" lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
" lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
" lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
+" lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this\n"
" // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
" // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
" // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
{
if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
org[2] = org[2] + r_overheadsprites_pushback.value;
- R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, ent->modellight_lightdir, org, true, true);
+ R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, ent->modellight_lightdir, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
}
else
r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
{
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)
// 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;
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;
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)
*/
void R_RenderView(void)
{
+ matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
if (r_timereport_active)
R_TimeReport("start");
r_textureframe++; // used only by R_GetCurrentTexture
R_AnimCache_ClearCache();
R_FrameData_NewFrame();
+ /* adjust for stereo display */
+ if(R_Stereo_Active())
+ {
+ Matrix4x4_CreateFromQuakeEntity(&offsetmatrix, 0, r_stereo_separation.value * (0.5f - r_stereo_side), 0, 0, r_stereo_angle.value * (0.5f - r_stereo_side), 0, 1);
+ Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
+ }
+
if (r_refdef.view.isoverlay)
{
// TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
R_RenderScene();
+ r_refdef.view.matrix = originalmatrix;
+
CHECKGLERROR
return;
}
if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
+ {
+ r_refdef.view.matrix = originalmatrix;
return; //Host_Error ("R_RenderView: NULL worldmodel");
+ }
r_refdef.view.colorscale = r_hdr_scenebrightness.value;
GL_Scissor(0, 0, vid.width, vid.height);
GL_ScissorTest(false);
+ r_refdef.view.matrix = originalmatrix;
+
CHECKGLERROR
}
}
}
// if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
- Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
- Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
+ Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
+ Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
rsurface.batchvertex3f = rsurface.array_batchvertex3f;
rsurface.batchvertex3f_vertexbuffer = NULL;
rsurface.batchvertex3f_bufferoffset = 0;
rsurface.batchvertex3f_bufferoffset = 0;
if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
{
- Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
+ Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
rsurface.batchnormal3f = rsurface.array_batchnormal3f;
rsurface.batchnormal3f_vertexbuffer = NULL;
rsurface.batchnormal3f_bufferoffset = 0;
}
if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
{
- Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
+ Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
rsurface.batchsvector3f = rsurface.array_batchsvector3f;
rsurface.batchsvector3f_vertexbuffer = NULL;
rsurface.batchsvector3f_bufferoffset = 0;
rsurface.batchnormal3f_bufferoffset = 0;
if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
{
- Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
+ Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
rsurface.batchsvector3f = rsurface.array_batchsvector3f;
rsurface.batchsvector3f_vertexbuffer = NULL;
rsurface.batchsvector3f_bufferoffset = 0;
VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
}
// if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
- Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
+ Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
rsurface.batchvertex3f = rsurface.array_batchvertex3f;
rsurface.batchvertex3f_vertexbuffer = NULL;
rsurface.batchvertex3f_bufferoffset = 0;
rsurface.batchnormal3f_bufferoffset = 0;
if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
{
- Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
+ Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
rsurface.batchsvector3f = rsurface.array_batchsvector3f;
rsurface.batchsvector3f_vertexbuffer = NULL;
rsurface.batchsvector3f_bufferoffset = 0;
VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
}
// if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
- Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
+ Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
rsurface.batchvertex3f = rsurface.array_batchvertex3f;
rsurface.batchvertex3f_vertexbuffer = NULL;
rsurface.batchvertex3f_bufferoffset = 0;
rsurface.batchnormal3f_bufferoffset = 0;
if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
{
- Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
+ Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
rsurface.batchsvector3f = rsurface.array_batchsvector3f;
rsurface.batchsvector3f_vertexbuffer = NULL;
rsurface.batchsvector3f_bufferoffset = 0;
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);
}
}
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)
// 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);
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));