]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
found out why the water plane issue happend: namely, when a water plane is backface...
[xonotic/darkplaces.git] / gl_rmain.c
index 6156c5c50e7660df2b5dbb1d12f2b7ed595d1523..626762f51ddc91735eeaaecdf1e3ce03200cb73e 100644 (file)
@@ -9168,13 +9168,18 @@ void R_HDR_RenderBloomTexture(void)
 {
        int oldwidth, oldheight;
        float oldcolorscale;
+       int oldwaterstate;
 
+       oldwaterstate = r_waterstate.enabled;
        oldcolorscale = r_refdef.view.colorscale;
        oldwidth = r_refdef.view.width;
        oldheight = r_refdef.view.height;
        r_refdef.view.width = r_bloomstate.bloomwidth;
        r_refdef.view.height = r_bloomstate.bloomheight;
 
+       if(r_hdr.integer < 2)
+               r_waterstate.enabled = false;
+
        // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
        // TODO: add exposure compensation features
        // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
@@ -9194,7 +9199,7 @@ void R_HDR_RenderBloomTexture(void)
 
        // only do secondary renders with HDR if r_hdr is 2 or higher
        r_waterstate.numwaterplanes = 0;
-       if (r_waterstate.enabled && r_hdr.integer >= 2)
+       if (r_waterstate.enabled)
                R_RenderWaterPlanes();
 
        r_refdef.view.showdebug = true;
@@ -9207,6 +9212,7 @@ void R_HDR_RenderBloomTexture(void)
        R_Bloom_MakeTexture();
 
        // restore the view settings
+       r_waterstate.enabled = oldwaterstate;
        r_refdef.view.width = oldwidth;
        r_refdef.view.height = oldheight;
        r_refdef.view.colorscale = oldcolorscale;
@@ -9473,7 +9479,7 @@ void R_UpdateVariables(void)
 
        r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
        r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
-       r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
+       r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
        r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
        r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
        if (FAKELIGHT_ENABLED)
@@ -12247,13 +12253,20 @@ static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
        vec3_t vert;
        const float *v;
        r_waterstate_waterplane_t *p;
+       qboolean prepared = false;
        bestd = 0;
        for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
        {
                if(p->camera_entity != rsurface.texture->camera_entity)
                        continue;
                d = 0;
-               RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
+               if(!prepared)
+               {
+                       RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
+                       prepared = true;
+                       if(rsurface.batchnumvertices == 0)
+                               break;
+               }
                for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
                {
                        Matrix4x4_Transform(&rsurface.matrix, v, vert);
@@ -12266,6 +12279,10 @@ static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
                }
        }
        return bestplaneindex;
+       // NOTE: this MAY return a totally unrelated water plane; we can ignore
+       // this situation though, as it might be better to render single larger
+       // batches with useless stuff (backface culled for example) than to
+       // render multiple smaller batches
 }
 
 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
@@ -12618,16 +12635,23 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface
        // bind lightmap texture
 
        // water/refraction/reflection/camera surfaces have to be handled specially
-       if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)) && !r_waterstate.renderingscene)
+       if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
        {
                int start, end, startplaneindex;
                for (start = 0;start < texturenumsurfaces;start = end)
                {
                        startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
+                       if(startplaneindex < 0)
+                       {
+                               // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
+                               // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
+                               end = start + 1;
+                               continue;
+                       }
                        for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
                                ;
                        // now that we have a batch using the same planeindex, render it
-                       if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
+                       if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
                        {
                                // render water or distortion background
                                GL_DepthMask(true);
@@ -12638,7 +12662,7 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface
                                R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL);
                                RSurf_DrawBatch();
                        }
-                       else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) && !r_waterstate.renderingscene)
+                       else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
                        {
                                // render surface with reflection texture as input
                                GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));