Cvar_Set("gl_fogblue", "0.3");
}
r_refdef.fog_density = r_refdef.fog_red = r_refdef.fog_green = r_refdef.fog_blue = 0.0f;
+ r_refdef.fog_start = 0;
+ r_refdef.fog_end = 1000000000;
}
-float FogPoint_World(const vec3_t p)
+float FogForDistance(vec_t dist)
{
- unsigned int fogmasktableindex = (unsigned int)(VectorDistance((p), r_view.origin) * r_refdef.fogmasktabledistmultiplier);
+ unsigned int fogmasktableindex = (unsigned int)(bound(0, dist - r_refdef.fog_start, r_refdef.fog_end - r_refdef.fog_start) * r_refdef.fogmasktabledistmultiplier);
return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
}
+float FogPoint_World(const vec3_t p)
+{
+ return FogForDistance(VectorDistance((p), r_view.origin));
+}
+
float FogPoint_Model(const vec3_t p)
{
- unsigned int fogmasktableindex = (unsigned int)(VectorDistance((p), rsurface.modelorg) * r_refdef.fogmasktabledistmultiplier);
- return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
+ return FogForDistance(VectorDistance((p), rsurface.modelorg));
}
static void R_BuildBlankTextures(void)
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++)
"uniform float OffsetMapping_Scale;\n"
"uniform float OffsetMapping_Bias;\n"
"uniform float FogRangeRecip;\n"
+"uniform float FogStart;\n"
+"uniform float FogLength;\n"
"\n"
"uniform myhalf AmbientScale;\n"
"uniform myhalf DiffuseScale;\n"
"# endif\n"
"\n"
" // apply lightmap color\n"
-" color.rgb = tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * myhvec3(gl_Color) + color * 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_MODELSPACE\n"
"\n"
"# endif\n"
"\n"
" // apply lightmap color\n"
-" color.rgb = tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * myhvec3(gl_Color) + color * 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"
"# endif\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 USECONTRASTBOOST\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(max(0.0, min(length(EyeVectorModelSpace) - FogStart, FogLength))*FogRangeRecip, 0.0))));\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"
int loc_Color_Pants;
int loc_Color_Shirt;
int loc_FogRangeRecip;
+ int loc_FogStart;
+ int loc_FogLength;
int loc_AmbientScale;
int loc_DiffuseScale;
int loc_SpecularScale;
p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
+ p->loc_FogStart = qglGetUniformLocationARB(p->program, "FogStart");
+ p->loc_FogLength = qglGetUniformLocationARB(p->program, "FogLength");
p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
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);
+ qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface.modellight_ambient[0] * ambientscale * r_refdef.lightmapintensity, rsurface.modellight_ambient[1] * ambientscale * r_refdef.lightmapintensity, rsurface.modellight_ambient[2] * ambientscale * r_refdef.lightmapintensity);
if (r_glsl_permutation->loc_DiffuseColor >= 0)
- qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface.modellight_diffuse[0] * diffusescale, rsurface.modellight_diffuse[1] * diffusescale, rsurface.modellight_diffuse[2] * diffusescale);
+ qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface.modellight_diffuse[0] * diffusescale * r_refdef.lightmapintensity, rsurface.modellight_diffuse[1] * diffusescale * r_refdef.lightmapintensity, rsurface.modellight_diffuse[2] * diffusescale * r_refdef.lightmapintensity);
if (r_glsl_permutation->loc_SpecularColor >= 0)
- qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale, rsurface.modellight_diffuse[1] * specularscale, rsurface.modellight_diffuse[2] * specularscale);
+ qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale * r_refdef.lightmapintensity, rsurface.modellight_diffuse[1] * specularscale * r_refdef.lightmapintensity, rsurface.modellight_diffuse[2] * specularscale * r_refdef.lightmapintensity);
if (r_glsl_permutation->loc_LightDir >= 0)
qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
}
if (rsurface.rtlight || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD))
qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
else
- /*
- {
- vec3_t fogvec;
- // color.rgb *= SceneBrightness;
- VectorScale(r_refdef.fogcolor, r_view.colorscale, fogvec);
- if(r_glsl_permutation->loc_ContrastBoostCoeff >= 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);
- }
- qglUniform3fARB(r_glsl_permutation->loc_FogColor, fogvec[0], fogvec[1], fogvec[2]);
- }
- */
qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
}
if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
}
if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
+ if (r_glsl_permutation->loc_FogStart >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogStart, r_refdef.fog_start);
+ if (r_glsl_permutation->loc_FogLength >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogLength, r_refdef.fog_end - r_refdef.fog_start);
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_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);
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);
//==================================================================================
-static void R_UpdateEntityLighting(entity_render_t *ent)
-{
- vec3_t tempdiffusenormal;
-
- // fetch the lighting from the worldmodel data
- VectorSet(ent->modellight_ambient, r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f));
- VectorClear(ent->modellight_diffuse);
- VectorClear(tempdiffusenormal);
- if ((ent->flags & RENDER_LIGHT) && r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint)
- {
- vec3_t org;
- Matrix4x4_OriginFromMatrix(&ent->matrix, org);
- r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
- }
- else // highly rare
- VectorSet(ent->modellight_ambient, 1, 1, 1);
-
- // move the light direction into modelspace coordinates for lighting code
- Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
- if(VectorLength2(ent->modellight_lightdir) > 0)
- {
- VectorNormalize(ent->modellight_lightdir);
- }
- else
- {
- VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
- }
-
- // scale ambient and directional light contributions according to rendering variables
- ent->modellight_ambient[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
- ent->modellight_ambient[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
- ent->modellight_ambient[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
- ent->modellight_diffuse[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
- ent->modellight_diffuse[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
- ent->modellight_diffuse[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
-}
-
static void R_View_UpdateEntityVisible (void)
{
int i, renderimask;
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));
}
}
-
- // update entity lighting (even on hidden entities for r_shadows)
- for (i = 0;i < r_refdef.numentities;i++)
- R_UpdateEntityLighting(r_refdef.entities[i]);
}
// only used if skyrendermasked, and normally returns false
}
}
+static void R_UpdateFogColor(void); // needs to be called before HDR subrender too, as that changes colorscale!
+
void R_HDR_RenderBloomTexture(void)
{
int oldwidth, oldheight;
r_view.colorscale = r_bloom_colorscale.value * r_hdr_scenebrightness.value;
if (r_hdr.integer)
r_view.colorscale /= r_hdr_range.value;
+
+ R_UpdateFogColor();
+
r_waterstate.numwaterplanes = 0;
R_RenderScene(r_waterstate.enabled);
r_view.showdebug = true;
matrix4x4_t r_waterscrollmatrix;
+static void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
+{
+ if (r_refdef.fog_density)
+ {
+ 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);
+ }
+ }
+}
+
void R_UpdateVariables(void)
{
R_Textures_Frame();
r_refdef.fog_blue = 0;
}
}
- if (r_refdef.fog_density)
+
+ if (r_refdef.fog_start >= r_refdef.fog_end || r_refdef.fog_start < 0)
{
- 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.fog_start = 0;
+ r_refdef.fog_end = 1000000000;
+ // TODO update fog cvars here too
}
+
+ R_UpdateFogColor();
+
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
R_Mesh_TexBind(0, R_GetTexture(fogtexture));
GL_BlendFunc(blendfunc1, GL_ONE);
fog = 1 - fog;
- GL_Color(r_refdef.fogcolor[0] * fog * r_view.colorscale, r_refdef.fogcolor[1] * fog * r_view.colorscale, r_refdef.fogcolor[2] * fog * r_view.colorscale, ca);
+ GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
}
}
t->specularscale = 0;
}
- t->currentpolygonfactor = r_refdef.polygonfactor + t->basepolygonfactor;
- t->currentpolygonoffset = r_refdef.polygonoffset + t->basepolygonoffset;
- // submodels are biased to avoid z-fighting with world surfaces that they
- // may be exactly overlapping (avoids z-fighting artifacts on certain
- // doors and things in Quake maps)
- if (ent->model->brush.submodel)
- {
- t->currentpolygonfactor += r_polygonoffset_submodel_factor.value;
- t->currentpolygonoffset += r_polygonoffset_submodel_offset.value;
- }
-
VectorClear(t->dlightcolor);
t->currentnumlayers = 0;
if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
rsurface.frameblend[1] = ent->frameblend[1];
rsurface.frameblend[2] = ent->frameblend[2];
rsurface.frameblend[3] = ent->frameblend[3];
+ rsurface.basepolygonfactor = r_refdef.polygonfactor;
+ rsurface.basepolygonoffset = r_refdef.polygonoffset;
+ if (ent->model->brush.submodel)
+ {
+ rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
+ rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
+ }
if (model->surfmesh.isanimated && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
{
if (wanttangents)
// TODO: optimize
// model lighting
VectorCopy(rsurface.modellight_lightdir, lightdir);
- ambientcolor[0] = rsurface.modellight_ambient[0] * r * 0.5f;
- ambientcolor[1] = rsurface.modellight_ambient[1] * g * 0.5f;
- ambientcolor[2] = rsurface.modellight_ambient[2] * b * 0.5f;
- diffusecolor[0] = rsurface.modellight_diffuse[0] * r * 0.5f;
- diffusecolor[1] = rsurface.modellight_diffuse[1] * g * 0.5f;
- diffusecolor[2] = rsurface.modellight_diffuse[2] * b * 0.5f;
+ f = 0.5f * r_refdef.lightmapintensity;
+ ambientcolor[0] = rsurface.modellight_ambient[0] * r * f;
+ ambientcolor[1] = rsurface.modellight_ambient[1] * g * f;
+ ambientcolor[2] = rsurface.modellight_ambient[2] * b * f;
+ diffusecolor[0] = rsurface.modellight_diffuse[0] * r * f;
+ diffusecolor[1] = rsurface.modellight_diffuse[1] * g * f;
+ diffusecolor[2] = rsurface.modellight_diffuse[2] * b * f;
if (VectorLength2(diffusecolor) > 0)
{
// generate color arrays for the surfaces in this list
RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
}
-static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
+void RSurf_SetupDepthAndCulling(void)
{
+ // submodels are biased to avoid z-fighting with world surfaces that they
+ // may be exactly overlapping (avoids z-fighting artifacts on certain
+ // doors and things in Quake maps)
GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
- GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
+ GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
+}
+
+static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
+{
+ RSurf_SetupDepthAndCulling();
if (rsurface.mode != RSURFMODE_SHOWSURFACES)
{
rsurface.mode = RSURFMODE_SHOWSURFACES;
// restore entity matrix
R_Mesh_Matrix(&rsurface.matrix);
}
- GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
- GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
- GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
- GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
+ RSurf_SetupDepthAndCulling();
GL_DepthMask(true);
// LordHavoc: HalfLife maps have freaky skypolys so don't use
// skymasking on them, and Quake3 never did sky masking (unlike
GL_ColorMask(0,0,0,0);
GL_Color(1,1,1,1);
}
- GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
- GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
- GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
+ RSurf_SetupDepthAndCulling();
GL_DepthTest(true);
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthMask(true);
{
if (rsurface.mode != RSURFMODE_MULTIPASS)
rsurface.mode = RSURFMODE_MULTIPASS;
- GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
- GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
+ RSurf_SetupDepthAndCulling();
GL_DepthTest(true);
- GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthMask(writedepth);
GL_Color(1,1,1,1);
// write depth for anything we skipped on the depth-only pass earlier
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
writedepth = true;
- GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
- GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
- GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
- GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
+ RSurf_SetupDepthAndCulling();
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);
}
if (r_shownormals.value > 0)
{
- GL_Color(r_view.colorscale, 0, 0, r_shownormals.value);
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, 8, rsurface.svector3f + l * 3, v);
+ 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
- GL_Color(0, 0, r_view.colorscale, r_shownormals.value);
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, 8, rsurface.tvector3f + l * 3, v);
+ 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
- GL_Color(0, r_view.colorscale, 0, r_shownormals.value);
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, 8, rsurface.normal3f + l * 3, v);
+ 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();