]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
-Moved findflags and findchainflags to the prvm_cmds.c.
[xonotic/darkplaces.git] / gl_rmain.c
index 8d5a193f024de9aec01c063aa6adc6b7428381b9..656aa1182d4716c987126a223608e9b757f2f910 100644 (file)
@@ -606,7 +606,7 @@ void GL_Init (void)
        VID_CheckExtensions();
 
        // LordHavoc: report supported extensions
-       Con_DPrintf("\nengine extensions: %s\n", ENGINE_EXTENSIONS);
+       Con_DPrintf("\nengine extensions: %s\n", vm_sv_extensions );
 
        // clear to black (loading plaque will be seen over this)
        qglClearColor(0,0,0,1);
@@ -814,8 +814,8 @@ static void R_BlendView(void)
                // set the (poorly named) screenwidth and screenheight variables to
                // a power of 2 at least as large as the screen, these will define the
                // size of the texture to allocate
-               for (screenwidth = 1;screenwidth < vid.realwidth;screenwidth *= 2);
-               for (screenheight = 1;screenheight < vid.realheight;screenheight *= 2);
+               for (screenwidth = 1;screenwidth < vid.width;screenwidth *= 2);
+               for (screenheight = 1;screenheight < vid.height;screenheight *= 2);
                // allocate textures as needed
                if (!r_bloom_texture_screen)
                        r_bloom_texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
@@ -852,14 +852,14 @@ static void R_BlendView(void)
                R_Mesh_State(&m);
                // copy view into the full resolution screen image texture
                GL_ActiveTexture(0);
-               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.realheight - (r_view_y + r_view_height), r_view_width, r_view_height);
+               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height);
                c_bloomcopies++;
                c_bloomcopypixels += r_view_width * r_view_height;
                // now scale it down to the bloom size and raise to a power of itself
                // to darken it (this leaves the really bright stuff bright, and
                // everything else becomes very dark)
                // TODO: optimize with multitexture or GLSL
-               qglViewport(r_view_x, vid.realheight - (r_view_y + bloomheight), bloomwidth, bloomheight);
+               qglViewport(r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight);
                GL_BlendFunc(GL_ONE, GL_ZERO);
                GL_Color(1, 1, 1, 1);
                R_Mesh_Draw(0, 4, 2, polygonelements);
@@ -881,7 +881,7 @@ static void R_BlendView(void)
                m.pointer_texcoord[0] = varray_texcoord2f[2];
                R_Mesh_State(&m);
                GL_ActiveTexture(0);
-               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.realheight - (r_view_y + bloomheight), bloomwidth, bloomheight);
+               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight);
                c_bloomcopies++;
                c_bloomcopypixels += bloomwidth * bloomheight;
                // blend on at multiple vertical offsets to achieve a vertical blur
@@ -915,7 +915,7 @@ static void R_BlendView(void)
                }
                // copy the vertically blurred bloom view to a texture
                GL_ActiveTexture(0);
-               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.realheight - (r_view_y + bloomheight), bloomwidth, bloomheight);
+               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight);
                c_bloomcopies++;
                c_bloomcopypixels += bloomwidth * bloomheight;
                // blend the vertically blurred image at multiple offsets horizontally
@@ -950,11 +950,11 @@ static void R_BlendView(void)
                }
                // copy the blurred bloom view to a texture
                GL_ActiveTexture(0);
-               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.realheight - (r_view_y + bloomheight), bloomwidth, bloomheight);
+               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight);
                c_bloomcopies++;
                c_bloomcopypixels += bloomwidth * bloomheight;
                // go back to full view area
-               qglViewport(r_view_x, vid.realheight - (r_view_y + r_view_height), r_view_width, r_view_height);
+               qglViewport(r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height);
                // put the original screen image back in place and blend the bloom
                // texture on it
                memset(&m, 0, sizeof(m));
@@ -1022,11 +1022,11 @@ void R_RenderView(void)
        if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
                return; //Host_Error ("R_RenderView: NULL worldmodel");
 
-       r_view_width = bound(0, r_refdef.width, vid.realwidth);
-       r_view_height = bound(0, r_refdef.height, vid.realheight);
+       r_view_width = bound(0, r_refdef.width, vid.width);
+       r_view_height = bound(0, r_refdef.height, vid.height);
        r_view_depth = 1;
-       r_view_x = bound(0, r_refdef.x, vid.realwidth - r_refdef.width);
-       r_view_y = bound(0, r_refdef.y, vid.realheight - r_refdef.height);
+       r_view_x = bound(0, r_refdef.x, vid.width - r_refdef.width);
+       r_view_y = bound(0, r_refdef.y, vid.height - r_refdef.height);
        r_view_z = 0;
        r_view_fov_x = bound(1, r_refdef.fov_x, 170);
        r_view_fov_y = bound(1, r_refdef.fov_y, 170);
@@ -1039,7 +1039,7 @@ void R_RenderView(void)
        r_lightmapintensity = r_rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
 
        // GL is weird because it's bottom to top, r_view_y is top to bottom
-       qglViewport(r_view_x, vid.realheight - (r_view_y + r_view_height), r_view_width, r_view_height);
+       qglViewport(r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height);
        GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
        GL_ScissorTest(true);
        GL_DepthMask(true);
@@ -1061,7 +1061,7 @@ void R_RenderView(void)
        R_BlendView();
        R_TimeReport("blendview");
 
-       GL_Scissor(0, 0, vid.realwidth, vid.realheight);
+       GL_Scissor(0, 0, vid.width, vid.height);
        GL_ScissorTest(false);
 }
 
@@ -1453,6 +1453,7 @@ void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *plane
 
 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
 {
+       texture_t *texture = t;
        model_t *model = ent->model;
        int s = ent->skinnum;
        if ((unsigned int)s >= (unsigned int)model->numskins)
@@ -1467,9 +1468,10 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
                        s = model->skinscenes[s].firstframe;
        }
        if (s > 0)
-               t = t->currentframe = t + s * model->num_surfaces;
+               t = t + s * model->num_surfaces;
        if (t->animated)
-               t = t->currentframe = t->anim_frames[ent->frame != 0][(t->anim_total[ent->frame != 0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[ent->frame != 0]) : 0];
+               t = t->anim_frames[ent->frame != 0][(t->anim_total[ent->frame != 0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[ent->frame != 0]) : 0];
+       texture->currentframe = t;
        t->currentmaterialflags = t->basematerialflags;
        t->currentalpha = ent->alpha;
        if (t->basematerialflags & MATERIALFLAG_WATERALPHA)
@@ -1480,6 +1482,8 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
                t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_TRANSPARENT;
        else if (t->currentalpha < 1)
                t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_TRANSPARENT;
+       if (ent->effects & EF_NODEPTHTEST)
+               t->currentmaterialflags |= MATERIALFLAG_NODEPTHTEST;
 }
 
 void R_UpdateAllTextureInfo(entity_render_t *ent)
@@ -1710,7 +1714,7 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
        float *c;
        float diff[3];
        float colorpants[3], colorshirt[3];
-       float f, r, g, b, a, base, colorscale;
+       float f, r, g, b, a, colorscale;
        const msurface_t *surface;
        qboolean dolightmap;
        qboolean doambient;
@@ -1727,7 +1731,6 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
        qboolean lightmodel = false;
        rtexture_t *basetexture;
        rmeshstate_t m;
-       texture = texture->currentframe;
        if (texture->currentmaterialflags & MATERIALFLAG_NODRAW)
                return;
        c_faces += texturenumsurfaces;
@@ -1883,7 +1886,7 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                        dofullbrightshirt = false;
                        dofullbrightpants = false;
                }
-               if (dolightmap && gl_combine.integer)
+               if (dolightmap && r_textureunits.integer >= 2 && gl_combine.integer)
                {
                        memset(&m, 0, sizeof(m));
                        m.tex[1] = R_GetTexture(basetexture);
@@ -1892,12 +1895,15 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                        m.texrgbscale[1] = 2;
                        m.pointer_color = varray_color4f;
                        R_Mesh_State(&m);
-                       colorscale = 1;
+                       // transparent is not affected by r_lightmapintensity
+                       if (!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+                               colorscale = r_lightmapintensity;
+                       else
+                               colorscale = 1;
                        r = ent->colormod[0] * colorscale;
                        g = ent->colormod[1] * colorscale;
                        b = ent->colormod[2] * colorscale;
                        a = texture->currentalpha;
-                       base = r_ambient.value * (1.0f / 64.0f);
                        // q3bsp has no lightmap updates, so the lightstylevalue that
                        // would normally be baked into the lightmaptexture must be
                        // applied to the color
@@ -1925,7 +1931,7 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                GL_LockArrays(0, 0);
                        }
                }
-               else if (dolightmap && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+               else if (dolightmap && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT) && !lightmodel)
                {
                        // single texture
                        GL_BlendFunc(GL_ONE, GL_ZERO);
@@ -1943,7 +1949,7 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                        R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
                                        R_Mesh_ColorPointer(NULL);
                                }
-                               else //if (r == 1 && g == 1 && b == 1)
+                               else
                                {
                                        R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
                                        R_Mesh_ColorPointer(surface->groupmesh->data_lightmapcolor4f);
@@ -1977,12 +1983,15 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                        if (waterscrolling)
                                m.texmatrix[0] = r_waterscrollmatrix;
                        m.pointer_color = varray_color4f;
-                       colorscale = 1;
+                       colorscale = 2;
                        if (gl_combine.integer)
                        {
-                               m.texrgbscale[0] = 4;
-                               colorscale *= 0.25f;
+                               m.texrgbscale[0] = 2;
+                               colorscale = 1;
                        }
+                       // transparent is not affected by r_lightmapintensity
+                       if (!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+                               colorscale *= r_lightmapintensity;
                        R_Mesh_State(&m);
                        r = ent->colormod[0] * colorscale;
                        g = ent->colormod[1] * colorscale;
@@ -2038,9 +2047,12 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                        colorscale = 1;
                        if (gl_combine.integer)
                        {
-                               m.texrgbscale[0] = 4;
-                               colorscale *= 0.25f;
+                               m.texrgbscale[0] = 2;
+                               colorscale *= 0.5f;
                        }
+                       // transparent is not affected by r_lightmapintensity
+                       if (!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+                               colorscale *= r_lightmapintensity;
                        R_Mesh_State(&m);
                        r = ent->colormod[0] * colorpants[0] * colorscale;
                        g = ent->colormod[1] * colorpants[1] * colorscale;
@@ -2096,9 +2108,12 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                        colorscale = 1;
                        if (gl_combine.integer)
                        {
-                               m.texrgbscale[0] = 4;
-                               colorscale *= 0.25f;
+                               m.texrgbscale[0] = 2;
+                               colorscale *= 0.5f;
                        }
+                       // transparent is not affected by r_lightmapintensity
+                       if (!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+                               colorscale *= r_lightmapintensity;
                        R_Mesh_State(&m);
                        r = ent->colormod[0] * colorshirt[0] * colorscale;
                        g = ent->colormod[1] * colorshirt[1] * colorscale;
@@ -2156,14 +2171,14 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                        colorscale = 1;
                        if (gl_combine.integer)
                        {
-                               m.texrgbscale[0] = 4;
-                               colorscale *= 0.25f;
+                               m.texrgbscale[0] = 2;
+                               colorscale *= 0.5f;
                        }
                        R_Mesh_State(&m);
-                       base = r_ambient.value * (1.0f / 64.0f);
-                       r = ent->colormod[0] * colorscale * base;
-                       g = ent->colormod[1] * colorscale * base;
-                       b = ent->colormod[2] * colorscale * base;
+                       colorscale *= r_ambient.value * (1.0f / 64.0f);
+                       r = ent->colormod[0] * colorscale;
+                       g = ent->colormod[1] * colorscale;
+                       b = ent->colormod[2] * colorscale;
                        a = texture->currentalpha;
                        applycolor = r != 1 || g != 1 || b != 1 || a != 1;
                        for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
@@ -2326,7 +2341,7 @@ void R_QueueTextureSurfaceList(entity_render_t *ent, texture_t *texture, int tex
                                tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
                                tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
                                Matrix4x4_Transform(&ent->matrix, tempcenter, center);
-                               R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surface - ent->model->data_surfaces);
+                               R_MeshQueue_AddTransparent(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surface - ent->model->data_surfaces);
                        }
                }
        }
@@ -2385,8 +2400,8 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
                                        numsurfacelist = 0;
                                }
                                t = surface->texture;
-                               f = t->currentmaterialflags & flagsmask;
                                texture = t->currentframe;
+                               f = texture->currentmaterialflags & flagsmask;
                        }
                        if (f && surface->num_triangles)
                        {
@@ -2415,8 +2430,8 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
                                        numsurfacelist = 0;
                                }
                                t = surface->texture;
-                               f = t->currentmaterialflags & flagsmask;
                                texture = t->currentframe;
+                               f = texture->currentmaterialflags & flagsmask;
                        }
                        if (f && surface->num_triangles)
                        {