1); + } + r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f); + r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f); + r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f); + } } + if (r_refdef.fog_density) { r_refdef.fogenabled = true; // this is the point where the fog reaches 0.9986 alpha, which we // consider a good enough cutoff point for the texture // (0.9986 * 256 == 255.6) - r_refdef.fogrange = 400 / r_refdef.fog_density; + r_refdef.fogrange = 16 / (r_refdef.fog_density * r_refdef.fog_density); r_refdef.fograngerecip = 1.0f / r_refdef.fogrange; r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip; // fog color was already set @@ -2944,13 +3305,17 @@ void R_RenderView(void) CHECKGLERROR if (r_timereport_active) - R_TimeReport("setup"); + R_TimeReport("viewsetup"); R_ResetViewRendering3D(); - R_ClearScreen(); - if (r_timereport_active) - R_TimeReport("clear"); + if (r_view.clear) + { + R_ClearScreen(); + if (r_timereport_active) + R_TimeReport("viewclear"); + } + r_view.clear = true; r_view.showdebug = true; @@ -2985,9 +3350,9 @@ void R_RenderScene(qboolean addwaterplanes) R_View_Update(); if (r_timereport_active) - R_TimeReport("watervisibility"); + R_TimeReport("watervis"); - if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->Draw) + if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawAddWaterPlanes) { r_refdef.worldmodel->DrawAddWaterPlanes(r_refdef.worldentity); if (r_timereport_active) @@ -3097,6 +3462,10 @@ void R_RenderScene(qboolean addwaterplanes) if (r_timereport_active) R_TimeReport("lightning"); + R_DrawDecals(); + if (r_timereport_active) + R_TimeReport("decals"); + R_DrawParticles(); if (r_timereport_active) R_TimeReport("particles"); @@ -3149,6 +3518,21 @@ void R_RenderScene(qboolean addwaterplanes) qglUseProgramObjectARB(0);CHECKGLERROR } + if (r_view.showdebug && r_refdef.worldmodel && r_refdef.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value > 0 || r_showcollisionbrushes.value > 0)) + { + r_refdef.worldmodel->DrawDebug(r_refdef.worldentity); + if (r_timereport_active) + R_TimeReport("worlddebug"); + R_DrawModelsDebug(); + if (r_timereport_active) + R_TimeReport("modeldebug"); + } + + if (gl_support_fragment_shader) + { + qglUseProgramObjectARB(0);CHECKGLERROR + } + if (cl.csqc_vidvars.drawworld) { R_DrawCoronas(); @@ -3547,30 +3931,6 @@ void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *plane } } -static void R_DrawCollisionBrush(const colbrushf_t *brush) -{ - int i; - R_Mesh_VertexPointer(brush->points->v, 0, 0); - i = (int)(((size_t)brush) / sizeof(colbrushf_t)); - GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f); - GL_LockArrays(0, brush->numpoints); - R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements, 0, 0); - GL_LockArrays(0, 0); -} - -static void R_DrawCollisionSurface(const entity_render_t *ent, const msurface_t *surface) -{ - int i; - if (!surface->num_collisiontriangles) - return; - R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0); - i = (int)(((size_t)surface) / sizeof(msurface_t)); - GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f); - GL_LockArrays(0, surface->num_collisionvertices); - R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0); - GL_LockArrays(0, 0); -} - static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, const matrix4x4_t *matrix, float r, float g, float b, float a) { texturelayer_t *layer; @@ -3678,12 +4038,25 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t) if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer)) { t->currentalpha *= r_wateralpha.value; + /* + * FIXME what is this supposed to do? // if rendering refraction/reflection, disable transparency if (r_waterstate.enabled && (t->currentalpha < 1 || (t->currentmaterialflags & MATERIALFLAG_ALPHA))) t->currentmaterialflags |= MATERIALFLAG_WATERSHADER; + */ } + if(!r_waterstate.enabled) + t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION); if (!(ent->flags & RENDER_LIGHT)) t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT; + else if (rsurface.modeltexcoordlightmap2f == NULL) + { + // pick a model lighting mode + if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f)) + t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL; + else + t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT; + } if (ent->effects & EF_ADDITIVE) t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; else if (t->currentalpha < 1) @@ -3696,10 +4069,13 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t) t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE; if (t->backgroundnumskinframes && !(t->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)) t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND; - if (t->currentmaterialflags & MATERIALFLAG_WATERSHADER) - t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_CUSTOMBLEND); - for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && (tcmod->tcmod || i < 1);i++, tcmod++) + // make sure that the waterscroll matrix is used on water surfaces when + // there is no tcmod + if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0) + t->currenttexmatrix = r_waterscrollmatrix; + + for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++) { matrix4x4_t matrix; switch(tcmod->tcmod) @@ -3755,9 +4131,9 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t) t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f); t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base; - t->glosstexture = r_texture_white; + t->glosstexture = r_texture_black; t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white; - t->backgroundglosstexture = r_texture_white; + t->backgroundglosstexture = r_texture_black; t->specularpower = r_shadow_glossexponent.value; // TODO: store reference values for these in the texture? t->specularscale = 0; @@ -3773,7 +4149,11 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t) } } else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0) + { + t->glosstexture = r_texture_white; + t->backgroundglosstexture = r_texture_white; t->specularscale = r_shadow_gloss2intensity.value; + } } // lightmaps mode looks bad with dlights using actual texturing, so turn @@ -3851,7 +4231,7 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t) // applied to the color // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright) if (ent->model->type == mod_brushq3) - colorscale *= r_refdef.lightstylevalue[0] * (1.0f / 256.0f); + colorscale *= r_refdef.rtlightstylevalue[0]; colorscale *= r_refdef.lightmapintensity; R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha); if (r_ambient.value >= (1.0f/64.0f)) @@ -5079,59 +5459,120 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **te static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist) { + if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))) + return; + if (rsurface.mode != RSURFMODE_GLSL) { rsurface.mode = RSURFMODE_GLSL; R_Mesh_ResetTextureState(); } - R_SetupSurfaceShader(vec3_origin, rsurface.lightmode == 2, 1, 1, rsurface.texture->specularscale); - if (!r_glsl_permutation) - return; - - if (rsurface.lightmode == 2) - RSurf_PrepareVerticesForBatch(true, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist); - else - RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist); - R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset); - R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset); - R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset); - R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset); - R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset); - - GL_Color(rsurface.texture->currentlayers[0].color[0], rsurface.texture->currentlayers[0].color[1], rsurface.texture->currentlayers[0].color[2], rsurface.texture->currentlayers[0].color[3]); + R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix); + R_Mesh_TexBind(0, R_GetTexture(rsurface.texture->currentskinframe->nmap)); + R_Mesh_TexBind(1, R_GetTexture(rsurface.texture->basetexture)); + R_Mesh_TexBind(2, R_GetTexture(rsurface.texture->glosstexture)); + R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation)); + R_Mesh_TexBind(5, R_GetTexture(rsurface.texture->currentskinframe->pants)); + R_Mesh_TexBind(6, R_GetTexture(rsurface.texture->currentskinframe->shirt)); if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) { R_Mesh_TexBind(7, R_GetTexture(r_texture_grey128)); - if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) - R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); + R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); R_Mesh_ColorPointer(NULL, 0, 0); } else if (rsurface.uselightmaptexture) { R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture)); - if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) - R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture)); + R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture)); R_Mesh_ColorPointer(NULL, 0, 0); } else { R_Mesh_TexBind(7, R_GetTexture(r_texture_white)); - if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) - R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); + R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset); } + R_Mesh_TexBind(9, R_GetTexture(rsurface.texture->currentskinframe->glow)); + R_Mesh_TexBind(11, R_GetTexture(r_texture_white)); // changed per surface + R_Mesh_TexBind(12, R_GetTexture(r_texture_white)); // changed per surface + + if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) + { + // render background + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); + GL_AlphaTest(false); + + GL_Color(1, 1, 1, 1); + R_Mesh_ColorPointer(NULL, 0, 0); + + R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND); + if (r_glsl_permutation) + { + RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist); + R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset); + R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset); + R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset); + R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset); + R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset); + RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection ? 12 : -1); + } + + GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2); + GL_DepthMask(false); + GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0); + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) + { + R_Mesh_TexBind(7, R_GetTexture(r_texture_grey128)); + R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); + R_Mesh_ColorPointer(NULL, 0, 0); + } + else if (rsurface.uselightmaptexture) + { + R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture)); + R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture)); + R_Mesh_ColorPointer(NULL, 0, 0); + } + else + { + R_Mesh_TexBind(7, R_GetTexture(r_texture_white)); + R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); + R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset); + } + R_Mesh_TexBind(11, R_GetTexture(r_texture_white)); // changed per surface + R_Mesh_TexBind(12, R_GetTexture(r_texture_white)); // changed per surface + } + + R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE); + if (!r_glsl_permutation) + return; + + RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist); + R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset); + R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset); + R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset); + R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset); + R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset); + GL_Color(rsurface.texture->currentlayers[0].color[0], rsurface.texture->currentlayers[0].color[1], rsurface.texture->currentlayers[0].color[2], rsurface.texture->currentlayers[0].color[3]); + + if (r_glsl_permutation->loc_Texture_Refraction >= 0) + { + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); + GL_AlphaTest(false); + } if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) { - if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER) + if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0) RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? 12 : -1); else RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1); } else { - if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER) + if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0) RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? 12 : -1); else RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); @@ -5153,6 +5594,7 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **t if (rsurface.mode != RSURFMODE_MULTIPASS) rsurface.mode = RSURFMODE_MULTIPASS; RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist); + for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++) { vec4_t layercolor; @@ -5203,7 +5645,7 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **t m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject; m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset; R_Mesh_TextureState(&m); - if (rsurface.lightmode == 2) + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog); else if (rsurface.uselightmaptexture) RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog); @@ -5275,6 +5717,7 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t if (rsurface.mode != RSURFMODE_MULTIPASS) rsurface.mode = RSURFMODE_MULTIPASS; RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist); + for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++) { if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) @@ -5304,7 +5747,7 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject; m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset; R_Mesh_TextureState(&m); - if (rsurface.lightmode == 2) + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false); else if (rsurface.uselightmaptexture) RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false); @@ -5332,7 +5775,7 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; R_Mesh_TextureState(&m); - if (rsurface.lightmode == 2) + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog); else RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog); @@ -5404,7 +5847,7 @@ static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **textur { if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST))) return; - if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)) + if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))) return; if (rsurface.mode != RSURFMODE_MULTIPASS) rsurface.mode = RSURFMODE_MULTIPASS; @@ -5433,7 +5876,6 @@ static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **textur RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1); - r_refdef.stats.entities_surfaces += texturenumsurfaces; } else if (r_depthfirst.integer == 3) return; @@ -5458,7 +5900,6 @@ static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **textur R_Mesh_ResetTextureState(); RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist); - r_refdef.stats.entities_surfaces += texturenumsurfaces; } else if (gl_lightmaps.integer) { @@ -5472,8 +5913,6 @@ static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **textur GL_DepthMask(writedepth); GL_Color(1,1,1,1); GL_AlphaTest(false); - // use lightmode 0 (fullbright or lightmap) or 2 (model lighting) - rsurface.lightmode = ((rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || rsurface.modeltexcoordlightmap2f != NULL) ? 0 : 2; R_Mesh_ColorPointer(NULL, 0, 0); memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(r_texture_white); @@ -5481,20 +5920,16 @@ static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **textur m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject; m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset; R_Mesh_TextureState(&m); - RSurf_PrepareVerticesForBatch(rsurface.lightmode == 2, false, texturenumsurfaces, texturesurfacelist); - if (rsurface.lightmode == 2) + RSurf_PrepareVerticesForBatch(rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, false, texturenumsurfaces, texturesurfacelist); + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false); else if (rsurface.uselightmaptexture) RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false); else RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false); - r_refdef.stats.entities_surfaces += texturenumsurfaces; } else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) - { R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist); - r_refdef.stats.entities_surfaces += texturenumsurfaces; - } else if (rsurface.texture->currentnumlayers) { // write depth for anything we skipped on the depth-only pass earlier @@ -5507,15 +5942,12 @@ static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **textur GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2); GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED)); GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0); - // use lightmode 0 (fullbright or lightmap) or 2 (model lighting) - rsurface.lightmode = ((rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || rsurface.modeltexcoordlightmap2f != NULL) ? 0 : 2; if (r_glsl.integer && gl_support_fragment_shader) R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist); else if (gl_combine.integer && r_textureunits.integer >= 2) R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist); else R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist); - r_refdef.stats.entities_surfaces += texturenumsurfaces; } CHECKGLERROR GL_LockArrays(0, 0); @@ -5574,7 +6006,7 @@ void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surf if (addwaterplanes) { for (i = 0;i < numsurfaces;i++) - if (surfacelist[i]->texture->currentframe->currentmaterialflags & MATERIALFLAG_WATERSHADER) + if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)) R_Water_AddWaterPlane(surfacelist[i]); return; } @@ -5695,122 +6127,140 @@ void R_DrawLocs(void) } } -void R_DrawCollisionBrushes(entity_render_t *ent) +void R_DrawDebugModel(entity_render_t *ent) { - int i; + int i, j, k, l, flagsmask; + const int *elements; q3mbrush_t *brush; msurface_t *surface; model_t *model = ent->model; - if (!model->brush.num_brushes) - return; - CHECKGLERROR + vec3_t v; + + flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WATER | MATERIALFLAG_WALL; + R_Mesh_ColorPointer(NULL, 0, 0); R_Mesh_ResetTextureState(); - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); GL_DepthRange(0, 1); GL_DepthTest(!r_showdisabledepthtest.integer); - GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value); - for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++) - if (brush->colbrushf && brush->colbrushf->numtriangles) - R_DrawCollisionBrush(brush->colbrushf); - for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++) - if (surface->num_collisiontriangles) - R_DrawCollisionSurface(ent, surface); - GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset); -} + GL_DepthMask(false); + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); -void R_DrawTrianglesAndNormals(entity_render_t *ent, qboolean drawtris, qboolean drawnormals, int flagsmask) -{ - int i, j, k, l; - const int *elements; - msurface_t *surface; - model_t *model = ent->model; - vec3_t v; - CHECKGLERROR - GL_DepthRange(0, 1); - GL_DepthTest(!r_showdisabledepthtest.integer); - GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset); - GL_DepthMask(true); - GL_BlendFunc(GL_ONE, GL_ZERO); - R_Mesh_ColorPointer(NULL, 0, 0); - R_Mesh_ResetTextureState(); - for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++) + if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes) { - if (ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[j]) - continue; - rsurface.texture = surface->texture->currentframe; - if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles) + GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value); + for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++) { - RSurf_PrepareVerticesForBatch(true, true, 1, &surface); - if (drawtris) + if (brush->colbrushf && brush->colbrushf->numtriangles) { - if (!rsurface.texture->currentlayers->depthmask) - GL_Color(r_showtris.value * r_view.colorscale, 0, 0, 1); - else if (ent == r_refdef.worldentity) - GL_Color(r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, 1); - else - GL_Color(0, r_showtris.value * r_view.colorscale, 0, 1); - elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle); - CHECKGLERROR - qglBegin(GL_LINES); - for (k = 0;k < surface->num_triangles;k++, elements += 3) - { -#define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2]) - GLVERTEXELEMENT(0);GLVERTEXELEMENT(1); - GLVERTEXELEMENT(1);GLVERTEXELEMENT(2); - GLVERTEXELEMENT(2);GLVERTEXELEMENT(0); - } - qglEnd(); - CHECKGLERROR + R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0); + GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, r_showcollisionbrushes.value); + R_Mesh_Draw(0, brush->colbrushf->numpoints, brush->colbrushf->numtriangles, brush->colbrushf->elements, 0, 0); } - if (drawnormals) + } + for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++) + { + if (surface->num_collisiontriangles) { - GL_Color(r_shownormals.value * r_view.colorscale, 0, 0, 1); - qglBegin(GL_LINES); - for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++) - { - VectorCopy(rsurface.vertex3f + l * 3, v); - qglVertex3f(v[0], v[1], v[2]); - VectorMA(v, 8, rsurface.svector3f + l * 3, v); - qglVertex3f(v[0], v[1], v[2]); - } - qglEnd(); - CHECKGLERROR - GL_Color(0, 0, r_shownormals.value * r_view.colorscale, 1); - qglBegin(GL_LINES); - for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++) + R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0); + GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, r_showcollisionbrushes.value); + R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0); + } + } + } + + GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset); + + if (r_showtris.integer || r_shownormals.integer) + { + 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.worldentity && !r_viewcache.world_surfacevisible[j]) + continue; + rsurface.texture = surface->texture->currentframe; + if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles) + { + RSurf_PrepareVerticesForBatch(true, true, 1, &surface); + if (r_showtris.value > 0) { - VectorCopy(rsurface.vertex3f + l * 3, v); - qglVertex3f(v[0], v[1], v[2]); - VectorMA(v, 8, rsurface.tvector3f + l * 3, v); - qglVertex3f(v[0], v[1], v[2]); + if (!rsurface.texture->currentlayers->depthmask) + GL_Color(r_view.colorscale, 0, 0, r_showtris.value); + else if (ent == r_refdef.worldentity) + GL_Color(r_view.colorscale, r_view.colorscale, r_view.colorscale, r_showtris.value); + else + GL_Color(0, r_view.colorscale, 0, r_showtris.value); + elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle); + CHECKGLERROR + qglBegin(GL_LINES); + for (k = 0;k < surface->num_triangles;k++, elements += 3) + { +#define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2]) + GLVERTEXELEMENT(0);GLVERTEXELEMENT(1); + GLVERTEXELEMENT(1);GLVERTEXELEMENT(2); + GLVERTEXELEMENT(2);GLVERTEXELEMENT(0); + } + qglEnd(); + CHECKGLERROR } - qglEnd(); - CHECKGLERROR - GL_Color(0, r_shownormals.value * r_view.colorscale, 0, 1); - qglBegin(GL_LINES); - for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++) + if (r_shownormals.value > 0) { - VectorCopy(rsurface.vertex3f + l * 3, v); - qglVertex3f(v[0], v[1], v[2]); - VectorMA(v, 8, rsurface.normal3f + l * 3, v); - qglVertex3f(v[0], v[1], v[2]); + qglBegin(GL_LINES); + for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++) + { + VectorCopy(rsurface.vertex3f + l * 3, v); + GL_Color(r_view.colorscale, 0, 0, 1); + qglVertex3f(v[0], v[1], v[2]); + VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v); + GL_Color(r_view.colorscale, 1, 1, 1); + qglVertex3f(v[0], v[1], v[2]); + } + qglEnd(); + CHECKGLERROR + qglBegin(GL_LINES); + for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++) + { + VectorCopy(rsurface.vertex3f + l * 3, v); + GL_Color(0, r_view.colorscale, 0, 1); + qglVertex3f(v[0], v[1], v[2]); + VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v); + GL_Color(r_view.colorscale, 1, 1, 1); + qglVertex3f(v[0], v[1], v[2]); + } + qglEnd(); + CHECKGLERROR + qglBegin(GL_LINES); + for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++) + { + VectorCopy(rsurface.vertex3f + l * 3, v); + GL_Color(0, 0, r_view.colorscale, 1); + qglVertex3f(v[0], v[1], v[2]); + VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v); + GL_Color(r_view.colorscale, 1, 1, 1); + qglVertex3f(v[0], v[1], v[2]); + } + qglEnd(); + CHECKGLERROR } - qglEnd(); - CHECKGLERROR } } + rsurface.texture = NULL; } - rsurface.texture = NULL; } extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface); -void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes) +void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug) { int i, j, endj, f, flagsmask; - int counttriangles = 0; - msurface_t *surface, **surfacechain; + msurface_t *surface; texture_t *t; model_t *model = r_refdef.worldmodel; const int maxsurfacelist = 1024; @@ -5821,23 +6271,32 @@ void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean dep RSurf_ActiveWorldEntity(); - // update light styles - if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.light_styleupdatechains) + // update light styles on this submodel + if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0) { - for (i = 0;i < model->brushq1.light_styles;i++) + model_brush_lightstyleinfo_t *style; + for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++) { - if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]]) + if (style->value != r_refdef.lightstylevalue[style->style]) { - model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]]; - if ((surfacechain = model->brushq1.light_styleupdatechains[i])) - for (;(surface = *surfacechain);surfacechain++) - surface->cached_dlight = true; + msurface_t *surfaces = model->data_surfaces; + int *list = style->surfacelist; + style->value = r_refdef.lightstylevalue[style->style]; + for (j = 0;j < style->numsurfaces;j++) + surfaces[list[j]].cached_dlight = true; } } } R_UpdateAllTextureInfo(r_refdef.worldentity); - flagsmask = addwaterplanes ? MATERIALFLAG_WATERSHADER : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL)); + flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL)); + + if (debug) + { + R_DrawDebugModel(r_refdef.worldentity); + return; + } + f = 0; t = NULL; rsurface.uselightmaptexture = false; @@ -5863,35 +6322,26 @@ void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean dep R_BuildLightMap(r_refdef.worldentity, surface); // add face to draw list surfacelist[numsurfacelist++] = surface; - counttriangles += surface->num_triangles; + r_refdef.stats.world_triangles += surface->num_triangles; if (numsurfacelist >= maxsurfacelist) { + r_refdef.stats.world_surfaces += numsurfacelist; R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes); numsurfacelist = 0; } } } } + r_refdef.stats.world_surfaces += numsurfacelist; if (numsurfacelist) R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes); - r_refdef.stats.entities_triangles += counttriangles; RSurf_CleanUp(); - - if (r_view.showdebug) - { - if (r_showcollisionbrushes.integer && !skysurfaces && !addwaterplanes && !depthonly) - R_DrawCollisionBrushes(r_refdef.worldentity); - - if ((r_showtris.integer || r_shownormals.integer) && !addwaterplanes && !depthonly) - R_DrawTrianglesAndNormals(r_refdef.worldentity, r_showtris.integer, r_shownormals.integer, flagsmask); - } } -void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes) +void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug) { - int i, f, flagsmask; - int counttriangles = 0; - msurface_t *surface, *endsurface, **surfacechain; + int i, j, f, flagsmask; + msurface_t *surface, *endsurface; texture_t *t; model_t *model = ent->model; const int maxsurfacelist = 1024; @@ -5911,22 +6361,31 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly); // update light styles - if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.light_styleupdatechains) + if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0) { - for (i = 0;i < model->brushq1.light_styles;i++) + model_brush_lightstyleinfo_t *style; + for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++) { - if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]]) + if (style->value != r_refdef.lightstylevalue[style->style]) { - model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]]; - if ((surfacechain = model->brushq1.light_styleupdatechains[i])) - for (;(surface = *surfacechain);surfacechain++) - surface->cached_dlight = true; + msurface_t *surfaces = model->data_surfaces; + int *list = style->surfacelist; + style->value = r_refdef.lightstylevalue[style->style]; + for (j = 0;j < style->numsurfaces;j++) + surfaces[list[j]].cached_dlight = true; } } } R_UpdateAllTextureInfo(ent); - flagsmask = addwaterplanes ? MATERIALFLAG_WATERSHADER : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL)); + flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL)); + + if (debug) + { + R_DrawDebugModel(ent); + return; + } + f = 0; t = NULL; rsurface.uselightmaptexture = false; @@ -5944,25 +6403,17 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr R_BuildLightMap(ent, surface); // add face to draw list surfacelist[numsurfacelist++] = surface; - counttriangles += surface->num_triangles; + r_refdef.stats.entities_triangles += surface->num_triangles; if (numsurfacelist >= maxsurfacelist) { + r_refdef.stats.entities_surfaces += numsurfacelist; R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes); numsurfacelist = 0; } } } + r_refdef.stats.entities_surfaces += numsurfacelist; if (numsurfacelist) R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes); - r_refdef.stats.entities_triangles += counttriangles; RSurf_CleanUp(); - - if (r_view.showdebug) - { - if (r_showcollisionbrushes.integer && !skysurfaces && !addwaterplanes && !depthonly) - R_DrawCollisionBrushes(ent); - - if ((r_showtris.integer || r_shownormals.integer) && !addwaterplanes && !depthonly) - R_DrawTrianglesAndNormals(ent, r_showtris.integer, r_shownormals.integer, flagsmask); - } }