cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
+cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
+cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
+cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
+cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
+cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
+
cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
0, 1, 0
};
-extern void R_DrawModelShadows(void);
-
void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
{
int i;
"#endif\n"
"uniform vec4 FogPlane;\n"
"\n"
+"#ifdef USESHADOWMAPORTHO\n"
+"varying vec3 ShadowMapTC;\n"
+"#endif\n"
+"\n"
"\n"
"\n"
"\n"
"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
"uniform sampler2D Texture_Attenuation;\n"
"uniform samplerCube Texture_Cube;\n"
+"#endif\n"
+"\n"
+"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
"\n"
"#ifdef USESHADOWMAPRECT\n"
"# ifdef USESHADOWSAMPLER\n"
"#endif\n"
"\n"
"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
-"# ifndef USESHADOWMAPVSDCT\n"
+"# ifdef USESHADOWMAPORTHO\n"
+"# define GetShadowMapTC2D(dir) (min(dir, vec3(ShadowMap_Parameters.zw, 1.0)))\n"
+"# else\n"
+"# ifdef USESHADOWMAPVSDCT\n"
+"vec3 GetShadowMapTC2D(vec3 dir)\n"
+"{\n"
+" vec3 adir = abs(dir);\n"
+" vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
+" float ma = max(max(adir.x, adir.y), adir.z);\n"
+" vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
+" stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
+" stc.z += ShadowMap_Parameters.z;\n"
+" return stc;\n"
+"}\n"
+"# else\n"
"vec3 GetShadowMapTC2D(vec3 dir)\n"
"{\n"
" vec3 adir = abs(dir);\n"
" stc.z += ShadowMap_Parameters.z;\n"
" return stc;\n"
"}\n"
-"# else\n"
-"vec3 GetShadowMapTC2D(vec3 dir)\n"
-"{\n"
-" vec3 adir = abs(dir);\n"
-" vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
-" float ma = max(max(adir.x, adir.y), adir.z);\n"
-" vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
-" stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
-" stc.z += ShadowMap_Parameters.z;\n"
-" return stc;\n"
-"}\n"
+"# endif\n"
"# endif\n"
"#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
"\n"
"# endif\n"
"\n"
"# endif\n"
+"# ifdef USESHADOWMAPORTHO\n"
+" return mix(ShadowMap_Parameters.x, ShadowMap_Parameters.y, f);\n"
+"# else\n"
" return f;\n"
+"# endif\n"
"}\n"
"# endif\n"
"\n"
" f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
"# endif\n"
"# endif\n"
+"# ifdef USESHADOWMAPORTHO\n"
+" return mix(ShadowMap_Parameters.x, ShadowMap_Parameters.y, f);\n"
+"# else\n"
" return f;\n"
+"# endif\n"
"}\n"
"# endif\n"
"\n"
" return f;\n"
"}\n"
"# endif\n"
-"#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
+"#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
"#endif // FRAGMENT_SHADER\n"
"\n"
"\n"
"#ifdef MODE_LIGHTSOURCE\n"
"uniform mat4 ModelToLight;\n"
"#endif\n"
+"#ifdef USESHADOWMAPORTHO\n"
+"uniform mat4 ShadowMapMatrix;\n"
+"#endif\n"
"void main(void)\n"
"{\n"
"#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
" // transform vertex to camera space, using ftransform to match non-VS rendering\n"
" gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
"\n"
+"#ifdef USESHADOWMAPORTHO\n"
+" ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
+"#endif\n"
+"\n"
"#ifdef USEREFLECTION\n"
" ModelViewProjectionPosition = gl_Position;\n"
"#endif\n"
"# endif\n"
"#endif\n"
"\n"
+"#ifdef USESHADOWMAPORTHO\n"
+" color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
+"#endif\n"
+"\n"
"#ifdef USEDEFERREDLIGHTMAP\n"
" vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
" color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
"}\n"
"#endif // USEOFFSETMAPPING\n"
"\n"
-"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
+"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
-"# ifndef USESHADOWMAPVSDCT\n"
+"# ifdef USESHADOWMAPORTHO\n"
+"# define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, float3(ShadowMap_Parameters.zw, 1.0)))\n"
+"# else\n"
+"# ifdef USESHADOWMAPVSDCT\n"
+"float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
+"{\n"
+" float3 adir = abs(dir);\n"
+" float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
+" float ma = max(max(adir.x, adir.y), adir.z);\n"
+" float3 stc = float3(lerp(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
+" stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
+" stc.z += ShadowMap_Parameters.z;\n"
+" return stc;\n"
+"}\n"
+"# else\n"
"float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
"{\n"
" float3 adir = abs(dir);\n"
" stc.z += ShadowMap_Parameters.z;\n"
" return stc;\n"
"}\n"
-"# else\n"
-"float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
-"{\n"
-" float3 adir = abs(dir);\n"
-" float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
-" float ma = max(max(adir.x, adir.y), adir.z);\n"
-" float3 stc = float3(lerp(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
-" stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
-" stc.z += ShadowMap_Parameters.z;\n"
-" return stc;\n"
-"}\n"
+"# endif\n"
"# endif\n"
-"#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
+"#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPORTHO)\n"
"\n"
"#ifdef USESHADOWMAPCUBE\n"
"float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
"# endif\n"
"\n"
"# endif\n"
+"# ifdef USESHADOWMAPORTHO\n"
+" return lerp(ShadowMap_Parameters.x, ShadowMap_Parameters.y, f);\n"
+"# else\n"
" return f;\n"
+"# endif\n"
"}\n"
"# endif\n"
"\n"
" f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
"# endif\n"
"# endif\n"
-" return f;\n"
+"# ifdef USESHADOWMAPORTHO\n"
+" return lerp(ShadowMap_Parameters.x, ShadowMap_Parameters.y, f);\n"
+"# else\n"
+" return f;\n"
+"# endif\n"
"}\n"
"# endif\n"
"\n"
"#ifdef MODE_DEFERREDLIGHTSOURCE\n"
"uniform float3 LightPosition,\n"
"#endif\n"
+"#ifdef USESHADOWMAPORTHO\n"
+"uniform float4x4 ShadowMapMatrix,\n"
+"#endif\n"
"\n"
"out float4 gl_FrontColor : COLOR,\n"
"out float4 TexCoordBoth : TEXCOORD0,\n"
"out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
"out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
"#endif\n"
+"#ifdef USESHADOWMAPORTHO\n"
+"out float3 ShadowMapTC : TEXCOORD8,\n"
+"#endif\n"
"out float4 gl_Position : POSITION\n"
")\n"
"{\n"
" // transform vertex to camera space, using ftransform to match non-VS rendering\n"
" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
"\n"
+"#ifdef USESHADOWMAPORTHO\n"
+" ShadowMapTC = float3(mul(ShadowMapMatrix, gl_Position));\n"
+"#endif\n"
+"\n"
"#ifdef USEREFLECTION\n"
" ModelViewProjectionPosition = gl_Position;\n"
"#endif\n"
"float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
"float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
"#endif\n"
+"#ifdef USESHADOWMAPORTHO\n"
+"float3 ShadowMapTC : TEXCOORD8\n"
+"#endif\n"
"\n"
"uniform sampler2D Texture_Normal,\n"
"uniform sampler2D Texture_Color,\n"
"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
"uniform sampler2D Texture_Attenuation,\n"
"uniform samplerCUBE Texture_Cube,\n"
+"#endif\n"
+"\n"
+"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
"\n"
"#ifdef USESHADOWMAPRECT\n"
"# ifdef USESHADOWSAMPLER\n"
"uniform float2 ShadowMap_TextureScale,\n"
"uniform float4 ShadowMap_Parameters,\n"
"#endif\n"
-"#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
+"#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
"\n"
"out float4 gl_FragColor : COLOR\n"
")\n"
"# endif\n"
"#endif\n"
"\n"
+"#ifdef USESHADOWMAPORTHO\n"
+" color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
+"# if defined(USESHADOWMAP2D)\n"
+"Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
+"# endif\n"
+"# if defined(USESHADOWMAPRECT)\n"
+"Texture_ShadowMapRect, ShadowMap_Parameters\n"
+"# endif\n"
+" );\n"
+"#endif\n"
+"\n"
"#ifdef USEDEFERREDLIGHTMAP\n"
" float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
" color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<21, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test
SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
- SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<24, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
- SHADERPERMUTATION_ALPHAKILL = 1<<25, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
- SHADERPERMUTATION_REFLECTCUBE = 1<<26, ///< fake reflections using global cubemap (not HDRI light probe)
- SHADERPERMUTATION_LIMIT = 1<<27, ///< size of permutations array
- SHADERPERMUTATION_COUNT = 27 ///< size of shaderpermutationinfo array
+ SHADERPERMUTATION_SHADOWMAPORTHO = 1<<24, //< (lightsource) use orthographic shadowmap projection
+ SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<25, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
+ SHADERPERMUTATION_ALPHAKILL = 1<<26, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
+ SHADERPERMUTATION_REFLECTCUBE = 1<<27, ///< fake reflections using global cubemap (not HDRI light probe)
+ SHADERPERMUTATION_LIMIT = 1<<28, ///< size of permutations array
+ SHADERPERMUTATION_COUNT = 28 ///< size of shaderpermutationinfo array
}
shaderpermutation_t;
{"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
{"#define USESHADOWSAMPLER\n", " shadowsampler"},
{"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
+ {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
{"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
{"#define USEALPHAKILL\n", " alphakill"},
{"#define USEREFLECTCUBE\n", " reflectcube"},
int loc_ModelViewMatrix;
int loc_PixelToScreenTexCoord;
int loc_ModelToReflectCube;
+ int loc_ShadowMapMatrix;
}
r_glsl_permutation_t;
p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
p->loc_ModelToReflectCube = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
+ p->loc_ShadowMapMatrix = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
// initialize the samplers to refer to the texture units we use
if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
- if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , GL20TU_SHADOWMAPRECT);
+ if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
- if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , GL20TU_SHADOWMAP2D);
+ if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
}
if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
+ if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
}
#ifdef SUPPORTCG
CGparameter vp_BackgroundTexMatrix;
CGparameter vp_ModelViewProjectionMatrix;
CGparameter vp_ModelViewMatrix;
+ CGparameter vp_ShadowMapMatrix;
CGparameter fp_Texture_First;
CGparameter fp_Texture_Second;
p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
+ p->vp_ShadowMapMatrix = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
CHECKCGERROR
}
if (p->fprogram)
CHECKCGERROR
if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
+ if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
}
void CG_BindTexture(CGparameter param, rtexture_t *tex)
extern qboolean r_shadow_usingshadowmaprect;
extern qboolean r_shadow_usingshadowmapcube;
extern qboolean r_shadow_usingshadowmap2d;
+extern qboolean r_shadow_usingshadowmaportho;
extern float r_shadow_shadowmap_texturescale[2];
extern float r_shadow_shadowmap_parameters[4];
extern qboolean r_shadow_shadowmapvsdct;
extern rtexture_t *r_shadow_shadowmap2dtexture;
extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
extern rtexture_t *r_shadow_shadowmapvsdcttexture;
+extern matrix4x4_t r_shadow_shadowmapmatrix;
extern int r_shadow_shadowmaplod; // changes for each light based on distance
extern int r_shadow_prepass_width;
extern int r_shadow_prepass_height;
permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
if (rsurface.texture->colormapping)
permutation |= SHADERPERMUTATION_COLORMAPPING;
+ if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
+ {
+ permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
+ if (r_shadow_usingshadowmaprect)
+ permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
+ if (r_shadow_usingshadowmap2d)
+ permutation |= SHADERPERMUTATION_SHADOWMAP2D;
+
+ if (r_shadow_shadowmapsampler)
+ permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
+ if (r_shadow_shadowmappcf > 1)
+ permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
+ else if (r_shadow_shadowmappcf)
+ permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
+ }
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
permutation |= SHADERPERMUTATION_REFLECTION;
if (rsurface.texture->reflectmasktexture)
permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
if (rsurface.texture->colormapping)
permutation |= SHADERPERMUTATION_COLORMAPPING;
+ if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
+ {
+ permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
+ if (r_shadow_usingshadowmaprect)
+ permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
+ if (r_shadow_usingshadowmap2d)
+ permutation |= SHADERPERMUTATION_SHADOWMAP2D;
+
+ if (r_shadow_shadowmapsampler)
+ permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
+ if (r_shadow_shadowmappcf > 1)
+ permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
+ else if (r_shadow_shadowmappcf)
+ permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
+ }
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
permutation |= SHADERPERMUTATION_REFLECTION;
if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
if (rsurface.texture->colormapping)
permutation |= SHADERPERMUTATION_COLORMAPPING;
+ if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
+ {
+ permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
+ if (r_shadow_usingshadowmaprect)
+ permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
+ if (r_shadow_usingshadowmap2d)
+ permutation |= SHADERPERMUTATION_SHADOWMAP2D;
+
+ if (r_shadow_shadowmapsampler)
+ permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
+ if (r_shadow_shadowmappcf > 1)
+ permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
+ else if (r_shadow_shadowmappcf)
+ permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
+ }
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
permutation |= SHADERPERMUTATION_REFLECTION;
if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
if (rsurface.texture->colormapping)
permutation |= SHADERPERMUTATION_COLORMAPPING;
+ if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
+ {
+ permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
+ if (r_shadow_usingshadowmaprect)
+ permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
+ if (r_shadow_usingshadowmap2d)
+ permutation |= SHADERPERMUTATION_SHADOWMAP2D;
+
+ if (r_shadow_shadowmapsampler)
+ permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
+ if (r_shadow_shadowmappcf > 1)
+ permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
+ else if (r_shadow_shadowmappcf)
+ permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
+ }
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
permutation |= SHADERPERMUTATION_REFLECTION;
if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
// additive passes are only darkened by fog, not tinted
if (r_glsl_permutation->loc_FogColor >= 0)
qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
- if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
- if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
}
else
}
if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
+ if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
+ if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
+ if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
+
if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
- if (rsurface.rtlight)
+ if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
{
- if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
- if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
- if (r_shadow_usingshadowmapcube)
- if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
- if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
- if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
+ if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture );
+ if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture );
+ if (rsurface.rtlight)
+ {
+ if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
+ if (r_shadow_usingshadowmapcube)
+ if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
+ if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
+ }
}
CHECKGLERROR
break;
}
if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
+ if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
if (r_cg_permutation->vp_FogPlane) cgGLSetParameter4f(r_cg_permutation->vp_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);CHECKCGERROR
CHECKGLERROR
// additive passes are only darkened by fog, not tinted
if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
- if (r_cg_permutation->fp_ShadowMap_TextureScale) cgGLSetParameter2f(r_cg_permutation->fp_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);CHECKCGERROR
- if (r_cg_permutation->fp_ShadowMap_Parameters) cgGLSetParameter4f(r_cg_permutation->fp_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);CHECKCGERROR
if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
}
else
if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
}
+ if (r_cg_permutation->fp_ShadowMap_TextureScale) cgGLSetParameter2f(r_cg_permutation->fp_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);CHECKCGERROR
+ if (r_cg_permutation->fp_ShadowMap_Parameters) cgGLSetParameter4f(r_cg_permutation->fp_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);CHECKCGERROR
if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
- if (rsurface.rtlight)
+ if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
{
- if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
- if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
- if (r_shadow_usingshadowmapcube)
- if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
- if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
+ if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
+ if (rsurface.rtlight)
+ {
+ if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
+ if (r_shadow_usingshadowmapcube)
+ if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
+ if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
+ }
}
CHECKGLERROR
// check for DDS texture file first
if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor)))
{
- basepixels = loadimagepixelsbgra(name, complain, true);
+ basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer);
if (basepixels == NULL)
return NULL;
}
// _norm is the name used by tenebrae and has been adopted as standard
if (r_loadnormalmap && skinframe->nmap == NULL)
{
- if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
+ if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false)) != NULL)
{
skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
Mem_Free(pixels);
pixels = NULL;
}
- else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
+ else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false)) != NULL)
{
pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
// _luma is supported only for tenebrae compatibility
// _glow is the preferred name
- if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false))))
+ if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer))))
{
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);
if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
Mem_Free(pixels);pixels = NULL;
}
- if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)))
+ if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
{
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);
if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
pixels = NULL;
}
- if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)))
+ if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
{
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);
if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
pixels = NULL;
}
- if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)))
+ if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
{
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);
if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
pixels = NULL;
}
- if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false)))
+ if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
{
skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), NULL);
if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
// generate an image name based on the base and and suffix
dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
// load it
- if ((image_buffer = loadimagepixelsbgra(name, false, false)))
+ if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer)))
{
// an image loaded, make sure width and height are equal
if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
Cvar_RegisterVariable(&r_transparentdepthmasking);
Cvar_RegisterVariable(&r_texture_dds_load);
Cvar_RegisterVariable(&r_texture_dds_save);
+ Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
+ Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
+ Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
+ Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
+ Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
Cvar_RegisterVariable(&r_textureunits);
Cvar_RegisterVariable(&gl_combine);
Cvar_RegisterVariable(&r_glsl);
for (i = 0;i < r_refdef.scene.numentities;i++)
if (r_refdef.viewcache.entityvisible[i])
R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
-
- if (r_shadows.integer)
- for (i = 0;i < r_refdef.scene.numentities;i++)
- if (!r_refdef.viewcache.entityvisible[i])
- R_AnimCache_GetEntity(r_refdef.scene.entities[i], false, false);
}
//==================================================================================
boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
+ // return true if eye is inside enlarged box
+ if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
+ return true;
+
// try center
VectorCopy(eye, start);
VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
if (r_glsl_permutation->loc_ViewTintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
- if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime , cl.time);
if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
if (r_glsl_permutation->loc_UserVec1 >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
if (r_glsl_permutation->loc_UserVec2 >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
if (r_cg_permutation->fp_ViewTintColor ) cgGLSetParameter4f( r_cg_permutation->fp_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);CHECKCGERROR
- if (r_cg_permutation->fp_ClientTime ) cgGLSetParameter1f( r_cg_permutation->fp_ClientTime , cl.time);CHECKCGERROR
if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
if (r_cg_permutation->fp_UserVec1 ) cgGLSetParameter4f( r_cg_permutation->fp_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);CHECKCGERROR
if (r_cg_permutation->fp_UserVec2 ) cgGLSetParameter4f( r_cg_permutation->fp_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);CHECKCGERROR
static void R_DrawLocs(void);
static void R_DrawEntityBBoxes(void);
static void R_DrawModelDecals(void);
+extern void R_DrawModelShadows(void);
+extern void R_DrawModelShadowMaps(void);
extern cvar_t cl_decals_newsystem;
extern qboolean r_shadow_usingdeferredprepass;
void R_RenderScene(void)
{
+ qboolean shadowmapping = false;
+
r_refdef.stats.renders++;
R_UpdateFogColor();
if (skyrendermasked && skyrenderlater)
{
// we have to force off the water clipping plane while rendering sky
- qboolean save = r_refdef.view.showdebug;
R_SetupView(false);
- r_refdef.view.showdebug = false;
R_Sky();
- r_refdef.view.showdebug = save;
R_SetupView(true);
if (r_timereport_active)
R_TimeReport("sky");
R_TimeReport("animation");
R_Shadow_PrepareLights();
+ if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
+ R_Shadow_PrepareModelShadows();
if (r_timereport_active)
R_TimeReport("preparelights");
+ if (R_Shadow_ShadowMappingEnabled())
+ shadowmapping = true;
+
if (r_shadow_usingdeferredprepass)
R_Shadow_DrawPrepass();
R_TimeReport("modeldepth");
}
+ if (r_shadows.integer > 0 && shadowmapping && r_refdef.lightmapintensity > 0)
+ {
+ R_DrawModelShadowMaps();
+ R_ResetViewRendering3D();
+ // don't let sound skip if going slow
+ if (r_refdef.scene.extraupdate)
+ S_ExtraUpdate ();
+ }
+
if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
{
r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
if (r_refdef.scene.extraupdate)
S_ExtraUpdate ();
- if (r_shadows.integer > 0 && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
+ if (r_shadows.integer > 0 && !shadowmapping && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
{
R_DrawModelShadows();
R_ResetViewRendering3D();
if (r_refdef.scene.extraupdate)
S_ExtraUpdate ();
- if (r_shadows.integer > 0 && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
+ if (r_shadows.integer > 0 && !shadowmapping && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
{
R_DrawModelShadows();
R_ResetViewRendering3D();
f = FS_LoadFile(name, tempmempool, true, &filesize);
if (f)
{
- if (LoadPCX_QWSkin(f, filesize, pixels, 296, 194))
+ if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
Mem_Free(f);
}
{
CHECKGLERROR
RSurf_SetupDepthAndCulling();
- if (r_showsurfaces.integer == 3 && !prepass)
+ if (r_showsurfaces.integer == 3 && !prepass && (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
{
R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
return;
{
CHECKGLERROR
RSurf_SetupDepthAndCulling();
- if (r_showsurfaces.integer == 3 && !prepass)
+ if (r_showsurfaces.integer == 3 && !prepass && (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
{
R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
return;
tridecal_t *decal;
tridecal_t *decals;
int i;
- int maxdecals;
// expand or initialize the system
if (decalsystem->maxdecals <= decalsystem->numdecals)
}
// grab a decal and search for another free slot for the next one
- maxdecals = decalsystem->maxdecals;
decals = decalsystem->decals;
decal = decalsystem->decals + (i = decalsystem->freedecal++);
for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
const msurface_t *surfaces;
const int *surfacelist;
const texture_t *texture;
- int numvertices;
int numtriangles;
int numsurfacelist;
int surfacelistindex;
int surfaceindex;
int triangleindex;
- int decalsurfaceindex;
int cornerindex;
int index;
int numpoints;
float localmins[3];
float localmaxs[3];
float localsize;
- float ilocalsize;
float v[9][3];
float tc[9][2];
float c[9][4];
Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
VectorNormalize(localnormal);
localsize = worldsize*rsurface.inversematrixscale;
- ilocalsize = 1.0f / localsize;
localmins[0] = localorigin[0] - localsize;
localmins[1] = localorigin[1] - localsize;
localmins[2] = localorigin[2] - localsize;
continue;
if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
continue;
- decalsurfaceindex = ent == r_refdef.scene.worldentity ? surfaceindex : -1;
- numvertices = surface->num_vertices;
numtriangles = surface->num_triangles;
for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
{
decalsystem_t *decalsystem = &ent->decalsystem;
int numdecals;
tridecal_t *decal;
- float fadedelay;
float faderate;
float alpha;
float *v3f;
decalsystem->lastupdatetime = cl.time;
decal = decalsystem->decals;
- fadedelay = cl_decals_time.value;
faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
// update vertex positions for animated models
{
entity_render_t *ent = rsurface.entity;
int i, j, k, l, flagsmask;
- const int *elements;
q3mbrush_t *brush;
const msurface_t *surface;
dp_model_t *model = ent->model;
GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
else
GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
- elements = (model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
R_Mesh_ColorPointer(NULL, 0, 0);
R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
const msurface_t **r_surfacelist = NULL;
void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
{
- int i, j, endj, f, flagsmask;
- texture_t *t;
+ int i, j, endj, flagsmask;
dp_model_t *model = r_refdef.scene.worldmodel;
msurface_t *surfaces;
unsigned char *update;
return;
}
- f = 0;
- t = NULL;
rsurface.uselightmaptexture = false;
rsurface.texture = NULL;
rsurface.rtlight = NULL;
void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
{
- int i, j, endj, f, flagsmask;
- texture_t *t;
+ int i, j, endj, flagsmask;
dp_model_t *model = ent->model;
msurface_t *surfaces;
unsigned char *update;
else if (prepass)
RSurf_ActiveModelEntity(ent, true, true, true);
else if (depthonly)
- RSurf_ActiveModelEntity(ent, false, false, false);
+ {
+ switch (vid.renderpath)
+ {
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
+ break;
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL11:
+ RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
+ break;
+ }
+ }
else
{
switch (vid.renderpath)
return;
}
- f = 0;
- t = NULL;
rsurface.uselightmaptexture = false;
rsurface.texture = NULL;
rsurface.rtlight = NULL;