X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_rmain.c;h=20f94ecd73d76cebdc77e350ee3d5ad36588b08a;hp=2eff5f3e4b105f201bd051f3b88bcff6634c66e2;hb=f91720d77fb7394c56a48993594ac5d93f7d0b29;hpb=a4938742a2244e7b5153b3446925cf0878ce1711 diff --git a/gl_rmain.c b/gl_rmain.c index 2eff5f3e..20f94ecd 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -44,14 +44,15 @@ static qboolean r_loadgloss; qboolean r_loadfog; static qboolean r_loaddds; static qboolean r_savedds; +static qboolean r_gpuskeletal; // // screen size info // r_refdef_t r_refdef; -cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended"}; -cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended"}; +cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"}; +cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"}; cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"}; cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"}; cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"}; @@ -77,6 +78,8 @@ cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip pla cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"}; cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"}; cvar_t r_transparent_alphatocoverage = {0, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"}; +cvar_t r_transparent_sortsurfacesbynearest = {0, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"}; +cvar_t r_transparent_useplanardistance = {0, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"}; cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"}; cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"}; cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"}; @@ -118,6 +121,7 @@ cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlightin cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"}; cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"}; cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."}; +cvar_t r_shadows_shadowmapbias = {CVAR_SAVE, "r_shadows_shadowmapbias", "-1", "sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON."}; cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"}; cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"}; cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"}; @@ -130,6 +134,8 @@ cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"}; cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"}; cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"}; +cvar_t r_celshading = {CVAR_SAVE, "r_celshading", "0", "cartoon-style light shading (OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9 +cvar_t r_celoutlines = {CVAR_SAVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred; OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"}; cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"}; @@ -147,6 +153,7 @@ cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to 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"}; +cvar_t r_usedepthtextures = {CVAR_SAVE, "r_usedepthtextures", "1", "use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware"}; cvar_t r_viewfbo = {CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"}; cvar_t r_viewscale = {CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"}; cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"}; @@ -156,6 +163,7 @@ cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_SAVE, "r_viewscale_fpsscaling_ste cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"}; cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"}; +cvar_t r_glsl_skeletal = {CVAR_SAVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"}; cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"}; cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"}; cvar_t r_glsl_offsetmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"}; @@ -192,11 +200,13 @@ cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll aro cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"}; cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"}; + cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"}; cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"}; cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"}; cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"}; cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"}; +cvar_t r_bloom_scenebrightness = {CVAR_SAVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"}; cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"}; cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"}; @@ -213,16 +223,28 @@ cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"}; -cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"}; +cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"}; cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"}; +cvar_t r_batch_multidraw = {CVAR_SAVE, "r_batch_multidraw", "1", "issue multiple glDrawElements calls when rendering a batch of surfaces with the same texture (otherwise the index data is copied to make it one draw)"}; +cvar_t r_batch_multidraw_mintriangles = {CVAR_SAVE, "r_batch_multidraw_mintriangles", "0", "minimum number of triangles to activate multidraw path (copying small groups of triangles may be faster)"}; +cvar_t r_batch_debugdynamicvertexpath = {CVAR_SAVE, "r_batch_debugdynamicvertexpath", "0", "force the dynamic batching code path for debugging purposes"}; +cvar_t r_batch_dynamicbuffer = {CVAR_SAVE, "r_batch_dynamicbuffer", "0", "use vertex/index buffers for drawing dynamic and copytriangles batches"}; + cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"}; cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"}; -cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer."}; +cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer, requires mod_q3shader_force_terrain_alphaflag on."}; cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"}; +cvar_t r_bufferdatasize[R_BUFFERDATA_COUNT] = +{ + {CVAR_SAVE, "r_bufferdatasize_vertex", "4", "vertex buffer size for one frame"}, + {CVAR_SAVE, "r_bufferdatasize_index16", "1", "index buffer size for one frame (16bit indices)"}, + {CVAR_SAVE, "r_bufferdatasize_index32", "1", "index buffer size for one frame (32bit indices)"}, + {CVAR_SAVE, "r_bufferdatasize_uniform", "0.25", "uniform buffer size for one frame"}, +}; extern cvar_t v_glslgamma; extern cvar_t v_glslgamma_2d; @@ -234,6 +256,8 @@ r_framebufferstate_t r_fb; /// shadow volume bsp struct with automatically growing nodes buffer svbsp_t r_svbsp; +int r_uniformbufferalignment = 32; // dynamically updated to match GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT + rtexture_t *r_texture_blanknormalmap; rtexture_t *r_texture_white; rtexture_t *r_texture_grey128; @@ -589,13 +613,17 @@ static void R_BuildFogHeightTexture(void) //======================================================================================================================================================= -static const char *builtinshaderstring = +static const char *builtinshaderstrings[] = +{ #include "shader_glsl.h" -; +0 +}; -const char *builtinhlslshaderstring = +const char *builtinhlslshaderstrings[] = +{ #include "shader_hlsl.h" -; +0 +}; char *glslshaderstring = NULL; char *hlslshaderstring = NULL; @@ -611,9 +639,7 @@ shaderpermutationinfo_t; typedef struct shadermodeinfo_s { - const char *vertexfilename; - const char *geometryfilename; - const char *fragmentfilename; + const char *filename; const char *pretext; const char *name; } @@ -641,63 +667,61 @@ shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] = {"#define USEOFFSETMAPPING\n", " offsetmapping"}, {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"}, {"#define USESHADOWMAP2D\n", " shadowmap2d"}, - {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"}, - {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"}, - {"#define USESHADOWSAMPLER\n", " shadowsampler"}, - {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, + {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm {"#define USESHADOWMAPORTHO\n", " shadowmaportho"}, {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"}, {"#define USEALPHAKILL\n", " alphakill"}, {"#define USEREFLECTCUBE\n", " reflectcube"}, {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"}, {"#define USEBOUNCEGRID\n", " bouncegrid"}, - {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, + {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm {"#define USETRIPPY\n", " trippy"}, + {"#define USEDEPTHRGB\n", " depthrgb"}, + {"#define USEALPHAGENVERTEX\n", " alphagenvertex"}, + {"#define USESKELETAL\n", " skeletal"} }; // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS! shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] = { - {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"}, - {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"}, - {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"}, - {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"}, - {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"}, - {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"}, - {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"}, - {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"}, - {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"}, - {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"}, - {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"}, - {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"}, - {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"}, - {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"}, - {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"}, - {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"}, - {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"}, - {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"}, + {"glsl/default.glsl", "#define MODE_GENERIC\n", " generic"}, + {"glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"}, + {"glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"}, + {"glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"}, + {"glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"}, + {"glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"}, + {"glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"}, + {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"}, + {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"}, + {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"}, + {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"}, + {"glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"}, + {"glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"}, + {"glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"}, + {"glsl/default.glsl", "#define MODE_WATER\n", " water"}, + {"glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"}, + {"glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"}, }; shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] = { - {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"}, - {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"}, - {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"}, - {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"}, - {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"}, - {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"}, - {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"}, - {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"}, - {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"}, - {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"}, - {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"}, - {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"}, - {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"}, - {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"}, - {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"}, - {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"}, - {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"}, - {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"}, + {"hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"}, + {"hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"}, + {"hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"}, + {"hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"}, + {"hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"}, + {"hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"}, + {"hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"}, + {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"}, + {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"}, + {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"}, + {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"}, + {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"}, + {"hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"}, + {"hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"}, + {"hlsl/default.hlsl", "#define MODE_WATER\n", " water"}, + {"hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"}, + {"hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"}, }; struct r_glsl_permutation_s; @@ -736,7 +760,6 @@ typedef struct r_glsl_permutation_s int tex_Texture_Reflection; int tex_Texture_ShadowMap2D; int tex_Texture_CubeProjection; - int tex_Texture_ScreenDepth; int tex_Texture_ScreenNormalMap; int tex_Texture_ScreenDiffuse; int tex_Texture_ScreenSpecular; @@ -767,7 +790,6 @@ typedef struct r_glsl_permutation_s int loc_Texture_Reflection; int loc_Texture_ShadowMap2D; int loc_Texture_CubeProjection; - int loc_Texture_ScreenDepth; int loc_Texture_ScreenNormalMap; int loc_Texture_ScreenDiffuse; int loc_Texture_ScreenSpecular; @@ -813,6 +835,7 @@ typedef struct r_glsl_permutation_s int loc_ShadowMap_Parameters; int loc_ShadowMap_TextureScale; int loc_SpecularPower; + int loc_Skeletal_Transform12; int loc_UserVec1; int loc_UserVec2; int loc_UserVec3; @@ -831,6 +854,10 @@ typedef struct r_glsl_permutation_s int loc_NormalmapScrollBlend; int loc_BounceGridMatrix; int loc_BounceGridIntensity; + /// uniform block bindings + int ubibind_Skeletal_Transform12_UniformBlock; + /// uniform block indices + int ubiloc_Skeletal_Transform12_UniformBlock; } r_glsl_permutation_t; @@ -849,14 +876,22 @@ enum SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping + SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1 + SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2 + SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler + SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math) + SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines) }; -#define SHADERSTATICPARMS_COUNT 8 +#define SHADERSTATICPARMS_COUNT 13 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT]; static int shaderstaticparms_count = 0; static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0}; #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F)) + +extern qboolean r_shadow_shadowmapsampler; +extern int r_shadow_shadowmappcf; qboolean R_CompileShader_CheckStaticParms(void) { static int r_compileshader_staticparms_save[1]; @@ -883,6 +918,18 @@ qboolean R_CompileShader_CheckStaticParms(void) } if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0) R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD); + + if (r_shadow_shadowmapsampler) + R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER); + if (r_shadow_shadowmappcf > 1) + R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2); + else if (r_shadow_shadowmappcf) + R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1); + if (r_celshading.integer) + R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING); + if (r_celoutlines.integer) + R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES); + return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0; } @@ -891,7 +938,7 @@ qboolean R_CompileShader_CheckStaticParms(void) shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \ else \ shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n" -void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation) +static void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation) { shaderstaticparms_count = 0; @@ -904,6 +951,11 @@ void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation) R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4"); R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS"); R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD"); + R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1"); + R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2"); + R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER"); + R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING"); + R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES"); } /// information about each possible shader permutation @@ -938,25 +990,68 @@ static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned return p; } -static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice) +static char *R_ShaderStrCat(const char **strings) +{ + char *string, *s; + const char **p = strings; + const char *t; + size_t len = 0; + for (p = strings;(t = *p);p++) + len += strlen(t); + len++; + s = string = (char *)Mem_Alloc(r_main_mempool, len); + len = 0; + for (p = strings;(t = *p);p++) + { + len = strlen(t); + memcpy(s, t, len); + s += len; + } + *s = 0; + return string; +} + +static char *R_GetShaderText(const char *filename, qboolean printfromdisknotice, qboolean builtinonly) { char *shaderstring; if (!filename || !filename[0]) return NULL; + // LordHavoc: note that FS_LoadFile appends a 0 byte to make it a valid string, so does R_ShaderStrCat if (!strcmp(filename, "glsl/default.glsl")) { + if (builtinonly) + return R_ShaderStrCat(builtinshaderstrings); if (!glslshaderstring) { glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL); if (glslshaderstring) Con_DPrintf("Loading shaders from file %s...\n", filename); else - glslshaderstring = (char *)builtinshaderstring; + glslshaderstring = R_ShaderStrCat(builtinshaderstrings); } shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1); memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1); return shaderstring; } + if (!strcmp(filename, "hlsl/default.hlsl")) + { + if (builtinonly) + return R_ShaderStrCat(builtinhlslshaderstrings); + if (!hlslshaderstring) + { + hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL); + if (hlslshaderstring) + Con_DPrintf("Loading shaders from file %s...\n", filename); + else + hlslshaderstring = R_ShaderStrCat(builtinhlslshaderstrings); + } + shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1); + memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1); + return shaderstring; + } + // we don't have builtin strings for any other files + if (builtinonly) + return NULL; shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL); if (shaderstring) { @@ -970,16 +1065,17 @@ static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice) static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation) { int i; + int ubibind; int sampler; shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode; - char *vertexstring, *geometrystring, *fragmentstring; + char *sourcestring; char permutationname[256]; int vertstrings_count = 0; int geomstrings_count = 0; int fragstrings_count = 0; - const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1]; - const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1]; - const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1]; + const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1]; + const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1]; + const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1]; if (p->compiled) return; @@ -987,14 +1083,22 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode p->program = 0; permutationname[0] = 0; - vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true); - geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false); - fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false); + sourcestring = R_GetShaderText(modeinfo->filename, true, false); - strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname)); + strlcat(permutationname, modeinfo->filename, sizeof(permutationname)); + // we need 140 for r_glsl_skeletal (GL_ARB_uniform_buffer_object) + if(vid.support.glshaderversion >= 140) + { + vertstrings_list[vertstrings_count++] = "#version 140\n"; + geomstrings_list[geomstrings_count++] = "#version 140\n"; + fragstrings_list[fragstrings_count++] = "#version 140\n"; + vertstrings_list[vertstrings_count++] = "#define GLSL140\n"; + geomstrings_list[geomstrings_count++] = "#define GLSL140\n"; + fragstrings_list[fragstrings_count++] = "#define GLSL140\n"; + } // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad) - if(vid.support.gl20shaders130) + else if(vid.support.glshaderversion >= 130) { vertstrings_list[vertstrings_count++] = "#version 130\n"; geomstrings_list[geomstrings_count++] = "#version 130\n"; @@ -1045,17 +1149,9 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode fragstrings_count += shaderstaticparms_count; // now append the shader text itself - vertstrings_list[vertstrings_count++] = vertexstring; - geomstrings_list[geomstrings_count++] = geometrystring; - fragstrings_list[fragstrings_count++] = fragmentstring; - - // if any sources were NULL, clear the respective list - if (!vertexstring) - vertstrings_count = 0; - if (!geometrystring) - geomstrings_count = 0; - if (!fragmentstring) - fragstrings_count = 0; + vertstrings_list[vertstrings_count++] = sourcestring; + geomstrings_list[geomstrings_count++] = sourcestring; + fragstrings_list[fragstrings_count++] = sourcestring; // compile the shader program if (vertstrings_count + geomstrings_count + fragstrings_count) @@ -1090,7 +1186,6 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection"); p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D"); p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection"); - p->loc_Texture_ScreenDepth = qglGetUniformLocation(p->program, "Texture_ScreenDepth"); p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap"); p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse"); p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular"); @@ -1178,13 +1273,13 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode p->tex_Texture_Reflection = -1; p->tex_Texture_ShadowMap2D = -1; p->tex_Texture_CubeProjection = -1; - p->tex_Texture_ScreenDepth = -1; p->tex_Texture_ScreenNormalMap = -1; p->tex_Texture_ScreenDiffuse = -1; p->tex_Texture_ScreenSpecular = -1; p->tex_Texture_ReflectMask = -1; p->tex_Texture_ReflectCube = -1; p->tex_Texture_BounceGrid = -1; + // bind the texture samplers in use sampler = 0; if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;} if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;} @@ -1209,13 +1304,20 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;} if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;} if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;} - if (p->loc_Texture_ScreenDepth >= 0) {p->tex_Texture_ScreenDepth = sampler;qglUniform1i(p->loc_Texture_ScreenDepth , sampler);sampler++;} if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;} if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;} if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;} if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;} if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;} if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;} + // get the uniform block indices so we can bind them + p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock"); + // clear the uniform block bindings + p->ubibind_Skeletal_Transform12_UniformBlock = -1; + // bind the uniform blocks in use + ubibind = 0; + if (p->ubiloc_Skeletal_Transform12_UniformBlock >= 0) {p->ubibind_Skeletal_Transform12_UniformBlock = ubibind;qglUniformBlockBinding(p->program, p->ubiloc_Skeletal_Transform12_UniformBlock, ubibind);ubibind++;} + // we're done compiling and setting up the shader, at least until it is used CHECKGLERROR Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler); } @@ -1223,15 +1325,11 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname); // free the strings - if (vertexstring) - Mem_Free(vertexstring); - if (geometrystring) - Mem_Free(geometrystring); - if (fragmentstring) - Mem_Free(fragmentstring); + if (sourcestring) + Mem_Free(sourcestring); } -void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation) +static void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation) { r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation); if (r_glsl_permutation != perm) @@ -1260,7 +1358,7 @@ void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutatio } if (i >= SHADERPERMUTATION_COUNT) { - //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext); + //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext); r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation); qglUseProgram(0);CHECKGLERROR return; // no bit left to clear, entire mode is broken @@ -1401,35 +1499,6 @@ static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned return p; } -static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice) -{ - char *shaderstring; - if (!filename || !filename[0]) - return NULL; - if (!strcmp(filename, "hlsl/default.hlsl")) - { - if (!hlslshaderstring) - { - hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL); - if (hlslshaderstring) - Con_DPrintf("Loading shaders from file %s...\n", filename); - else - hlslshaderstring = (char *)builtinhlslshaderstring; - } - shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1); - memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1); - return shaderstring; - } - shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL); - if (shaderstring) - { - if (printfromdisknotice) - Con_DPrintf("from disk %s... ", filename); - return shaderstring; - } - return shaderstring; -} - #include //#include //#include @@ -1452,13 +1521,14 @@ static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, c int psresult = 0; char temp[MAX_INPUTLINE]; const char *vsversion = "vs_3_0", *psversion = "ps_3_0"; + char vabuf[1024]; qboolean debugshader = gl_paranoid.integer != 0; if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";} if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";} if (!debugshader) { - vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize); - psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize); + vsbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.vsbin", cachename), r_main_mempool, true, &vsbinsize); + psbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.psbin", cachename), r_main_mempool, true, &psbinsize); } if ((!vsbin && vertstring) || (!psbin && fragstring)) { @@ -1497,6 +1567,18 @@ static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, c {"D3DXCompileShader", (void **) &qD3DXCompileShader}, {NULL, NULL} }; + // LordHavoc: the June 2010 SDK lacks these macros to make ID3DXBuffer usable in C, and to make it work in both C and C++ the macros are needed... +#ifndef ID3DXBuffer_GetBufferPointer +#if !defined(__cplusplus) || defined(CINTERFACE) +#define ID3DXBuffer_GetBufferPointer(p) (p)->lpVtbl->GetBufferPointer(p) +#define ID3DXBuffer_GetBufferSize(p) (p)->lpVtbl->GetBufferSize(p) +#define ID3DXBuffer_Release(p) (p)->lpVtbl->Release(p) +#else +#define ID3DXBuffer_GetBufferPointer(p) (p)->GetBufferPointer() +#define ID3DXBuffer_GetBufferSize(p) (p)->GetBufferSize() +#define ID3DXBuffer_Release(p) (p)->Release() +#endif +#endif if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs)) { DWORD shaderflags = 0; @@ -1508,50 +1590,46 @@ static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, c { if (debugshader) { -// vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog); -// FS_WriteFile(va("%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize()); - FS_WriteFile(va("%s_vs.fx", cachename), vertstring, strlen(vertstring)); - vsresult = qD3DXCompileShaderFromFileA(va("%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable); + FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vertstring, strlen(vertstring)); + vsresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable); } else vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable); if (vsbuffer) { - vsbinsize = vsbuffer->GetBufferSize(); + vsbinsize = ID3DXBuffer_GetBufferSize(vsbuffer); vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize); - memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize); - vsbuffer->Release(); + memcpy(vsbin, ID3DXBuffer_GetBufferPointer(vsbuffer), vsbinsize); + ID3DXBuffer_Release(vsbuffer); } if (vslog) { - strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize())); + strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(vslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(vslog))); Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp); - vslog->Release(); + ID3DXBuffer_Release(vslog); } } if (fragstring && fragstring[0]) { if (debugshader) { -// psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog); -// FS_WriteFile(va("%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize()); - FS_WriteFile(va("%s_ps.fx", cachename), fragstring, strlen(fragstring)); - psresult = qD3DXCompileShaderFromFileA(va("%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable); + FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), fragstring, strlen(fragstring)); + psresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable); } else psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable); if (psbuffer) { - psbinsize = psbuffer->GetBufferSize(); + psbinsize = ID3DXBuffer_GetBufferSize(psbuffer); psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize); - memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize); - psbuffer->Release(); + memcpy(psbin, ID3DXBuffer_GetBufferPointer(psbuffer), psbinsize); + ID3DXBuffer_Release(psbuffer); } if (pslog) { - strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize())); + strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(pslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(pslog))); Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp); - pslog->Release(); + ID3DXBuffer_Release(pslog); } } Sys_UnloadLibrary(&d3dx9_dll); @@ -1581,16 +1659,16 @@ static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode int geomstring_length = 0; int fragstring_length = 0; char *t; - char *vertexstring, *geometrystring, *fragmentstring; + char *sourcestring; char *vertstring, *geomstring, *fragstring; char permutationname[256]; char cachename[256]; int vertstrings_count = 0; int geomstrings_count = 0; int fragstrings_count = 0; - const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1]; - const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1]; - const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1]; + const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1]; + const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1]; + const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1]; if (p->compiled) return; @@ -1600,11 +1678,9 @@ static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode permutationname[0] = 0; cachename[0] = 0; - vertexstring = R_HLSL_GetText(modeinfo->vertexfilename, true); - geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false); - fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false); + sourcestring = R_GetShaderText(modeinfo->filename, true, false); - strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname)); + strlcat(permutationname, modeinfo->filename, sizeof(permutationname)); strlcat(cachename, "hlsl/", sizeof(cachename)); // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler @@ -1663,17 +1739,9 @@ static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode cachename[i] = '_'; // now append the shader text itself - vertstrings_list[vertstrings_count++] = vertexstring; - geomstrings_list[geomstrings_count++] = geometrystring; - fragstrings_list[fragstrings_count++] = fragmentstring; - - // if any sources were NULL, clear the respective list - if (!vertexstring) - vertstrings_count = 0; - if (!geometrystring) - geomstrings_count = 0; - if (!fragmentstring) - fragstrings_count = 0; + vertstrings_list[vertstrings_count++] = sourcestring; + geomstrings_list[geomstrings_count++] = sourcestring; + fragstrings_list[fragstrings_count++] = sourcestring; vertstring_length = 0; for (i = 0;i < vertstrings_count;i++) @@ -1711,12 +1779,8 @@ static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode Mem_Free(geomstring); if (fragstring) Mem_Free(fragstring); - if (vertexstring) - Mem_Free(vertexstring); - if (geometrystring) - Mem_Free(geometrystring); - if (fragmentstring) - Mem_Free(fragmentstring); + if (sourcestring) + Mem_Free(sourcestring); } static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);} @@ -1762,7 +1826,7 @@ void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutatio } if (i >= SHADERPERMUTATION_COUNT) { - //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext); + //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext); r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation); return; // no bit left to clear, entire mode is broken } @@ -1777,7 +1841,7 @@ void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutatio } #endif -void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation) +static void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation) { DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer); DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f); @@ -1788,10 +1852,10 @@ void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutatio void R_GLSL_Restart_f(void) { unsigned int i, limit; - if (glslshaderstring && glslshaderstring != builtinshaderstring) + if (glslshaderstring) Mem_Free(glslshaderstring); glslshaderstring = NULL; - if (hlslshaderstring && hlslshaderstring != builtinhlslshaderstring) + if (hlslshaderstring) Mem_Free(hlslshaderstring); hlslshaderstring = NULL; switch(vid.renderpath) @@ -1849,44 +1913,46 @@ void R_GLSL_Restart_f(void) } } -void R_GLSL_DumpShader_f(void) +static void R_GLSL_DumpShader_f(void) { - int i; + int i, language, mode, dupe; + char *text; + shadermodeinfo_t *modeinfo; qfile_t *file; - file = FS_OpenRealFile("glsl/default.glsl", "w", false); - if (file) + for (language = 0;language < 2;language++) { - FS_Print(file, "/* The engine may define the following macros:\n"); - FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n"); - for (i = 0;i < SHADERMODE_COUNT;i++) - FS_Print(file, glslshadermodeinfo[i].pretext); - for (i = 0;i < SHADERPERMUTATION_COUNT;i++) - FS_Print(file, shaderpermutationinfo[i].pretext); - FS_Print(file, "*/\n"); - FS_Print(file, builtinshaderstring); - FS_Close(file); - Con_Printf("glsl/default.glsl written\n"); - } - else - Con_Printf("failed to write to glsl/default.glsl\n"); - - file = FS_OpenRealFile("hlsl/default.hlsl", "w", false); - if (file) - { - FS_Print(file, "/* The engine may define the following macros:\n"); - FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n"); - for (i = 0;i < SHADERMODE_COUNT;i++) - FS_Print(file, hlslshadermodeinfo[i].pretext); - for (i = 0;i < SHADERPERMUTATION_COUNT;i++) - FS_Print(file, shaderpermutationinfo[i].pretext); - FS_Print(file, "*/\n"); - FS_Print(file, builtinhlslshaderstring); - FS_Close(file); - Con_Printf("hlsl/default.hlsl written\n"); + modeinfo = (language == 0 ? glslshadermodeinfo : hlslshadermodeinfo); + for (mode = 0;mode < SHADERMODE_COUNT;mode++) + { + // don't dump the same file multiple times (most or all shaders come from the same file) + for (dupe = mode - 1;dupe >= 0;dupe--) + if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename)) + break; + if (dupe >= 0) + continue; + text = R_GetShaderText(modeinfo[mode].filename, false, true); + if (!text) + continue; + file = FS_OpenRealFile(modeinfo[mode].filename, "w", false); + if (file) + { + FS_Print(file, "/* The engine may define the following macros:\n"); + FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n"); + for (i = 0;i < SHADERMODE_COUNT;i++) + FS_Print(file, modeinfo[i].pretext); + for (i = 0;i < SHADERPERMUTATION_COUNT;i++) + FS_Print(file, shaderpermutationinfo[i].pretext); + FS_Print(file, "*/\n"); + FS_Print(file, text); + FS_Close(file); + Con_Printf("%s written\n", modeinfo[mode].filename); + } + else + Con_Printf("failed to write to %s\n", modeinfo[mode].filename); + Mem_Free(text); + } } - else - Con_Printf("failed to write to hlsl/default.hlsl\n"); } void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha) @@ -1933,8 +1999,10 @@ void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemod case RENDERPATH_GL20: case RENDERPATH_GLES2: R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation); - R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first ); - R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second); + if (r_glsl_permutation->tex_Texture_First >= 0) + R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first ); + if (r_glsl_permutation->tex_Texture_Second >= 0) + R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second); if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps); break; @@ -1942,12 +2010,18 @@ void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemod case RENDERPATH_GLES1: R_Mesh_TexBind(0, first ); R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1); + R_Mesh_TexMatrix(0, NULL); R_Mesh_TexBind(1, second); if (second) + { R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1); + R_Mesh_TexMatrix(1, NULL); + } break; case RENDERPATH_GL11: R_Mesh_TexBind(0, first ); + R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1); + R_Mesh_TexMatrix(0, NULL); break; case RENDERPATH_SOFT: R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation); @@ -1962,11 +2036,16 @@ void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy) R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false); } -void R_SetupShader_DepthOrShadow(qboolean notrippy) +void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal) { unsigned int permutation = 0; if (r_trippy.integer && !notrippy) permutation |= SHADERPERMUTATION_TRIPPY; + if (depthrgb) + permutation |= SHADERPERMUTATION_DEPTHRGB; + if (skeletal) + permutation |= SHADERPERMUTATION_SKELETAL; + if (vid.allowalphatocoverage) GL_AlphaToCoverage(false); switch (vid.renderpath) @@ -1985,6 +2064,7 @@ void R_SetupShader_DepthOrShadow(qboolean notrippy) case RENDERPATH_GL20: case RENDERPATH_GLES2: R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation); + if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size); break; case RENDERPATH_GL13: case RENDERPATH_GLES1: @@ -2000,43 +2080,7 @@ void R_SetupShader_DepthOrShadow(qboolean notrippy) } } -void R_SetupShader_ShowDepth(qboolean notrippy) -{ - int permutation = 0; - if (r_trippy.integer && !notrippy) - permutation |= SHADERPERMUTATION_TRIPPY; - if (vid.allowalphatocoverage) - GL_AlphaToCoverage(false); - switch (vid.renderpath) - { - case RENDERPATH_D3D9: -#ifdef SUPPORTHLSL - R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, permutation); -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_GL20: - case RENDERPATH_GLES2: - R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, permutation); - break; - case RENDERPATH_GL13: - case RENDERPATH_GLES1: - break; - case RENDERPATH_GL11: - break; - case RENDERPATH_SOFT: - R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, permutation); - break; - } -} - extern qboolean r_shadow_usingdeferredprepass; -extern cvar_t r_shadow_deferred_8bitrange; extern rtexture_t *r_shadow_attenuationgradienttexture; extern rtexture_t *r_shadow_attenuation2dtexture; extern rtexture_t *r_shadow_attenuation3dtexture; @@ -2045,18 +2089,15 @@ 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 qboolean r_shadow_shadowmapsampler; -extern int r_shadow_shadowmappcf; -extern rtexture_t *r_shadow_shadowmap2dtexture; -extern rtexture_t *r_shadow_shadowmap2dcolortexture; +extern rtexture_t *r_shadow_shadowmap2ddepthbuffer; +extern rtexture_t *r_shadow_shadowmap2ddepthtexture; 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; -extern rtexture_t *r_shadow_prepassgeometrydepthtexture; +extern rtexture_t *r_shadow_prepassgeometrydepthbuffer; extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture; -extern rtexture_t *r_shadow_prepassgeometrydepthcolortexture; extern rtexture_t *r_shadow_prepasslightingdiffusetexture; extern rtexture_t *r_shadow_prepasslightingspeculartexture; @@ -2132,6 +2173,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER) { mode = SHADERMODE_WATER; + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX) + permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX; if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)) { // this is the right thing to do for wateralpha @@ -2148,15 +2191,17 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION) { mode = SHADERMODE_REFRACTION; + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX) + permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX; GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } else { mode = SHADERMODE_GENERIC; - permutation |= SHADERPERMUTATION_DIFFUSE; - GL_BlendFunc(GL_ONE, GL_ZERO); - blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO); + permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL; + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } if (vid.allowalphatocoverage) GL_AlphaToCoverage(false); @@ -2196,6 +2241,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, } if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND) permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND; + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX) + permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX; // light source mode = SHADERMODE_LIGHTSOURCE; if (rsurface.rtlight->currentcubemap != r_texture_whitecube) @@ -2214,12 +2261,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, if(r_shadow_shadowmapvsdct) permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT; - if (r_shadow_shadowmapsampler) - permutation |= SHADERPERMUTATION_SHADOWSAMPLER; - if (r_shadow_shadowmappcf > 1) - permutation |= SHADERPERMUTATION_SHADOWMAPPCF2; - else if (r_shadow_shadowmappcf) - permutation |= SHADERPERMUTATION_SHADOWMAPPCF; + if (r_shadow_shadowmap2ddepthbuffer) + permutation |= SHADERPERMUTATION_DEPTHRGB; } if (rsurface.texture->reflectmasktexture) permutation |= SHADERPERMUTATION_REFLECTCUBE; @@ -2242,10 +2285,12 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, } if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND) permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND; + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX) + permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX; // unshaded geometry (fullbright or ambient model lighting) mode = SHADERMODE_FLATCOLOR; ambientscale = diffusescale = specularscale = 0; - if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer) + if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer) permutation |= SHADERPERMUTATION_GLOW; if (r_refdef.fogenabled) permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE); @@ -2256,12 +2301,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, permutation |= SHADERPERMUTATION_SHADOWMAPORTHO; 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 (r_shadow_shadowmap2ddepthbuffer) + permutation |= SHADERPERMUTATION_DEPTHRGB; } if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) permutation |= SHADERPERMUTATION_REFLECTION; @@ -2295,9 +2336,11 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, } if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND) permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND; + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX) + permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX; // directional model lighting mode = SHADERMODE_LIGHTDIRECTION; - if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer) + if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer) permutation |= SHADERPERMUTATION_GLOW; permutation |= SHADERPERMUTATION_DIFFUSE; if (specularscale > 0) @@ -2311,12 +2354,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, permutation |= SHADERPERMUTATION_SHADOWMAPORTHO; 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 (r_shadow_shadowmap2ddepthbuffer) + permutation |= SHADERPERMUTATION_DEPTHRGB; } if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) permutation |= SHADERPERMUTATION_REFLECTION; @@ -2358,9 +2397,11 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, } if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND) permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND; + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX) + permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX; // ambient model lighting mode = SHADERMODE_LIGHTDIRECTION; - if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer) + if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer) permutation |= SHADERPERMUTATION_GLOW; if (r_refdef.fogenabled) permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE); @@ -2371,12 +2412,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, permutation |= SHADERPERMUTATION_SHADOWMAPORTHO; 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 (r_shadow_shadowmap2ddepthbuffer) + permutation |= SHADERPERMUTATION_DEPTHRGB; } if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) permutation |= SHADERPERMUTATION_REFLECTION; @@ -2418,8 +2455,10 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, } if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND) permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND; + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX) + permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX; // lightmapped wall - if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer) + if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer) permutation |= SHADERPERMUTATION_GLOW; if (r_refdef.fogenabled) permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE); @@ -2430,12 +2469,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, permutation |= SHADERPERMUTATION_SHADOWMAPORTHO; 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 (r_shadow_shadowmap2ddepthbuffer) + permutation |= SHADERPERMUTATION_DEPTHRGB; } if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) permutation |= SHADERPERMUTATION_REFLECTION; @@ -2513,8 +2548,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, { case RENDERPATH_D3D9: #ifdef SUPPORTD3D - RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist); - R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer); + RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist); + R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmesh_vertexbuffer, rsurface.batchvertexmesh_bufferoffset); R_SetupShader_SetPermutationHLSL(mode, permutation); Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f); if (mode == SHADERMODE_LIGHTSOURCE) @@ -2558,8 +2593,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]); hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]); hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale); - hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value); - hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value); + hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]); + hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale); hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]); hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]); } @@ -2568,8 +2603,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]); hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]); hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale); - hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value); - hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value); + hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale); + hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale); } // additive passes are only darkened by fog, not tinted if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0) @@ -2610,7 +2645,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer), max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer) ); - hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer); + hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality); hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias); hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]); hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height); @@ -2642,13 +2677,12 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, { if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black); } -// if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture ); // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture ); if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture ); if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture ); if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))) { - R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture); + R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture); if (rsurface.rtlight) { if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap ); @@ -2667,7 +2701,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, case RENDERPATH_GLES2: if (!vid.useinterleavedarrays) { - RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist); + RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist); R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset); R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset); R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset); @@ -2675,13 +2709,20 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset); R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset); R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset); + R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset); + R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset); } else { - RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist); - R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer); + RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0) | (rsurface.entityskeletaltransform3x4 ? BATCHNEED_VERTEXMESH_SKELETAL : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist); + R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmesh_vertexbuffer, rsurface.batchvertexmesh_bufferoffset); } + // this has to be after RSurf_PrepareVerticesForBatch + if (rsurface.batchskeletaltransform3x4buffer) + permutation |= SHADERPERMUTATION_SKELETAL; R_SetupShader_SetPermutationGLSL(mode, permutation); + if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size); if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);} if (mode == SHADERMODE_LIGHTSOURCE) { @@ -2708,8 +2749,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]); if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]); if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale); - if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value); - if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value); + if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]); + if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale); if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]); if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]); } @@ -2718,8 +2759,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]); if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]); if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale); - if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value); - if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value); + if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale); + if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale); } // additive passes are only darkened by fog, not tinted if (r_glsl_permutation->loc_FogColor >= 0) @@ -2772,7 +2813,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer), max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer) ); - if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer); + if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality); if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias); if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]); if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height); @@ -2809,13 +2850,12 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, { if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black); } - if (r_glsl_permutation->tex_Texture_ScreenDepth >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture ); if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture ); if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture ); if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture ); if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))) { - if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2dtexture ); + if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture ); if (rsurface.rtlight) { if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap ); @@ -2830,7 +2870,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, case RENDERPATH_GLES1: break; case RENDERPATH_SOFT: - RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist); + RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist); R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f); R_SetupShader_SetPermutationSoft(mode, permutation); {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);} @@ -2858,8 +2898,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]); DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]); DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale); - DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value); - DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value); + DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]); + DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale); DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]); DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]); } @@ -2868,8 +2908,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]); DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]); DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale); - DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value); - DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value); + DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale); + DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale); } // additive passes are only darkened by fog, not tinted if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0) @@ -2919,7 +2959,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer), max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer) ); - DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer); + DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality); DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias); DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]); DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height); @@ -2951,13 +2991,12 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, { if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black); } -// if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture ); // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture ); if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture ); if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture ); if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))) { - R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture); + R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture); if (rsurface.rtlight) { if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap ); @@ -2986,7 +3025,6 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight) matrix4x4_t viewtolight; matrix4x4_t lighttoview; float viewtolight16f[16]; - float range = 1.0f / r_shadow_deferred_8bitrange.value; // light source mode = SHADERMODE_DEFERREDLIGHTSOURCE; if (rtlight->currentcubemap != r_texture_whitecube) @@ -3001,12 +3039,8 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight) if (r_shadow_shadowmapvsdct) permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT; - if (r_shadow_shadowmapsampler) - permutation |= SHADERPERMUTATION_SHADOWSAMPLER; - if (r_shadow_shadowmappcf > 1) - permutation |= SHADERPERMUTATION_SHADOWMAPPCF2; - else if (r_shadow_shadowmappcf) - permutation |= SHADERPERMUTATION_SHADOWMAPPCF; + if (r_shadow_shadowmap2ddepthbuffer) + permutation |= SHADERPERMUTATION_DEPTHRGB; } if (vid.allowalphatocoverage) GL_AlphaToCoverage(false); @@ -3021,9 +3055,9 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight) R_SetupShader_SetPermutationHLSL(mode, permutation); hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]); hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f); - hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range); - hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range); - hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range); + hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale ); + hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale ); + hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale); hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]); hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]); hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f); @@ -3031,10 +3065,9 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight) hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height); R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture ); - R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthcolortexture ); R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture ); R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap ); - R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dcolortexture ); + R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture ); R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture ); #endif break; @@ -3049,9 +3082,9 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight) R_SetupShader_SetPermutationGLSL(mode, permutation); if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]); if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f); - if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range); - if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range); - if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range); + if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale ); + if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale ); + if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale); if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]); if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( 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) qglUniform1f( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f); @@ -3059,10 +3092,9 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight) if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height); if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture ); - if (r_glsl_permutation->tex_Texture_ScreenDepth >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture ); if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture ); if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap ); - if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture ); + if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture ); if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture ); break; case RENDERPATH_GL11: @@ -3073,9 +3105,9 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight) R_SetupShader_SetPermutationGLSL(mode, permutation); DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]); DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1 , 1, false, viewtolight16f); - DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range); - DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range); - DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range); + DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale ); + DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale ); + DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale); DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]); DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]); DPSOFTRAST_Uniform1f( DPSOFTRAST_UNIFORM_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f); @@ -3083,10 +3115,9 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight) DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height); R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture ); - R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture ); R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture ); R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap ); - R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture ); + R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture ); R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture ); break; } @@ -3288,6 +3319,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole int miplevel = R_PicmipForFlags(textureflags); int savemiplevel = miplevel; int mymiplevel; + char vabuf[1024]; if (cls.state == ca_dedicated) return NULL; @@ -3302,7 +3334,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole Image_StripImageExtension(name, basename, sizeof(basename)); // check for DDS texture file first - if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel))) + if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false))) { basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel); if (basepixels == NULL) @@ -3336,7 +3368,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole skinframe->hasalpha = ddshasalpha; VectorCopy(ddsavgcolor, skinframe->avgcolor); if (r_loadfog && skinframe->hasalpha) - skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel); + skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel, true); //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]); } else @@ -3365,7 +3397,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole pixels[j+2] = 255; pixels[j+3] = basepixels[j+3]; } - skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL); + skinframe->fog = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL); Mem_Free(pixels); } } @@ -3373,9 +3405,9 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole #ifndef USE_GLES2 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]); if (r_savedds && qglGetCompressedTexImageARB && skinframe->base) - R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha); + R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha); if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog) - R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true); + R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true); #endif } @@ -3383,30 +3415,30 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole { mymiplevel = savemiplevel; if (r_loadnormalmap) - skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel); - skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel); + skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), false, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel, true); + skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true); if (r_loadgloss) - skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel); - skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel); - skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel); - skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel); + skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true); + skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true); + skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true); + skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true); } // _norm is the name used by tenebrae and has been adopted as standard if (r_loadnormalmap && skinframe->nmap == NULL) { mymiplevel = savemiplevel; - if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL) + if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL) { - skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL); + skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL); Mem_Free(pixels); pixels = NULL; } - else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL) + else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != 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); - skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL); + skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL); Mem_Free(pixels); Mem_Free(bumppixels); } @@ -3414,71 +3446,71 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole { pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4); Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value); - skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL); + skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL); Mem_Free(pixels); } #ifndef USE_GLES2 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap) - R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true); + R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true); #endif } // _luma is supported only for tenebrae compatibility // _glow is the preferred name mymiplevel = savemiplevel; - if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, false, &mymiplevel)))) + if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel)))) { - skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL); + skinframe->glow = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL); #ifndef USE_GLES2 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow) - R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true); + R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true); #endif Mem_Free(pixels);pixels = NULL; } mymiplevel = savemiplevel; - if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, false, &mymiplevel))) + if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel))) { - skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL); + skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL); #ifndef USE_GLES2 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss) - R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true); + R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true); #endif Mem_Free(pixels); pixels = NULL; } mymiplevel = savemiplevel; - if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, false, &mymiplevel))) + if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel))) { - skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL); + skinframe->pants = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL); #ifndef USE_GLES2 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants) - R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false); + R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false); #endif Mem_Free(pixels); pixels = NULL; } mymiplevel = savemiplevel; - if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, false, &mymiplevel))) + if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel))) { - skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL); + skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL); #ifndef USE_GLES2 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt) - R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false); + R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false); #endif Mem_Free(pixels); pixels = NULL; } mymiplevel = savemiplevel; - if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, false, &mymiplevel))) + if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel))) { - skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL); + skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL); #ifndef USE_GLES2 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect) - R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true); + R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true); #endif Mem_Free(pixels); pixels = NULL; @@ -3496,13 +3528,14 @@ skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, co int i; unsigned char *temp1, *temp2; skinframe_t *skinframe; + char vabuf[1024]; if (cls.state == ca_dedicated) return NULL; // if already loaded just return it, otherwise make a new skinframe skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true); - if (skinframe && skinframe->base) + if (skinframe->base) return skinframe; textureflags &= ~TEXF_FORCE_RELOAD; @@ -3530,7 +3563,7 @@ skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, co temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8); temp2 = temp1 + width * height * 4; Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value); - skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL); + skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL); Mem_Free(temp1); } skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL); @@ -3550,7 +3583,7 @@ skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, co memcpy(fogpixels, skindata, width * height * 4); for (i = 0;i < width * height * 4;i += 4) fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255; - skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL); + skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL); Mem_Free(fogpixels); } } @@ -3572,9 +3605,9 @@ skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, i // if already loaded just return it, otherwise make a new skinframe skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true); - if (skinframe && skinframe->base) + if (skinframe->base) return skinframe; - textureflags &= ~TEXF_FORCE_RELOAD; + //textureflags &= ~TEXF_FORCE_RELOAD; skinframe->stain = NULL; skinframe->merged = NULL; @@ -3623,6 +3656,7 @@ static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboo int width; int height; unsigned char *skindata; + char vabuf[1024]; if (!skinframe->qpixels) return; @@ -3654,22 +3688,22 @@ static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboo // use either a custom palette or the quake palette Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete); Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value); - skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL); + skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL); Mem_Free(temp1); } if (skinframe->qgenerateglow) { skinframe->qgenerateglow = false; - skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow + skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow } if (colormapped) { skinframe->qgeneratebase = false; - skinframe->base = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap); - skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite); - skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite); + skinframe->base = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap); + skinframe->pants = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite); + skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite); } else { @@ -3688,13 +3722,14 @@ skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, co { int i; skinframe_t *skinframe; + char vabuf[1024]; if (cls.state == ca_dedicated) return NULL; // if already loaded just return it, otherwise make a new skinframe skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true); - if (skinframe && skinframe->base) + if (skinframe->base) return skinframe; textureflags &= ~TEXF_FORCE_RELOAD; @@ -3729,7 +3764,7 @@ skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, co } } if (r_loadfog && skinframe->hasalpha) - skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette); + skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette); } R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]); @@ -3803,7 +3838,7 @@ static suffixinfo_t suffix[3][6] = static int componentorder[4] = {0, 1, 2, 3}; -rtexture_t *R_LoadCubemap(const char *basename) +static rtexture_t *R_LoadCubemap(const char *basename) { int i, j, cubemapsize; unsigned char *cubemappixels, *image_buffer; @@ -3885,44 +3920,7 @@ rtexture_t *R_GetCubemap(const char *basename) return r_texture_cubemaps[i]->texture; } -void R_FreeCubemap(const char *basename) -{ - int i; - - for (i = 0;i < r_texture_numcubemaps;i++) - { - if (r_texture_cubemaps[i] != NULL) - { - if (r_texture_cubemaps[i]->texture) - { - if (developer_loading.integer) - Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i]->basename); - R_FreeTexture(r_texture_cubemaps[i]->texture); - Mem_Free(r_texture_cubemaps[i]); - r_texture_cubemaps[i] = NULL; - } - } - } -} - -void R_FreeCubemaps(void) -{ - int i; - for (i = 0;i < r_texture_numcubemaps;i++) - { - if (developer_loading.integer) - Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i]->basename); - if (r_texture_cubemaps[i] != NULL) - { - if (r_texture_cubemaps[i]->texture) - R_FreeTexture(r_texture_cubemaps[i]->texture); - Mem_Free(r_texture_cubemaps[i]); - } - } - r_texture_numcubemaps = 0; -} - -void R_Main_FreeViewCache(void) +static void R_Main_FreeViewCache(void) { if (r_refdef.viewcache.entityvisible) Mem_Free(r_refdef.viewcache.entityvisible); @@ -3935,7 +3933,7 @@ void R_Main_FreeViewCache(void) memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache)); } -void R_Main_ResizeViewCache(void) +static void R_Main_ResizeViewCache(void) { int numentities = r_refdef.scene.numentities; int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1; @@ -3974,7 +3972,7 @@ void R_Main_ResizeViewCache(void) } extern rtexture_t *loadingscreentexture; -void gl_main_start(void) +static void gl_main_start(void) { loadingscreentexture = NULL; r_texture_blanknormalmap = NULL; @@ -3987,6 +3985,7 @@ void gl_main_start(void) r_texture_fogheighttexture = NULL; r_texture_gammaramps = NULL; r_texture_numcubemaps = 0; + r_uniformbufferalignment = 32; r_loaddds = r_texture_dds_load.integer != 0; r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer; @@ -4005,6 +4004,8 @@ void gl_main_start(void) r_loadnormalmap = true; r_loadgloss = true; r_loadfog = false; + if (vid.support.arb_uniform_buffer_object) + qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment); break; case RENDERPATH_GL13: case RENDERPATH_GLES1: @@ -4027,6 +4028,7 @@ void gl_main_start(void) R_AnimCache_Free(); R_FrameData_Reset(); + R_BufferData_Reset(); r_numqueries = 0; r_maxqueries = 0; @@ -4074,10 +4076,11 @@ void gl_main_start(void) r_refdef.fogmasktable_density = 0; } -void gl_main_shutdown(void) +static void gl_main_shutdown(void) { R_AnimCache_Free(); R_FrameData_Reset(); + R_BufferData_Reset(); R_Main_FreeViewCache(); @@ -4148,8 +4151,7 @@ void gl_main_shutdown(void) hlslshaderstring = NULL; } -extern void CL_ParseEntityLump(char *entitystring); -void gl_main_newmap(void) +static void gl_main_newmap(void) { // FIXME: move this code to client char *entities, entname[MAX_QPATH]; @@ -4172,10 +4174,12 @@ void gl_main_newmap(void) R_Main_FreeViewCache(); R_FrameData_Reset(); + R_BufferData_Reset(); } void GL_Main_Init(void) { + int i; r_main_mempool = Mem_AllocPool("Renderer", 0, NULL); Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed"); @@ -4216,6 +4220,8 @@ void GL_Main_Init(void) Cvar_RegisterVariable(&r_deformvertexes); Cvar_RegisterVariable(&r_transparent); Cvar_RegisterVariable(&r_transparent_alphatocoverage); + Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest); + Cvar_RegisterVariable(&r_transparent_useplanardistance); Cvar_RegisterVariable(&r_showoverdraw); Cvar_RegisterVariable(&r_showbboxes); Cvar_RegisterVariable(&r_showsurfaces); @@ -4254,6 +4260,7 @@ void GL_Main_Init(void) Cvar_RegisterVariable(&r_shadows_throwdirection); Cvar_RegisterVariable(&r_shadows_focus); Cvar_RegisterVariable(&r_shadows_shadowmapscale); + Cvar_RegisterVariable(&r_shadows_shadowmapbias); Cvar_RegisterVariable(&r_q1bsp_skymasking); Cvar_RegisterVariable(&r_polygonoffset_submodel_factor); Cvar_RegisterVariable(&r_polygonoffset_submodel_offset); @@ -4270,6 +4277,7 @@ void GL_Main_Init(void) Cvar_RegisterVariable(&r_texture_dds_save); Cvar_RegisterVariable(&r_textureunits); Cvar_RegisterVariable(&gl_combine); + Cvar_RegisterVariable(&r_usedepthtextures); Cvar_RegisterVariable(&r_viewfbo); Cvar_RegisterVariable(&r_viewscale); Cvar_RegisterVariable(&r_viewscale_fpsscaling); @@ -4297,6 +4305,8 @@ void GL_Main_Init(void) Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable); Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable); Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable); + Cvar_RegisterVariable(&r_celshading); + Cvar_RegisterVariable(&r_celoutlines); Cvar_RegisterVariable(&r_water); Cvar_RegisterVariable(&r_water_resolutionmultiplier); @@ -4319,6 +4329,7 @@ void GL_Main_Init(void) Cvar_RegisterVariable(&r_bloom_resolution); Cvar_RegisterVariable(&r_bloom_colorexponent); Cvar_RegisterVariable(&r_bloom_colorsubtract); + Cvar_RegisterVariable(&r_bloom_scenebrightness); Cvar_RegisterVariable(&r_hdr_scenebrightness); Cvar_RegisterVariable(&r_hdr_glowintensity); Cvar_RegisterVariable(&r_hdr_irisadaptation); @@ -4333,29 +4344,22 @@ void GL_Main_Init(void) Cvar_RegisterVariable(&developer_texturelogging); Cvar_RegisterVariable(&gl_lightmaps); Cvar_RegisterVariable(&r_test); + Cvar_RegisterVariable(&r_batch_multidraw); + Cvar_RegisterVariable(&r_batch_multidraw_mintriangles); + Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath); + Cvar_RegisterVariable(&r_glsl_skeletal); Cvar_RegisterVariable(&r_glsl_saturation); Cvar_RegisterVariable(&r_glsl_saturation_redcompensate); Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas); Cvar_RegisterVariable(&r_framedatasize); + for (i = 0;i < R_BUFFERDATA_COUNT;i++) + Cvar_RegisterVariable(&r_bufferdatasize[i]); + Cvar_RegisterVariable(&r_batch_dynamicbuffer); if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE) Cvar_SetValue("r_fullbrights", 0); R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL); } -extern void R_Textures_Init(void); -extern void GL_Draw_Init(void); -extern void GL_Main_Init(void); -extern void R_Shadow_Init(void); -extern void R_Sky_Init(void); -extern void GL_Surf_Init(void); -extern void R_Particles_Init(void); -extern void R_Explosion_Init(void); -extern void gl_backend_init(void); -extern void Sbar_Init(void); -extern void R_LightningBeams_Init(void); -extern void Mod_RenderInit(void); -extern void Font_Init(void); - void Render_Init(void) { gl_backend_init(); @@ -4536,12 +4540,12 @@ void R_FrameData_Reset(void) } } -void R_FrameData_Resize(void) +static void R_FrameData_Resize(qboolean mustgrow) { size_t wantedsize; wantedsize = (size_t)(r_framedatasize.value * 1024*1024); wantedsize = bound(65536, wantedsize, 1000*1024*1024); - if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize) + if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize || mustgrow) { r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize); newmem->wantedsize = wantedsize; @@ -4556,7 +4560,7 @@ void R_FrameData_Resize(void) void R_FrameData_NewFrame(void) { - R_FrameData_Resize(); + R_FrameData_Resize(false); if (!r_framedata_mem) return; // if we ran out of space on the last frame, free the old memory now @@ -4575,6 +4579,7 @@ void R_FrameData_NewFrame(void) void *R_FrameData_Alloc(size_t size) { void *data; + float newvalue; // align to 16 byte boundary - the data pointer is already aligned, so we // only need to ensure the size of every allocation is also aligned @@ -4583,16 +4588,18 @@ void *R_FrameData_Alloc(size_t size) while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size) { // emergency - we ran out of space, allocate more memory - Cvar_SetValueQuick(&r_framedatasize, bound(0.25f, r_framedatasize.value * 2.0f, 128.0f)); - R_FrameData_Resize(); + newvalue = bound(0.25f, r_framedatasize.value * 2.0f, 256.0f); + // this might not be a growing it, but we'll allocate another buffer every time + Cvar_SetValueQuick(&r_framedatasize, newvalue); + R_FrameData_Resize(true); } data = r_framedata_mem->data + r_framedata_mem->current; r_framedata_mem->current += size; // count the usage for stats - r_refdef.stats.framedatacurrent = max(r_refdef.stats.framedatacurrent, (int)r_framedata_mem->current); - r_refdef.stats.framedatasize = max(r_refdef.stats.framedatasize, (int)r_framedata_mem->size); + r_refdef.stats[r_stat_framedatacurrent] = max(r_refdef.stats[r_stat_framedatacurrent], (int)r_framedata_mem->current); + r_refdef.stats[r_stat_framedatasize] = max(r_refdef.stats[r_stat_framedatasize], (int)r_framedata_mem->size); return (void *)data; } @@ -4621,6 +4628,146 @@ void R_FrameData_ReturnToMark(void) //================================================================================== +// avoid reusing the same buffer objects on consecutive buffers +#define R_BUFFERDATA_CYCLE 2 + +typedef struct r_bufferdata_buffer_s +{ + struct r_bufferdata_buffer_s *purge; // older buffer to free on next frame + size_t size; // how much usable space + size_t current; // how much space in use + r_meshbuffer_t *buffer; // the buffer itself +} +r_bufferdata_buffer_t; + +static int r_bufferdata_cycle = 0; // incremented and wrapped each frame +static r_bufferdata_buffer_t *r_bufferdata_buffer[R_BUFFERDATA_CYCLE][R_BUFFERDATA_COUNT]; + +/// frees all dynamic buffers +void R_BufferData_Reset(void) +{ + int cycle, type; + r_bufferdata_buffer_t **p, *mem; + for (cycle = 0;cycle < R_BUFFERDATA_CYCLE;cycle++) + { + for (type = 0;type < R_BUFFERDATA_COUNT;type++) + { + // free all buffers + p = &r_bufferdata_buffer[r_bufferdata_cycle][type]; + while (*p) + { + mem = *p; + *p = (*p)->purge; + if (mem->buffer) + R_Mesh_DestroyMeshBuffer(mem->buffer); + Mem_Free(mem); + } + } + } +} + +// resize buffer as needed (this actually makes a new one, the old one will be recycled next frame) +static void R_BufferData_Resize(r_bufferdata_type_t type, qboolean mustgrow) +{ + r_bufferdata_buffer_t *mem = r_bufferdata_buffer[r_bufferdata_cycle][type]; + size_t size; + size = (size_t)(r_bufferdatasize[type].value * 1024*1024); + size = bound(65536, size, 512*1024*1024); + if (!mem || mem->size != size || mustgrow) + { + mem = (r_bufferdata_buffer_t *)Mem_Alloc(r_main_mempool, sizeof(*mem)); + mem->size = size; + mem->current = 0; + if (type == R_BUFFERDATA_VERTEX) + mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbuffervertex", false, false, true, false); + else if (type == R_BUFFERDATA_INDEX16) + mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex16", true, false, true, true); + else if (type == R_BUFFERDATA_INDEX32) + mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex32", true, false, true, false); + else if (type == R_BUFFERDATA_UNIFORM) + mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferuniform", false, true, true, false); + mem->purge = r_bufferdata_buffer[r_bufferdata_cycle][type]; + r_bufferdata_buffer[r_bufferdata_cycle][type] = mem; + } +} + +void R_BufferData_NewFrame(void) +{ + int type; + r_bufferdata_buffer_t **p, *mem; + // cycle to the next frame's buffers + r_bufferdata_cycle = (r_bufferdata_cycle + 1) % R_BUFFERDATA_CYCLE; + // if we ran out of space on the last time we used these buffers, free the old memory now + for (type = 0;type < R_BUFFERDATA_COUNT;type++) + { + if (r_bufferdata_buffer[r_bufferdata_cycle][type]) + { + R_BufferData_Resize((r_bufferdata_type_t)type, false); + // free all but the head buffer, this is how we recycle obsolete + // buffers after they are no longer in use + p = &r_bufferdata_buffer[r_bufferdata_cycle][type]->purge; + while (*p) + { + mem = *p; + *p = (*p)->purge; + if (mem->buffer) + R_Mesh_DestroyMeshBuffer(mem->buffer); + Mem_Free(mem); + } + // reset the current offset + r_bufferdata_buffer[r_bufferdata_cycle][type]->current = 0; + } + } +} + +r_meshbuffer_t *R_BufferData_Store(size_t datasize, void *data, r_bufferdata_type_t type, int *returnbufferoffset, qboolean allowfail) +{ + r_bufferdata_buffer_t *mem; + int offset = 0; + int padsize; + float newvalue; + + *returnbufferoffset = 0; + + // align size to a byte boundary appropriate for the buffer type, this + // makes all allocations have aligned start offsets + if (type == R_BUFFERDATA_UNIFORM) + padsize = (datasize + r_uniformbufferalignment - 1) & ~(r_uniformbufferalignment - 1); + else + padsize = (datasize + 15) & ~15; + + while (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size) + { + // emergency - we ran out of space, allocate more memory + newvalue = bound(0.25f, r_bufferdatasize[type].value * 2.0f, 256.0f); + // if we're already at the limit, just fail (if allowfail is false we might run out of video ram) + if (newvalue == r_bufferdatasize[type].value && allowfail) + return NULL; + Cvar_SetValueQuick(&r_bufferdatasize[type], newvalue); + R_BufferData_Resize(type, true); + } + + mem = r_bufferdata_buffer[r_bufferdata_cycle][type]; + offset = mem->current; + mem->current += padsize; + + // upload the data to the buffer at the chosen offset + if (offset == 0) + R_Mesh_UpdateMeshBuffer(mem->buffer, NULL, mem->size, false, 0); + R_Mesh_UpdateMeshBuffer(mem->buffer, data, datasize, true, offset); + + // count the usage for stats + r_refdef.stats[r_stat_bufferdatacurrent_vertex + type] = max(r_refdef.stats[r_stat_bufferdatacurrent_vertex + type], (int)mem->current); + r_refdef.stats[r_stat_bufferdatasize_vertex + type] = max(r_refdef.stats[r_stat_bufferdatasize_vertex + type], (int)mem->size); + + // return the buffer offset + *returnbufferoffset = offset; + + return mem->buffer; +} + +//================================================================================== + // LordHavoc: animcache originally written by Echon, rewritten since then /** @@ -4641,16 +4788,28 @@ void R_AnimCache_ClearCache(void) { ent = r_refdef.scene.entities[i]; ent->animcache_vertex3f = NULL; + ent->animcache_vertex3f_vertexbuffer = NULL; + ent->animcache_vertex3f_bufferoffset = 0; ent->animcache_normal3f = NULL; + ent->animcache_normal3f_vertexbuffer = NULL; + ent->animcache_normal3f_bufferoffset = 0; ent->animcache_svector3f = NULL; + ent->animcache_svector3f_vertexbuffer = NULL; + ent->animcache_svector3f_bufferoffset = 0; ent->animcache_tvector3f = NULL; + ent->animcache_tvector3f_vertexbuffer = NULL; + ent->animcache_tvector3f_bufferoffset = 0; ent->animcache_vertexmesh = NULL; - ent->animcache_vertex3fbuffer = NULL; - ent->animcache_vertexmeshbuffer = NULL; + ent->animcache_vertexmesh_vertexbuffer = NULL; + ent->animcache_vertexmesh_bufferoffset = 0; + ent->animcache_skeletaltransform3x4 = NULL; + ent->animcache_skeletaltransform3x4buffer = NULL; + ent->animcache_skeletaltransform3x4offset = 0; + ent->animcache_skeletaltransform3x4size = 0; } } -void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices) +static void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices) { int i; @@ -4660,10 +4819,13 @@ void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices) if (!ent->animcache_vertexmesh && ent->animcache_normal3f) ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices); - // TODO: upload vertex3f buffer? + // TODO: upload vertexbuffer? if (ent->animcache_vertexmesh) { - memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices); + r_refdef.stats[r_stat_animcache_vertexmesh_count] += 1; + r_refdef.stats[r_stat_animcache_vertexmesh_vertices] += numvertices; + r_refdef.stats[r_stat_animcache_vertexmesh_maxvertices] = max(r_refdef.stats[r_stat_animcache_vertexmesh_maxvertices], numvertices); + memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.data_vertexmesh, sizeof(r_vertexmesh_t)*numvertices); for (i = 0;i < numvertices;i++) memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3])); if (ent->animcache_svector3f) @@ -4675,7 +4837,6 @@ void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices) if (ent->animcache_normal3f) for (i = 0;i < numvertices;i++) memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3])); - // TODO: upload vertexmeshbuffer? } } @@ -4683,37 +4844,157 @@ qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qbool { dp_model_t *model = ent->model; int numvertices; - // see if it's already cached this frame + + // see if this ent is worth caching + if (!model || !model->Draw || !model->AnimateVertices) + return false; + // nothing to cache if it contains no animations and has no skeleton + if (!model->surfmesh.isanimated && !(model->num_bones && ent->skeleton && ent->skeleton->relativetransforms)) + return false; + // see if it is already cached for gpuskeletal + if (ent->animcache_skeletaltransform3x4) + return false; + // see if it is already cached as a mesh if (ent->animcache_vertex3f) { - // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc) - if (wantnormals || wanttangents) + // check if we need to add normals or tangents + if (ent->animcache_normal3f) + wantnormals = false; + if (ent->animcache_svector3f) + wanttangents = false; + if (!wantnormals && !wanttangents) + return false; + } + + // check which kind of cache we need to generate + if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub) + { + // cache the skeleton so the vertex shader can use it + int i; + int blends; + const skeleton_t *skeleton = ent->skeleton; + const frameblend_t *frameblend = ent->frameblend; + float *boneposerelative; + float m[12]; + static float bonepose[256][12]; + r_refdef.stats[r_stat_animcache_skeletal_count] += 1; + r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones; + r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones); + ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones); + boneposerelative = ent->animcache_skeletaltransform3x4; + if (skeleton && !skeleton->relativetransforms) + skeleton = NULL; + // resolve hierarchy and make relative transforms (deforms) which the shader wants + if (skeleton) + { + for (i = 0;i < model->num_bones;i++) + { + Matrix4x4_ToArray12FloatD3D(&skeleton->relativetransforms[i], m); + if (model->data_bones[i].parent >= 0) + R_ConcatTransforms(bonepose[model->data_bones[i].parent], m, bonepose[i]); + else + memcpy(bonepose[i], m, sizeof(m)); + + // create a relative deformation matrix to describe displacement + // from the base mesh, which is used by the actual weighting + R_ConcatTransforms(bonepose[i], model->data_baseboneposeinverse + i * 12, boneposerelative + i * 12); + } + } + else { - if (ent->animcache_normal3f) - wantnormals = false; - if (ent->animcache_svector3f) - wanttangents = false; - if (wantnormals || wanttangents) + for (i = 0;i < model->num_bones;i++) { - numvertices = model->surfmesh.num_vertices; - if (wantnormals) - ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices); - if (wanttangents) + const short * RESTRICT pose7s = model->data_poses7s + 7 * (frameblend[0].subframe * model->num_bones + i); + float lerp = frameblend[0].lerp, + tx = pose7s[0], ty = pose7s[1], tz = pose7s[2], + rx = pose7s[3] * lerp, + ry = pose7s[4] * lerp, + rz = pose7s[5] * lerp, + rw = pose7s[6] * lerp, + dx = tx*rw + ty*rz - tz*ry, + dy = -tx*rz + ty*rw + tz*rx, + dz = tx*ry - ty*rx + tz*rw, + dw = -tx*rx - ty*ry - tz*rz, + scale, sx, sy, sz, sw; + for (blends = 1;blends < MAX_FRAMEBLENDS && frameblend[blends].lerp > 0;blends++) { - ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices); - ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices); + const short * RESTRICT pose7s = model->data_poses7s + 7 * (frameblend[blends].subframe * model->num_bones + i); + float lerp = frameblend[blends].lerp, + tx = pose7s[0], ty = pose7s[1], tz = pose7s[2], + qx = pose7s[3], qy = pose7s[4], qz = pose7s[5], qw = pose7s[6]; + if(rx*qx + ry*qy + rz*qz + rw*qw < 0) lerp = -lerp; + qx *= lerp; + qy *= lerp; + qz *= lerp; + qw *= lerp; + rx += qx; + ry += qy; + rz += qz; + rw += qw; + dx += tx*qw + ty*qz - tz*qy; + dy += -tx*qz + ty*qw + tz*qx; + dz += tx*qy - ty*qx + tz*qw; + dw += -tx*qx - ty*qy - tz*qz; } - model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL); - R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices); + scale = 1.0f / (rx*rx + ry*ry + rz*rz + rw*rw); + sx = rx * scale; + sy = ry * scale; + sz = rz * scale; + sw = rw * scale; + m[0] = sw*rw + sx*rx - sy*ry - sz*rz; + m[1] = 2*(sx*ry - sw*rz); + m[2] = 2*(sx*rz + sw*ry); + m[3] = model->num_posescale*(dx*sw - dy*sz + dz*sy - dw*sx); + m[4] = 2*(sx*ry + sw*rz); + m[5] = sw*rw + sy*ry - sx*rx - sz*rz; + m[6] = 2*(sy*rz - sw*rx); + m[7] = model->num_posescale*(dx*sz + dy*sw - dz*sx - dw*sy); + m[8] = 2*(sx*rz - sw*ry); + m[9] = 2*(sy*rz + sw*rx); + m[10] = sw*rw + sz*rz - sx*rx - sy*ry; + m[11] = model->num_posescale*(dy*sx + dz*sw - dx*sy - dw*sz); + if (i == r_skeletal_debugbone.integer) + m[r_skeletal_debugbonecomponent.integer % 12] += r_skeletal_debugbonevalue.value; + m[3] *= r_skeletal_debugtranslatex.value; + m[7] *= r_skeletal_debugtranslatey.value; + m[11] *= r_skeletal_debugtranslatez.value; + if (model->data_bones[i].parent >= 0) + R_ConcatTransforms(bonepose[model->data_bones[i].parent], m, bonepose[i]); + else + memcpy(bonepose[i], m, sizeof(m)); + // create a relative deformation matrix to describe displacement + // from the base mesh, which is used by the actual weighting + R_ConcatTransforms(bonepose[i], model->data_baseboneposeinverse + i * 12, boneposerelative + i * 12); + } + } + // note: this can fail if the buffer is at the grow limit + ent->animcache_skeletaltransform3x4size = sizeof(float[3][4]) * model->num_bones; + ent->animcache_skeletaltransform3x4buffer = R_BufferData_Store(ent->animcache_skeletaltransform3x4size, ent->animcache_skeletaltransform3x4, R_BUFFERDATA_UNIFORM, &ent->animcache_skeletaltransform3x4offset, true); + } + else if (ent->animcache_vertex3f) + { + // mesh was already cached but we may need to add normals/tangents + // (this only happens with multiple views, reflections, cameras, etc) + if (wantnormals || wanttangents) + { + numvertices = model->surfmesh.num_vertices; + if (wantnormals) + ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices); + if (wanttangents) + { + ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices); + ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices); } + model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL); + R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices); + r_refdef.stats[r_stat_animcache_shade_count] += 1; + r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices; + r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices); } } else { - // see if this ent is worth caching - if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices) - return false; - // get some memory for this entity and generate mesh data + // generate mesh cache numvertices = model->surfmesh.num_vertices; ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices); if (wantnormals) @@ -4725,6 +5006,15 @@ qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qbool } model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f); R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices); + if (wantnormals || wanttangents) + { + r_refdef.stats[r_stat_animcache_shade_count] += 1; + r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices; + r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices); + } + r_refdef.stats[r_stat_animcache_shape_count] += 1; + r_refdef.stats[r_stat_animcache_shape_vertices] += numvertices; + r_refdef.stats[r_stat_animcache_shape_maxvertices] = max(r_refdef.stats[r_stat_animcache_shape_maxvertices], numvertices); } return true; } @@ -4779,12 +5069,12 @@ static void R_View_UpdateEntityLighting (void) { ent = r_refdef.scene.entities[i]; - // skip unseen models and models that updated by CSQC - if ((!r_refdef.viewcache.entityvisible[i] && skipunseen) || ent->flags & RENDER_CUSTOMIZEDMODELLIGHT) + // skip unseen models + if ((!r_refdef.viewcache.entityvisible[i] && skipunseen)) continue; // skip bsp models - if (ent->model && ent->model->brush.num_leafs) + if (ent->model && ent->model == cl.worldmodel) { // TODO: use modellight for r_ambient settings on world? VectorSet(ent->modellight_ambient, 0, 0, 0); @@ -4792,74 +5082,83 @@ static void R_View_UpdateEntityLighting (void) VectorSet(ent->modellight_lightdir, 0, 0, 1); continue; } - - // fetch the lighting from the worldmodel data - VectorClear(ent->modellight_ambient); - VectorClear(ent->modellight_diffuse); - VectorClear(tempdiffusenormal); - if (ent->flags & RENDER_LIGHT) + + if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT) { - vec3_t org; - Matrix4x4_OriginFromMatrix(&ent->matrix, org); - - // complete lightning for lit sprites - // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)? - if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT)) + // aleady updated by CSQC + // TODO: force modellight on BSP models in this case? + VectorCopy(ent->modellight_lightdir, tempdiffusenormal); + } + else + { + // fetch the lighting from the worldmodel data + VectorClear(ent->modellight_ambient); + VectorClear(ent->modellight_diffuse); + VectorClear(tempdiffusenormal); + if (ent->flags & RENDER_LIGHT) { - if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites - org[2] = org[2] + r_overheadsprites_pushback.value; - R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT); - } - else - R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP); + vec3_t org; + Matrix4x4_OriginFromMatrix(&ent->matrix, org); - if(ent->flags & RENDER_EQUALIZE) - { - // first fix up ambient lighting... - if(r_equalize_entities_minambient.value > 0) + // complete lightning for lit sprites + // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)? + if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT)) + { + if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites + org[2] = org[2] + r_overheadsprites_pushback.value; + R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT); + } + else + R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP); + + if(ent->flags & RENDER_EQUALIZE) { - fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2]; - if(fd > 0) + // first fix up ambient lighting... + if(r_equalize_entities_minambient.value > 0) { - fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]); - if(fa < r_equalize_entities_minambient.value * fd) + fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2]; + if(fd > 0) { - // solve: - // fa'/fd' = minambient - // fa'+0.25*fd' = fa+0.25*fd - // ... - // fa' = fd' * minambient - // fd'*(0.25+minambient) = fa+0.25*fd - // ... - // fd' = (fa+0.25*fd) * 1 / (0.25+minambient) - // fa' = (fa+0.25*fd) * minambient / (0.25+minambient) - // ... - fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value); - f = fdd / fd; // f>0 because all this is additive; f<1 because fddmodellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient); - VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse); + fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]); + if(fa < r_equalize_entities_minambient.value * fd) + { + // solve: + // fa'/fd' = minambient + // fa'+0.25*fd' = fa+0.25*fd + // ... + // fa' = fd' * minambient + // fd'*(0.25+minambient) = fa+0.25*fd + // ... + // fd' = (fa+0.25*fd) * 1 / (0.25+minambient) + // fa' = (fa+0.25*fd) * minambient / (0.25+minambient) + // ... + fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value); + f = fdd / fd; // f>0 because all this is additive; f<1 because fddmodellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient); + VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse); + } } } - } - if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0) - { - fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]; - fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2]; - f = fa + 0.25 * fd; - if(f > 0) + if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0) { - // adjust brightness and saturation to target - avg[0] = avg[1] = avg[2] = fa / f; - VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient); - avg[0] = avg[1] = avg[2] = fd / f; - VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse); + fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]; + fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2]; + f = fa + 0.25 * fd; + if(f > 0) + { + // adjust brightness and saturation to target + avg[0] = avg[1] = avg[2] = fa / f; + VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient); + avg[0] = avg[1] = avg[2] = fd / f; + VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse); + } } } } + else // highly rare + VectorSet(ent->modellight_ambient, 1, 1, 1); } - 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); @@ -4972,7 +5271,7 @@ static void R_View_UpdateEntityVisible (void) } /// only used if skyrendermasked, and normally returns false -int R_DrawBrushModelsSky (void) +static int R_DrawBrushModelsSky (void) { int i, sky; entity_render_t *ent; @@ -5002,7 +5301,7 @@ static void R_DrawModels(void) if (!r_refdef.viewcache.entityvisible[i]) continue; ent = r_refdef.scene.entities[i]; - r_refdef.stats.entities++; + r_refdef.stats[r_stat_entities]++; /* if (ent->model && !strncmp(ent->model->name, "models/proto_", 13)) { @@ -5313,29 +5612,27 @@ static void R_View_SetFrustum(const int *scissor) //PlaneClassify(&frustum[4]); } -void R_View_UpdateWithScissor(const int *myscissor) +static void R_View_UpdateWithScissor(const int *myscissor) { R_Main_ResizeViewCache(); R_View_SetFrustum(myscissor); R_View_WorldVisibility(r_refdef.view.useclipplane); R_View_UpdateEntityVisible(); R_View_UpdateEntityLighting(); - R_AnimCache_CacheVisibleEntities(); } -void R_View_Update(void) +static void R_View_Update(void) { R_Main_ResizeViewCache(); R_View_SetFrustum(NULL); R_View_WorldVisibility(r_refdef.view.useclipplane); R_View_UpdateEntityVisible(); R_View_UpdateEntityLighting(); - R_AnimCache_CacheVisibleEntities(); } float viewscalefpsadjusted = 1.0f; -void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight) +static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight) { float scale = r_viewscale.value * sqrt(viewscalefpsadjusted); scale = bound(0.03125f, scale, 1.0f); @@ -5347,7 +5644,7 @@ void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtex { const float *customclipplane = NULL; float plane[4]; - int scaledwidth, scaledheight; + int /*rtwidth,*/ rtheight, scaledwidth, scaledheight; if (r_refdef.view.useclipplane && allowwaterclippingplane) { // LordHavoc: couldn't figure out how to make this approach the @@ -5362,13 +5659,16 @@ void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtex if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane; } + //rtwidth = fbo ? R_TextureWidth(depthtexture ? depthtexture : colortexture) : vid.width; + rtheight = fbo ? R_TextureHeight(depthtexture ? depthtexture : colortexture) : vid.height; + R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight); if (!r_refdef.view.useperspective) - R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane); + R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane); else if (vid.stencil && r_useinfinitefarclip.integer) - R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane); + R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane); else - R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane); + R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane); R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL); R_SetViewport(&r_refdef.view.viewport); if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT) @@ -5426,13 +5726,14 @@ void R_EntityMatrix(const matrix4x4_t *matrix) } } -void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture) +void R_ResetViewRendering2D_Common(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, float x2, float y2) { r_viewport_t viewport; - DrawQ_Finish(); + + CHECKGLERROR // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom - R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL); + R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, x2, y2, -10, 100, NULL); R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL); R_SetViewport(&viewport); GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height); @@ -5464,6 +5765,15 @@ void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *color break; } GL_CullFace(GL_NONE); + + CHECKGLERROR +} + +void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture) +{ + DrawQ_Finish(); + + R_ResetViewRendering2D_Common(fbo, depthtexture, colortexture, 1, 1); } void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture) @@ -5507,7 +5817,7 @@ void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *color R_RenderView_UpdateViewVectors ================ */ -static void R_RenderView_UpdateViewVectors(void) +void R_RenderView_UpdateViewVectors(void) { // break apart the view matrix into vectors for various purposes // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong @@ -5526,7 +5836,7 @@ static void R_Water_StartFrame(void) int i; int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight; r_waterstate_waterplane_t *p; - qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.samples < 2; + qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2; if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d) return; @@ -5740,7 +6050,8 @@ static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t int planeindex, qualityreduction = 0, old_r_dynamic = 0, old_r_shadows = 0, old_r_worldrtlight = 0, old_r_dlight = 0, old_r_particles = 0, old_r_decals = 0; r_waterstate_waterplane_t *p; vec3_t visorigin; - qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.samples < 2; + qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2; + char vabuf[1024]; originalview = r_refdef.view; @@ -5774,13 +6085,13 @@ static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) { if (!p->texture_refraction) - p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL); + p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_refraction", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL); if (!p->texture_refraction) goto error; if (usewaterfbo) { if (r_fb.water.depthtexture == NULL) - r_fb.water.depthtexture = R_LoadTextureShadowMap2D(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, 24, false); + r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8); if (p->fbo_refraction == 0) p->fbo_refraction = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_refraction, NULL, NULL, NULL); } @@ -5788,13 +6099,13 @@ static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t else if (p->materialflags & MATERIALFLAG_CAMERA) { if (!p->texture_camera) - p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_fb.water.camerawidth, r_fb.water.cameraheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL); + p->texture_camera = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_camera", planeindex), r_fb.water.camerawidth, r_fb.water.cameraheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL); if (!p->texture_camera) goto error; if (usewaterfbo) { if (r_fb.water.depthtexture == NULL) - r_fb.water.depthtexture = R_LoadTextureShadowMap2D(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, 24, false); + r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8); if (p->fbo_camera == 0) p->fbo_camera = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_camera, NULL, NULL, NULL); } @@ -5803,13 +6114,13 @@ static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)) { if (!p->texture_reflection) - p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL); + p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_reflection", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL); if (!p->texture_reflection) goto error; if (usewaterfbo) { if (r_fb.water.depthtexture == NULL) - r_fb.water.depthtexture = R_LoadTextureShadowMap2D(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, 24, false); + r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8); if (p->fbo_reflection == 0) p->fbo_reflection = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_reflection, NULL, NULL, NULL); } @@ -5860,6 +6171,7 @@ static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t R_View_UpdateWithScissor(myscissor); else R_View_Update(); + R_AnimCache_CacheVisibleEntities(); if(r_water_scissormode.integer & 1) GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]); R_RenderScene(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection); @@ -5908,6 +6220,7 @@ static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t R_View_UpdateWithScissor(myscissor); else R_View_Update(); + R_AnimCache_CacheVisibleEntities(); if(r_water_scissormode.integer & 1) GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]); R_RenderScene(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction); @@ -5962,6 +6275,7 @@ static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t R_ResetViewRendering3D(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera); R_ClearScreen(r_refdef.fogenabled); R_View_Update(); + R_AnimCache_CacheVisibleEntities(); R_RenderScene(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera); if (!p->fbo_camera) @@ -5977,6 +6291,7 @@ static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t if (!r_fb.water.depthtexture) R_ClearScreen(r_refdef.fogenabled); R_View_Update(); + R_AnimCache_CacheVisibleEntities(); goto finish; error: r_refdef.view = originalview; @@ -6002,19 +6317,19 @@ finish: } } -void R_Bloom_StartFrame(void) +static void R_Bloom_StartFrame(void) { int i; int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight; int viewwidth, viewheight; - qboolean useviewfbo = r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object && vid.samples < 2; + qboolean useviewfbo = r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2; textype_t textype = TEXTYPE_COLORBUFFER; switch (vid.renderpath) { case RENDERPATH_GL20: - case RENDERPATH_GLES2: - if (vid.support.ext_framebuffer_object) + r_fb.usedepthtextures = r_usedepthtextures.integer != 0; + if (vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two) { if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F; if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F; @@ -6023,10 +6338,14 @@ void R_Bloom_StartFrame(void) case RENDERPATH_GL11: case RENDERPATH_GL13: case RENDERPATH_GLES1: + case RENDERPATH_GLES2: case RENDERPATH_D3D9: case RENDERPATH_D3D10: case RENDERPATH_D3D11: + r_fb.usedepthtextures = false; + break; case RENDERPATH_SOFT: + r_fb.usedepthtextures = true; break; } @@ -6066,7 +6385,7 @@ void R_Bloom_StartFrame(void) // set bloomwidth and bloomheight to the bloom resolution that will be // used (often less than the screen resolution for faster rendering) - r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height); + r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.width); r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width; r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height); r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d); @@ -6154,22 +6473,9 @@ void R_Bloom_StartFrame(void) r_fb.colortexture = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL); if (useviewfbo) { - // FIXME: choose depth bits based on a cvar - r_fb.depthtexture = R_LoadTextureShadowMap2D(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, 24, false); + r_fb.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8); r_fb.fbo = R_Mesh_CreateFramebufferObject(r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL); R_Mesh_SetRenderTargets(r_fb.fbo, r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL); -#ifndef USE_GLES2 - // render depth into one texture and color into the other - if (qglDrawBuffer) - { - int status; - qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR - qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR - status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR - if (status != GL_FRAMEBUFFER_COMPLETE) - Con_Printf("R_Bloom_StartFrame: glCheckFramebufferStatusEXT returned %i\n", status); - } -#endif } } @@ -6185,7 +6491,7 @@ void R_Bloom_StartFrame(void) } // bloom texture is a different resolution - r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height); + r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width); r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width; r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height); r_fb.bloomwidth = bound(1, r_fb.bloomwidth, r_fb.bloomtexturewidth); @@ -6202,6 +6508,14 @@ void R_Bloom_StartFrame(void) r_fb.screentexcoord2f[6] = 0; r_fb.screentexcoord2f[7] = 0; + if(r_fb.fbo) + { + for (i = 1;i < 8;i += 2) + { + r_fb.screentexcoord2f[i] += 1 - (float)(viewheight + r_refdef.view.y) / (float)r_fb.screentextureheight; + } + } + // set up a texcoord array for the reduced resolution bloom image // (which will be additive blended over the screen image) r_fb.bloomtexcoord2f[0] = 0; @@ -6225,45 +6539,46 @@ void R_Bloom_StartFrame(void) case RENDERPATH_D3D9: case RENDERPATH_D3D10: case RENDERPATH_D3D11: + for (i = 0;i < 4;i++) { - int i; - for (i = 0;i < 4;i++) - { - r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth; - r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight; - r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth; - r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight; - } + r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth; + r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight; + r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth; + r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight; } break; } - R_Viewport_InitOrtho(&r_fb.bloomviewport, &identitymatrix, r_refdef.view.x, (r_fb.bloomfbo[0] ? r_fb.bloomtextureheight : vid.height) - r_fb.bloomheight - r_refdef.view.y, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL); + R_Viewport_InitOrtho(&r_fb.bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL); if (r_fb.fbo) r_refdef.view.clear = true; } -void R_Bloom_MakeTexture(void) +static void R_Bloom_MakeTexture(void) { int x, range, dir; float xoffset, yoffset, r, brighten; rtexture_t *intex; float colorscale = r_bloom_colorscale.value; - r_refdef.stats.bloom++; - + r_refdef.stats[r_stat_bloom]++; + +#if 0 + // this copy is unnecessary since it happens in R_BlendView already if (!r_fb.fbo) { R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height); - r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height; + r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height; } +#endif // scale down screen texture to the bloom texture size CHECKGLERROR r_fb.bloomindex = 0; R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL); R_SetViewport(&r_fb.bloomviewport); + GL_DepthTest(false); GL_BlendFunc(GL_ONE, GL_ZERO); GL_Color(colorscale, colorscale, colorscale, 1); // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that... @@ -6286,14 +6601,14 @@ void R_Bloom_MakeTexture(void) // TODO: do boxfilter scale-down in shader? R_SetupShader_Generic(r_fb.colortexture, NULL, GL_MODULATE, 1, false, true, true); R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); - r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight; + r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight; // we now have a properly scaled bloom image if (!r_fb.bloomfbo[r_fb.bloomindex]) { // copy it into the bloom texture R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height); - r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height; + r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height; } // multiply bloom image by itself as many times as desired @@ -6303,19 +6618,29 @@ void R_Bloom_MakeTexture(void) r_fb.bloomindex ^= 1; R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL); x *= 2; - r = bound(0, r_bloom_colorexponent.value / x, 1); - GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); - GL_Color(r,r,r,1); + r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1 + if (!r_fb.bloomfbo[r_fb.bloomindex]) + { + GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); // square it and multiply by two + GL_Color(r,r,r,1); // apply fix factor + } + else + { + if(x <= 2) + GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128); + GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it + GL_Color(1,1,1,1); // no fix factor supported here + } R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.bloomtexcoord2f); R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false); R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); - r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight; + r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight; if (!r_fb.bloomfbo[r_fb.bloomindex]) { // copy the darkened image to a texture R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height); - r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height; + r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height; } } @@ -6342,14 +6667,14 @@ void R_Bloom_MakeTexture(void) xoffset /= (float)r_fb.bloomtexturewidth; yoffset /= (float)r_fb.bloomtextureheight; // compute a texcoord array with the specified x and y offset - r_fb.offsettexcoord2f[0] = xoffset+0; - r_fb.offsettexcoord2f[1] = yoffset+(float)r_fb.bloomheight / (float)r_fb.bloomtextureheight; - r_fb.offsettexcoord2f[2] = xoffset+(float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth; - r_fb.offsettexcoord2f[3] = yoffset+(float)r_fb.bloomheight / (float)r_fb.bloomtextureheight; - r_fb.offsettexcoord2f[4] = xoffset+(float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth; - r_fb.offsettexcoord2f[5] = yoffset+0; - r_fb.offsettexcoord2f[6] = xoffset+0; - r_fb.offsettexcoord2f[7] = yoffset+0; + r_fb.offsettexcoord2f[0] = xoffset+r_fb.bloomtexcoord2f[0]; + r_fb.offsettexcoord2f[1] = yoffset+r_fb.bloomtexcoord2f[1]; + r_fb.offsettexcoord2f[2] = xoffset+r_fb.bloomtexcoord2f[2]; + r_fb.offsettexcoord2f[3] = yoffset+r_fb.bloomtexcoord2f[3]; + r_fb.offsettexcoord2f[4] = xoffset+r_fb.bloomtexcoord2f[4]; + r_fb.offsettexcoord2f[5] = yoffset+r_fb.bloomtexcoord2f[5]; + r_fb.offsettexcoord2f[6] = xoffset+r_fb.bloomtexcoord2f[6]; + r_fb.offsettexcoord2f[7] = yoffset+r_fb.bloomtexcoord2f[7]; // this r value looks like a 'dot' particle, fading sharply to // black at the edges // (probably not realistic but looks good enough) @@ -6361,7 +6686,7 @@ void R_Bloom_MakeTexture(void) GL_Color(r, r, r, 1); R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f); R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); - r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight; + r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight; GL_BlendFunc(GL_ONE, GL_ONE); } @@ -6369,7 +6694,7 @@ void R_Bloom_MakeTexture(void) { // copy the vertically or horizontally blurred bloom view to a texture R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height); - r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height; + r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height; } } } @@ -6379,6 +6704,8 @@ static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortext unsigned int permutation; float uservecs[4][4]; + R_EntityMatrix(&identitymatrix); + switch (vid.renderpath) { case RENDERPATH_GL20: @@ -6399,7 +6726,7 @@ static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortext if (!r_fb.fbo) { R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height); - r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height; + r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height; } if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture) @@ -6465,7 +6792,7 @@ static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortext } R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true); R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); - r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height; + r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height; } // updates old view angles for next pass @@ -6473,7 +6800,7 @@ static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortext // copy view into the ghost texture R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height); - r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height; + r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height; r_fb.ghosttexture_valid = true; } } @@ -6542,7 +6869,7 @@ static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortext R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f); R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation); R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture); - R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture); + R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]); R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps ); hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]); hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight); @@ -6581,7 +6908,7 @@ static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortext break; } R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); - r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height; + r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height; break; case RENDERPATH_GL11: case RENDERPATH_GL13: @@ -6716,6 +7043,10 @@ void R_UpdateVariables(void) { r_refdef.lightmapintensity *= r_fakelight_intensity.value; } + else if (r_refdef.scene.worldmodel) + { + r_refdef.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale; + } if (r_showsurfaces.integer) { r_refdef.scene.rtworld = false; @@ -6725,9 +7056,11 @@ void R_UpdateVariables(void) r_refdef.lightmapintensity = 0; } + r_gpuskeletal = false; switch(vid.renderpath) { case RENDERPATH_GL20: + r_gpuskeletal = vid.support.arb_uniform_buffer_object && r_glsl_skeletal.integer && !r_showsurfaces.integer; // FIXME add r_showsurfaces support to GLSL skeletal! case RENDERPATH_D3D9: case RENDERPATH_D3D10: case RENDERPATH_D3D11: @@ -6807,7 +7140,7 @@ r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype ) } } -int R_SortEntities_Compare(const void *ap, const void *bp) +static int R_SortEntities_Compare(const void *ap, const void *bp) { const entity_render_t *a = *(const entity_render_t **)ap; const entity_render_t *b = *(const entity_render_t **)bp; @@ -6829,7 +7162,7 @@ int R_SortEntities_Compare(const void *ap, const void *bp) // everything we compared is equal return 0; } -void R_SortEntities(void) +static void R_SortEntities(void) { // below or equal 2 ents, sorting never gains anything if(r_refdef.scene.numentities <= 2) @@ -6844,7 +7177,6 @@ R_RenderView ================ */ int dpsoftrast_test; -extern void R_Shadow_UpdateBounceGridTexture(void); extern cvar_t r_shadow_bouncegrid; void R_RenderView(void) { @@ -6870,6 +7202,7 @@ void R_RenderView(void) R_AnimCache_ClearCache(); R_FrameData_NewFrame(); + R_BufferData_NewFrame(); /* adjust for stereo display */ if(R_Stereo_Active()) @@ -6901,16 +7234,26 @@ void R_RenderView(void) 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"); + return; } r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value; + if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D) + // in sRGB fallback, behave similar to true sRGB: convert this + // value from linear to sRGB + r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale); + R_RenderView_UpdateViewVectors(); R_Shadow_UpdateWorldLightSelection(); R_Bloom_StartFrame(); + + // apply bloom brightness offset + if(r_fb.bloomtexture[0]) + r_refdef.view.colorscale *= r_bloom_scenebrightness.value; + R_Water_StartFrame(); // now we probably have an fbo to render into @@ -6938,6 +7281,10 @@ void R_RenderView(void) if (r_timereport_active) R_TimeReport("visibility"); + R_AnimCache_CacheVisibleEntities(); + if (r_timereport_active) + R_TimeReport("animcache"); + R_Shadow_UpdateBounceGridTexture(); if (r_timereport_active && r_shadow_bouncegrid.integer) R_TimeReport("bouncegrid"); @@ -6986,15 +7333,10 @@ void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortex } } -extern void R_DrawLightningBeams (void); -extern void VM_CL_AddPolygonsToMeshQueue (void); -extern void R_DrawPortals (void); extern cvar_t cl_locs_show; static void R_DrawLocs(void); static void R_DrawEntityBBoxes(void); static void R_DrawModelDecals(void); -extern void R_DrawModelShadows(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture); -extern void R_DrawModelShadowMaps(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture); extern cvar_t cl_decals_newsystem; extern qboolean r_shadow_usingdeferredprepass; void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture) @@ -7004,7 +7346,7 @@ void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture) if (r_timereport_active) R_TimeReport("beginscene"); - r_refdef.stats.renders++; + r_refdef.stats[r_stat_renders]++; R_UpdateFog(); @@ -7161,7 +7503,8 @@ void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture) R_TimeReport("lightning"); } - VM_CL_AddPolygonsToMeshQueue(); + if (cl.csqc_loaded) + VM_CL_AddPolygonsToMeshQueue(CLVM_prog); if (r_refdef.view.showdebug) { @@ -7247,7 +7590,7 @@ static const unsigned short bboxelements[36] = 1, 0, 2, 1, 2, 3, }; -void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca) +static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca) { int i; float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4]; @@ -7288,10 +7631,10 @@ void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, floa static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) { + prvm_prog_t *prog = SVVM_prog; int i; float color[4]; prvm_edict_t *edict; - prvm_prog_t *prog_save = prog; // this function draws bounding boxes of server entities if (!sv.active) @@ -7300,8 +7643,6 @@ static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtligh GL_CullFace(GL_NONE); R_SetupShader_Generic_NoTexture(false, false); - prog = 0; - SV_VM_Begin(); for (i = 0;i < numsurfaces;i++) { edict = PRVM_EDICT_NUM(surfacelist[i]); @@ -7312,6 +7653,7 @@ static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtligh case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break; case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break; case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break; + case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break; default: Vector4Set(color, 0, 0, 0, 0.50);break; } color[3] *= r_showbboxes.value; @@ -7320,8 +7662,6 @@ static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtligh GL_CullFace(r_refdef.view.cullface_front); R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]); } - SV_VM_End(); - prog = prog_save; } static void R_DrawEntityBBoxes(void) @@ -7329,14 +7669,12 @@ static void R_DrawEntityBBoxes(void) int i; prvm_edict_t *edict; vec3_t center; - prvm_prog_t *prog_save = prog; + prvm_prog_t *prog = SVVM_prog; // this function draws bounding boxes of server entities if (!sv.active) return; - prog = 0; - SV_VM_Begin(); for (i = 0;i < prog->num_edicts;i++) { edict = PRVM_EDICT_NUM(i); @@ -7348,10 +7686,8 @@ static void R_DrawEntityBBoxes(void) if(PRVM_serveredictedict(edict, viewmodelforclient) != 0) continue; VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center); - R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL); + R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL); } - SV_VM_End(); - prog = prog_save; } static const int nomodelelement3i[24] = @@ -7398,7 +7734,7 @@ static const float nomodelcolor4f[6*4] = 0.5f, 0.0f, 0.0f, 1.0f }; -void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) +static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) { int i; float f1, f2, *c; @@ -7458,12 +7794,12 @@ void R_DrawNoModel(entity_render_t *ent) vec3_t org; Matrix4x4_OriginFromMatrix(&ent->matrix, org); if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1)) - R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight); + R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight); else R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL); } -void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width) +void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width) { vec3_t right1, right2, diff, normal; @@ -7509,7 +7845,7 @@ void R_CalcSprite_Vertex3f(float *vertex3f, const vec3_t origin, const vec3_t le vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1; } -int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z) +static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z) { int i; float *vertex3f; @@ -7552,7 +7888,7 @@ void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f) } } -void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d) +static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d) { int i; int *e, element[3]; @@ -7671,7 +8007,7 @@ static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms) return (float) f; } -void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags) +static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags) { int w, h, idx; double f; @@ -7735,7 +8071,7 @@ void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *t Matrix4x4_Concat(texmatrix, &matrix, &temp); } -void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname) +static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname) { int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP; char name[MAX_QPATH]; @@ -7766,15 +8102,15 @@ texture_t *R_GetCurrentTexture(texture_t *t) { int i; const entity_render_t *ent = rsurface.entity; - dp_model_t *model = ent->model; + dp_model_t *model = ent->model; // when calling this, ent must not be NULL q3shaderinfo_layer_tcmod_t *tcmod; - if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent) + if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate) return t->currentframe; t->update_lastrenderframe = r_textureframe; t->update_lastrenderentity = (void *)ent; - if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS) + if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS) t->camera_entity = ent->entitynumber; else t->camera_entity = 0; @@ -7842,7 +8178,7 @@ texture_t *R_GetCurrentTexture(texture_t *t) { // no modellight if using fakelight for the map } - else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) + else if ((rsurface.modeltexcoordlightmap2f == NULL || (rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT))) && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) { // pick a model lighting mode if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f)) @@ -7918,6 +8254,11 @@ texture_t *R_GetCurrentTexture(texture_t *t) t->backgroundglowtexture = t->backgroundcurrentskinframe->glow; if (!t->backgroundnmaptexture) t->backgroundnmaptexture = r_texture_blanknormalmap; + // make sure that if glow is going to be used, both textures are not NULL + if (!t->backgroundglowtexture && t->glowtexture) + t->backgroundglowtexture = r_texture_black; + if (!t->glowtexture && t->backgroundglowtexture) + t->glowtexture = r_texture_black; } else { @@ -7960,13 +8301,15 @@ texture_t *R_GetCurrentTexture(texture_t *t) t->basetexture = r_texture_grey128; t->pantstexture = r_texture_black; t->shirttexture = r_texture_black; - t->nmaptexture = r_texture_blanknormalmap; + if (gl_lightmaps.integer < 2) + t->nmaptexture = r_texture_blanknormalmap; t->glosstexture = r_texture_black; t->glowtexture = NULL; t->fogtexture = NULL; t->reflectmasktexture = NULL; t->backgroundbasetexture = NULL; - t->backgroundnmaptexture = r_texture_blanknormalmap; + if (gl_lightmaps.integer < 2) + t->backgroundnmaptexture = r_texture_blanknormalmap; t->backgroundglosstexture = r_texture_black; t->backgroundglowtexture = NULL; t->specularscale = 0; @@ -8001,7 +8344,7 @@ texture_t *R_GetCurrentTexture(texture_t *t) blendfunc2 = GL_ZERO; } // don't colormod evilblend textures - if(!R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD) + if(!(R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD)) VectorSet(t->lightmapcolor, 1, 1, 1); depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED); if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) @@ -8106,6 +8449,11 @@ void RSurf_ActiveWorldEntity(void) rsurface.ent_alttextures = false; rsurface.basepolygonfactor = r_refdef.polygonfactor; rsurface.basepolygonoffset = r_refdef.polygonoffset; + rsurface.entityskeletaltransform3x4 = NULL; + rsurface.entityskeletaltransform3x4buffer = NULL; + rsurface.entityskeletaltransform3x4offset = 0; + rsurface.entityskeletaltransform3x4size = 0;; + rsurface.entityskeletalnumtransforms = 0; rsurface.modelvertex3f = model->surfmesh.data_vertex3f; rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer; rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f; @@ -8127,6 +8475,12 @@ void RSurf_ActiveWorldEntity(void) rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f; rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer; rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f; + rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub; + rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer; + rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub; + rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub; + rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer; + rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub; rsurface.modelelement3i = model->surfmesh.data_element3i; rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer; rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset; @@ -8137,9 +8491,9 @@ void RSurf_ActiveWorldEntity(void) rsurface.modelnumvertices = model->surfmesh.num_vertices; rsurface.modelnumtriangles = model->surfmesh.num_triangles; rsurface.modelsurfaces = model->data_surfaces; - rsurface.modelvertexmesh = model->surfmesh.vertexmesh; - rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer; - rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer; + rsurface.modelvertexmesh = model->surfmesh.data_vertexmesh; + rsurface.modelvertexmesh_vertexbuffer = model->surfmesh.vbo_vertexbuffer; + rsurface.modelvertexmesh_bufferoffset = model->surfmesh.vbooffset_vertex3f; rsurface.modelgeneratedvertex = false; rsurface.batchgeneratedvertex = false; rsurface.batchfirstvertex = 0; @@ -8167,9 +8521,15 @@ void RSurf_ActiveWorldEntity(void) rsurface.batchtexcoordlightmap2f = NULL; rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL; rsurface.batchtexcoordlightmap2f_bufferoffset = 0; + rsurface.batchskeletalindex4ub = NULL; + rsurface.batchskeletalindex4ub_vertexbuffer = NULL; + rsurface.batchskeletalindex4ub_bufferoffset = 0; + rsurface.batchskeletalweight4ub = NULL; + rsurface.batchskeletalweight4ub_vertexbuffer = NULL; + rsurface.batchskeletalweight4ub_bufferoffset = 0; rsurface.batchvertexmesh = NULL; - rsurface.batchvertexmeshbuffer = NULL; - rsurface.batchvertex3fbuffer = NULL; + rsurface.batchvertexmesh_vertexbuffer = NULL; + rsurface.batchvertexmesh_bufferoffset = 0; rsurface.batchelement3i = NULL; rsurface.batchelement3i_indexbuffer = NULL; rsurface.batchelement3i_bufferoffset = 0; @@ -8179,6 +8539,7 @@ void RSurf_ActiveWorldEntity(void) rsurface.passcolor4f = NULL; rsurface.passcolor4f_vertexbuffer = NULL; rsurface.passcolor4f_bufferoffset = 0; + rsurface.forcecurrenttextureupdate = false; } void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass) @@ -8221,63 +8582,129 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value; rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value; } - if (model->surfmesh.isanimated && model->AnimateVertices) + // if the animcache code decided it should use the shader path, skip the deform step + rsurface.entityskeletaltransform3x4 = ent->animcache_skeletaltransform3x4; + rsurface.entityskeletaltransform3x4buffer = ent->animcache_skeletaltransform3x4buffer; + rsurface.entityskeletaltransform3x4offset = ent->animcache_skeletaltransform3x4offset; + rsurface.entityskeletaltransform3x4size = ent->animcache_skeletaltransform3x4size; + rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0; + if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4) { if (ent->animcache_vertex3f) { + r_refdef.stats[r_stat_batch_entitycache_count]++; + r_refdef.stats[r_stat_batch_entitycache_surfaces] += model->num_surfaces; + r_refdef.stats[r_stat_batch_entitycache_vertices] += model->surfmesh.num_vertices; + r_refdef.stats[r_stat_batch_entitycache_triangles] += model->surfmesh.num_triangles; rsurface.modelvertex3f = ent->animcache_vertex3f; + rsurface.modelvertex3f_vertexbuffer = ent->animcache_vertex3f_vertexbuffer; + rsurface.modelvertex3f_bufferoffset = ent->animcache_vertex3f_bufferoffset; rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL; + rsurface.modelsvector3f_vertexbuffer = wanttangents ? ent->animcache_svector3f_vertexbuffer : NULL; + rsurface.modelsvector3f_bufferoffset = wanttangents ? ent->animcache_svector3f_bufferoffset : 0; rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL; + rsurface.modeltvector3f_vertexbuffer = wanttangents ? ent->animcache_tvector3f_vertexbuffer : NULL; + rsurface.modeltvector3f_bufferoffset = wanttangents ? ent->animcache_tvector3f_bufferoffset : 0; rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL; + rsurface.modelnormal3f_vertexbuffer = wantnormals ? ent->animcache_normal3f_vertexbuffer : NULL; + rsurface.modelnormal3f_bufferoffset = wantnormals ? ent->animcache_normal3f_bufferoffset : 0; rsurface.modelvertexmesh = ent->animcache_vertexmesh; - rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer; - rsurface.modelvertex3fbuffer = ent->animcache_vertex3fbuffer; + rsurface.modelvertexmesh_vertexbuffer = ent->animcache_vertexmesh_vertexbuffer; + rsurface.modelvertexmesh_bufferoffset = ent->animcache_vertexmesh_bufferoffset; } else if (wanttangents) { + r_refdef.stats[r_stat_batch_entityanimate_count]++; + r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces; + r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices; + r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles; rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3])); rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3])); rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3])); rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3])); model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f); rsurface.modelvertexmesh = NULL; - rsurface.modelvertexmeshbuffer = NULL; - rsurface.modelvertex3fbuffer = NULL; + rsurface.modelvertexmesh_vertexbuffer = NULL; + rsurface.modelvertexmesh_bufferoffset = 0; + rsurface.modelvertex3f_vertexbuffer = NULL; + rsurface.modelvertex3f_bufferoffset = 0; + rsurface.modelvertex3f_vertexbuffer = 0; + rsurface.modelvertex3f_bufferoffset = 0; + rsurface.modelsvector3f_vertexbuffer = 0; + rsurface.modelsvector3f_bufferoffset = 0; + rsurface.modeltvector3f_vertexbuffer = 0; + rsurface.modeltvector3f_bufferoffset = 0; + rsurface.modelnormal3f_vertexbuffer = 0; + rsurface.modelnormal3f_bufferoffset = 0; } else if (wantnormals) { + r_refdef.stats[r_stat_batch_entityanimate_count]++; + r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces; + r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices; + r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles; rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3])); rsurface.modelsvector3f = NULL; rsurface.modeltvector3f = NULL; rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3])); model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL); rsurface.modelvertexmesh = NULL; - rsurface.modelvertexmeshbuffer = NULL; - rsurface.modelvertex3fbuffer = NULL; + rsurface.modelvertexmesh_vertexbuffer = NULL; + rsurface.modelvertexmesh_bufferoffset = 0; + rsurface.modelvertex3f_vertexbuffer = NULL; + rsurface.modelvertex3f_bufferoffset = 0; + rsurface.modelvertex3f_vertexbuffer = 0; + rsurface.modelvertex3f_bufferoffset = 0; + rsurface.modelsvector3f_vertexbuffer = 0; + rsurface.modelsvector3f_bufferoffset = 0; + rsurface.modeltvector3f_vertexbuffer = 0; + rsurface.modeltvector3f_bufferoffset = 0; + rsurface.modelnormal3f_vertexbuffer = 0; + rsurface.modelnormal3f_bufferoffset = 0; } else { + r_refdef.stats[r_stat_batch_entityanimate_count]++; + r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces; + r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices; + r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles; rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3])); rsurface.modelsvector3f = NULL; rsurface.modeltvector3f = NULL; rsurface.modelnormal3f = NULL; model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL); rsurface.modelvertexmesh = NULL; - rsurface.modelvertexmeshbuffer = NULL; - rsurface.modelvertex3fbuffer = NULL; - } - rsurface.modelvertex3f_vertexbuffer = 0; - rsurface.modelvertex3f_bufferoffset = 0; - rsurface.modelsvector3f_vertexbuffer = 0; - rsurface.modelsvector3f_bufferoffset = 0; - rsurface.modeltvector3f_vertexbuffer = 0; - rsurface.modeltvector3f_bufferoffset = 0; - rsurface.modelnormal3f_vertexbuffer = 0; - rsurface.modelnormal3f_bufferoffset = 0; + rsurface.modelvertexmesh_vertexbuffer = NULL; + rsurface.modelvertexmesh_bufferoffset = 0; + rsurface.modelvertex3f_vertexbuffer = NULL; + rsurface.modelvertex3f_bufferoffset = 0; + rsurface.modelvertex3f_vertexbuffer = 0; + rsurface.modelvertex3f_bufferoffset = 0; + rsurface.modelsvector3f_vertexbuffer = 0; + rsurface.modelsvector3f_bufferoffset = 0; + rsurface.modeltvector3f_vertexbuffer = 0; + rsurface.modeltvector3f_bufferoffset = 0; + rsurface.modelnormal3f_vertexbuffer = 0; + rsurface.modelnormal3f_bufferoffset = 0; + } rsurface.modelgeneratedvertex = true; } else { + if (rsurface.entityskeletaltransform3x4) + { + r_refdef.stats[r_stat_batch_entityskeletal_count]++; + r_refdef.stats[r_stat_batch_entityskeletal_surfaces] += model->num_surfaces; + r_refdef.stats[r_stat_batch_entityskeletal_vertices] += model->surfmesh.num_vertices; + r_refdef.stats[r_stat_batch_entityskeletal_triangles] += model->surfmesh.num_triangles; + } + else + { + r_refdef.stats[r_stat_batch_entitystatic_count]++; + r_refdef.stats[r_stat_batch_entitystatic_surfaces] += model->num_surfaces; + r_refdef.stats[r_stat_batch_entitystatic_vertices] += model->surfmesh.num_vertices; + r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles; + } rsurface.modelvertex3f = model->surfmesh.data_vertex3f; rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer; rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f; @@ -8290,9 +8717,9 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q rsurface.modelnormal3f = model->surfmesh.data_normal3f; rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer; rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f; - rsurface.modelvertexmesh = model->surfmesh.vertexmesh; - rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer; - rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer; + rsurface.modelvertexmesh = model->surfmesh.data_vertexmesh; + rsurface.modelvertexmesh_vertexbuffer = model->surfmesh.vbo_vertexbuffer; + rsurface.modelvertexmesh_bufferoffset = model->surfmesh.vbooffset_vertex3f; rsurface.modelgeneratedvertex = false; } rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f; @@ -8304,6 +8731,12 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f; rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer; rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f; + rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub; + rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer; + rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub; + rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub; + rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer; + rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub; rsurface.modelelement3i = model->surfmesh.data_element3i; rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer; rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset; @@ -8340,9 +8773,15 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q rsurface.batchtexcoordlightmap2f = NULL; rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL; rsurface.batchtexcoordlightmap2f_bufferoffset = 0; + rsurface.batchskeletalindex4ub = NULL; + rsurface.batchskeletalindex4ub_vertexbuffer = NULL; + rsurface.batchskeletalindex4ub_bufferoffset = 0; + rsurface.batchskeletalweight4ub = NULL; + rsurface.batchskeletalweight4ub_vertexbuffer = NULL; + rsurface.batchskeletalweight4ub_bufferoffset = 0; rsurface.batchvertexmesh = NULL; - rsurface.batchvertexmeshbuffer = NULL; - rsurface.batchvertex3fbuffer = NULL; + rsurface.batchvertexmesh_vertexbuffer = NULL; + rsurface.batchvertexmesh_bufferoffset = 0; rsurface.batchelement3i = NULL; rsurface.batchelement3i_indexbuffer = NULL; rsurface.batchelement3i_bufferoffset = 0; @@ -8352,6 +8791,7 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q rsurface.passcolor4f = NULL; rsurface.passcolor4f_vertexbuffer = NULL; rsurface.passcolor4f_bufferoffset = 0; + rsurface.forcecurrenttextureupdate = false; } void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents) @@ -8387,6 +8827,15 @@ void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inve rsurface.ent_alttextures = false; rsurface.basepolygonfactor = r_refdef.polygonfactor; rsurface.basepolygonoffset = r_refdef.polygonoffset; + rsurface.entityskeletaltransform3x4 = NULL; + rsurface.entityskeletaltransform3x4buffer = NULL; + rsurface.entityskeletaltransform3x4offset = 0; + rsurface.entityskeletaltransform3x4size = 0; + rsurface.entityskeletalnumtransforms = 0; + r_refdef.stats[r_stat_batch_entitycustom_count]++; + r_refdef.stats[r_stat_batch_entitycustom_surfaces] += 1; + r_refdef.stats[r_stat_batch_entitycustom_vertices] += rsurface.modelnumvertices; + r_refdef.stats[r_stat_batch_entitycustom_triangles] += rsurface.modelnumtriangles; if (wanttangents) { rsurface.modelvertex3f = (float *)vertex3f; @@ -8409,8 +8858,8 @@ void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inve rsurface.modelnormal3f = NULL; } rsurface.modelvertexmesh = NULL; - rsurface.modelvertexmeshbuffer = NULL; - rsurface.modelvertex3fbuffer = NULL; + rsurface.modelvertexmesh_vertexbuffer = NULL; + rsurface.modelvertexmesh_bufferoffset = 0; rsurface.modelvertex3f_vertexbuffer = 0; rsurface.modelvertex3f_bufferoffset = 0; rsurface.modelsvector3f_vertexbuffer = 0; @@ -8429,6 +8878,12 @@ void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inve rsurface.modeltexcoordlightmap2f = NULL; rsurface.modeltexcoordlightmap2f_vertexbuffer = 0; rsurface.modeltexcoordlightmap2f_bufferoffset = 0; + rsurface.modelskeletalindex4ub = NULL; + rsurface.modelskeletalindex4ub_vertexbuffer = NULL; + rsurface.modelskeletalindex4ub_bufferoffset = 0; + rsurface.modelskeletalweight4ub = NULL; + rsurface.modelskeletalweight4ub_vertexbuffer = NULL; + rsurface.modelskeletalweight4ub_bufferoffset = 0; rsurface.modelelement3i = (int *)element3i; rsurface.modelelement3i_indexbuffer = NULL; rsurface.modelelement3i_bufferoffset = 0; @@ -8463,9 +8918,15 @@ void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inve rsurface.batchtexcoordlightmap2f = NULL; rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL; rsurface.batchtexcoordlightmap2f_bufferoffset = 0; + rsurface.batchskeletalindex4ub = NULL; + rsurface.batchskeletalindex4ub_vertexbuffer = NULL; + rsurface.batchskeletalindex4ub_bufferoffset = 0; + rsurface.batchskeletalweight4ub = NULL; + rsurface.batchskeletalweight4ub_vertexbuffer = NULL; + rsurface.batchskeletalweight4ub_bufferoffset = 0; rsurface.batchvertexmesh = NULL; - rsurface.batchvertexmeshbuffer = NULL; - rsurface.batchvertex3fbuffer = NULL; + rsurface.batchvertexmesh_vertexbuffer = NULL; + rsurface.batchvertexmesh_bufferoffset = 0; rsurface.batchelement3i = NULL; rsurface.batchelement3i_indexbuffer = NULL; rsurface.batchelement3i_bufferoffset = 0; @@ -8475,6 +8936,7 @@ void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inve rsurface.passcolor4f = NULL; rsurface.passcolor4f_vertexbuffer = NULL; rsurface.passcolor4f_bufferoffset = 0; + rsurface.forcecurrenttextureupdate = true; if (rsurface.modelnumvertices && rsurface.modelelement3i) { @@ -8524,7 +8986,7 @@ float RSurf_FogVertex(const float *v) return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)]; } -void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust) +static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust) { int i; for (i = 0;i < numelements;i++) @@ -8546,6 +9008,7 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const int surfacefirstvertex; int surfaceendvertex; int surfacenumvertices; + int batchnumsurfaces = texturenumsurfaces; int batchnumvertices; int batchnumtriangles; int needsupdate; @@ -8557,6 +9020,7 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const float scale; float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3]; float waveparms[4]; + unsigned char *ub; q3shaderinfo_deform_t *deform; const msurface_t *surface, *firstsurface; r_vertexmesh_t *vertexmesh; @@ -8586,6 +9050,13 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const batchnumtriangles += surfacenumtriangles; } + r_refdef.stats[r_stat_batch_batches]++; + if (gaps) + r_refdef.stats[r_stat_batch_withgaps]++; + r_refdef.stats[r_stat_batch_surfaces] += batchnumsurfaces; + r_refdef.stats[r_stat_batch_vertices] += batchnumvertices; + r_refdef.stats[r_stat_batch_triangles] += batchnumtriangles; + // we now know the vertex range used, and if there are any gaps in it rsurface.batchfirstvertex = firstvertex; rsurface.batchnumvertices = endvertex - firstvertex; @@ -8599,11 +9070,30 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const // check if any dynamic vertex processing must occur dynamicvertex = false; + // a cvar to force the dynamic vertex path to be taken, for debugging + if (r_batch_debugdynamicvertexpath.integer) + { + if (!dynamicvertex) + { + r_refdef.stats[r_stat_batch_dynamic_batches_because_cvar] += 1; + r_refdef.stats[r_stat_batch_dynamic_surfaces_because_cvar] += batchnumsurfaces; + r_refdef.stats[r_stat_batch_dynamic_vertices_because_cvar] += batchnumvertices; + r_refdef.stats[r_stat_batch_dynamic_triangles_because_cvar] += batchnumtriangles; + } + dynamicvertex = true; + } + // if there is a chance of animated vertex colors, it's a dynamic batch if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo) { + if (!dynamicvertex) + { + r_refdef.stats[r_stat_batch_dynamic_batches_because_lightmapvertex] += 1; + r_refdef.stats[r_stat_batch_dynamic_surfaces_because_lightmapvertex] += batchnumsurfaces; + r_refdef.stats[r_stat_batch_dynamic_vertices_because_lightmapvertex] += batchnumvertices; + r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles; + } dynamicvertex = true; - batchneed |= BATCHNEED_NOGAPS; needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR; } @@ -8624,37 +9114,79 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const case Q3DEFORM_NONE: break; case Q3DEFORM_AUTOSPRITE: + if (!dynamicvertex) + { + r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite] += 1; + r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite] += batchnumsurfaces; + r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite] += batchnumvertices; + r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite] += batchnumtriangles; + } dynamicvertex = true; - batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS; + batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD; needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR; break; case Q3DEFORM_AUTOSPRITE2: + if (!dynamicvertex) + { + r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite2] += 1; + r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite2] += batchnumsurfaces; + r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite2] += batchnumvertices; + r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite2] += batchnumtriangles; + } dynamicvertex = true; - batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS; + batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD; needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR; break; case Q3DEFORM_NORMAL: + if (!dynamicvertex) + { + r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_normal] += 1; + r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_normal] += batchnumsurfaces; + r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_normal] += batchnumvertices; + r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_normal] += batchnumtriangles; + } dynamicvertex = true; - batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS; + batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD; needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR; break; case Q3DEFORM_WAVE: if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms)) break; // if wavefunc is a nop, ignore this transform + if (!dynamicvertex) + { + r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_wave] += 1; + r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_wave] += batchnumsurfaces; + r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_wave] += batchnumvertices; + r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_wave] += batchnumtriangles; + } dynamicvertex = true; - batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS; + batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD; needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR; break; case Q3DEFORM_BULGE: + if (!dynamicvertex) + { + r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_bulge] += 1; + r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_bulge] += batchnumsurfaces; + r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_bulge] += batchnumvertices; + r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_bulge] += batchnumtriangles; + } dynamicvertex = true; - batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS; + batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD; needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR; break; case Q3DEFORM_MOVE: if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms)) break; // if wavefunc is a nop, ignore this transform + if (!dynamicvertex) + { + r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_move] += 1; + r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_move] += batchnumsurfaces; + r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_move] += batchnumvertices; + r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_move] += batchnumtriangles; + } dynamicvertex = true; - batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS; + batchneed |= BATCHNEED_ARRAY_VERTEX; needsupdate |= BATCHNEED_VERTEXMESH_VERTEX; break; } @@ -8665,36 +9197,90 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const case Q3TCGEN_TEXTURE: break; case Q3TCGEN_LIGHTMAP: + if (!dynamicvertex) + { + r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1; + r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces; + r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices; + r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles; + } dynamicvertex = true; - batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS; + batchneed |= BATCHNEED_ARRAY_LIGHTMAP; needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP; break; case Q3TCGEN_VECTOR: + if (!dynamicvertex) + { + r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1; + r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces; + r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices; + r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles; + } dynamicvertex = true; - batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS; + batchneed |= BATCHNEED_ARRAY_VERTEX; needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD; break; case Q3TCGEN_ENVIRONMENT: + if (!dynamicvertex) + { + r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1; + r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces; + r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices; + r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles; + } dynamicvertex = true; - batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS; + batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL; needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD; break; } if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT) { + if (!dynamicvertex) + { + r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1; + r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces; + r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices; + r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles; + } dynamicvertex = true; - batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS; + batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD; needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD; } if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))) { + if (!dynamicvertex) + { + r_refdef.stats[r_stat_batch_dynamic_batches_because_interleavedarrays] += 1; + r_refdef.stats[r_stat_batch_dynamic_surfaces_because_interleavedarrays] += batchnumsurfaces; + r_refdef.stats[r_stat_batch_dynamic_vertices_because_interleavedarrays] += batchnumvertices; + r_refdef.stats[r_stat_batch_dynamic_triangles_because_interleavedarrays] += batchnumtriangles; + } dynamicvertex = true; - batchneed |= BATCHNEED_NOGAPS; needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)); } - if (dynamicvertex || gaps || rsurface.batchfirstvertex) + // when the model data has no vertex buffer (dynamic mesh), we need to + // eliminate gaps + if (vid.useinterleavedarrays && !rsurface.modelvertexmesh_vertexbuffer) + batchneed |= BATCHNEED_NOGAPS; + + // the caller can specify BATCHNEED_NOGAPS to force a batch with + // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex), + // we ensure this by treating the vertex batch as dynamic... + if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0)) + { + if (!dynamicvertex) + { + r_refdef.stats[r_stat_batch_dynamic_batches_because_nogaps] += 1; + r_refdef.stats[r_stat_batch_dynamic_surfaces_because_nogaps] += batchnumsurfaces; + r_refdef.stats[r_stat_batch_dynamic_vertices_because_nogaps] += batchnumvertices; + r_refdef.stats[r_stat_batch_dynamic_triangles_because_nogaps] += batchnumtriangles; + } + dynamicvertex = true; + } + + if (dynamicvertex) { // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set... if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX; @@ -8703,25 +9289,38 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR; if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD; if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP; + if (batchneed & BATCHNEED_VERTEXMESH_SKELETAL) batchneed |= BATCHNEED_ARRAY_SKELETAL; } - // when the model data has no vertex buffer (dynamic mesh), we need to - // eliminate gaps - if (vid.useinterleavedarrays ? !rsurface.modelvertexmeshbuffer : !rsurface.modelvertex3f_vertexbuffer) - batchneed |= BATCHNEED_NOGAPS; - // if needsupdate, we have to do a dynamic vertex batch for sure if (needsupdate & batchneed) + { + if (!dynamicvertex) + { + r_refdef.stats[r_stat_batch_dynamic_batches_because_derived] += 1; + r_refdef.stats[r_stat_batch_dynamic_surfaces_because_derived] += batchnumsurfaces; + r_refdef.stats[r_stat_batch_dynamic_vertices_because_derived] += batchnumvertices; + r_refdef.stats[r_stat_batch_dynamic_triangles_because_derived] += batchnumtriangles; + } dynamicvertex = true; + } // see if we need to build vertexmesh from arrays if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))) + { + if (!dynamicvertex) + { + r_refdef.stats[r_stat_batch_dynamic_batches_because_interleavedarrays] += 1; + r_refdef.stats[r_stat_batch_dynamic_surfaces_because_interleavedarrays] += batchnumsurfaces; + r_refdef.stats[r_stat_batch_dynamic_vertices_because_interleavedarrays] += batchnumvertices; + r_refdef.stats[r_stat_batch_dynamic_triangles_because_interleavedarrays] += batchnumtriangles; + } dynamicvertex = true; + } - // if gaps are unacceptable, and there are gaps, it's a dynamic batch... - // also some drivers strongly dislike firstvertex - if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex)) - dynamicvertex = true; + // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data + if (dynamicvertex && rsurface.entityskeletaltransform3x4) + batchneed |= BATCHNEED_ARRAY_SKELETAL; rsurface.batchvertex3f = rsurface.modelvertex3f; rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer; @@ -8744,15 +9343,26 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f; rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer; rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset; - rsurface.batchvertex3fbuffer = rsurface.modelvertex3fbuffer; + rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub; + rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer; + rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset; + rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub; + rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer; + rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset; rsurface.batchvertexmesh = rsurface.modelvertexmesh; - rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer; + rsurface.batchvertexmesh_vertexbuffer = rsurface.modelvertexmesh_vertexbuffer; + rsurface.batchvertexmesh_bufferoffset = rsurface.modelvertexmesh_bufferoffset; rsurface.batchelement3i = rsurface.modelelement3i; rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer; rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset; rsurface.batchelement3s = rsurface.modelelement3s; rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer; rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset; + rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4; + rsurface.batchskeletaltransform3x4buffer = rsurface.entityskeletaltransform3x4buffer; + rsurface.batchskeletaltransform3x4offset = rsurface.entityskeletaltransform3x4offset; + rsurface.batchskeletaltransform3x4size = rsurface.entityskeletaltransform3x4size; + rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms; // if any dynamic vertex processing has to occur in software, we copy the // entire surface list together before processing to rebase the vertices @@ -8762,10 +9372,15 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const // copy the surface list together to avoid wasting upload bandwidth on the // vertices in the gaps. // - // if gaps exist and we have a static vertex buffer, we still have to - // combine the index buffer ranges into one dynamic index buffer. + // if gaps exist and we have a static vertex buffer, we can choose whether + // to combine the index buffer ranges into one dynamic index buffer or + // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW). // - // in all cases we end up with data that can be drawn in one call. + // in many cases the batch is reduced to one draw call. + + rsurface.batchmultidraw = false; + rsurface.batchmultidrawnumsurfaces = 0; + rsurface.batchmultidrawsurfacelist = NULL; if (!dynamicvertex) { @@ -8775,6 +9390,17 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const // otherwise use the original static buffer with an appropriate offset if (gaps) { + r_refdef.stats[r_stat_batch_copytriangles_batches] += 1; + r_refdef.stats[r_stat_batch_copytriangles_surfaces] += batchnumsurfaces; + r_refdef.stats[r_stat_batch_copytriangles_vertices] += batchnumvertices; + r_refdef.stats[r_stat_batch_copytriangles_triangles] += batchnumtriangles; + if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer) + { + rsurface.batchmultidraw = true; + rsurface.batchmultidrawnumsurfaces = texturenumsurfaces; + rsurface.batchmultidrawsurfacelist = texturesurfacelist; + return; + } // build a new triangle elements array for this batch rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3])); rsurface.batchfirsttriangle = 0; @@ -8798,6 +9424,21 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const for (i = 0;i < numtriangles*3;i++) rsurface.batchelement3s[i] = rsurface.batchelement3i[i]; } + // upload buffer data for the copytriangles batch + if (vid.forcevbo || (r_batch_dynamicbuffer.integer && vid.support.arb_vertex_buffer_object)) + { + if (rsurface.batchelement3s) + rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset, !vid.forcevbo); + else if (rsurface.batchelement3i) + rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset, !vid.forcevbo); + } + } + else + { + r_refdef.stats[r_stat_batch_fast_batches] += 1; + r_refdef.stats[r_stat_batch_fast_surfaces] += batchnumsurfaces; + r_refdef.stats[r_stat_batch_fast_vertices] += batchnumvertices; + r_refdef.stats[r_stat_batch_fast_triangles] += batchnumtriangles; } return; } @@ -8806,14 +9447,21 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const // we only directly handle separate array data in this case and then // generate interleaved data if needed... rsurface.batchgeneratedvertex = true; + r_refdef.stats[r_stat_batch_dynamic_batches] += 1; + r_refdef.stats[r_stat_batch_dynamic_surfaces] += batchnumsurfaces; + r_refdef.stats[r_stat_batch_dynamic_vertices] += batchnumvertices; + r_refdef.stats[r_stat_batch_dynamic_triangles] += batchnumtriangles; // now copy the vertex data into a combined array and make an index array // (this is what Quake3 does all the time) - //if (gaps || rsurface.batchfirstvertex) + // we also apply any skeletal animation here that would have been done in + // the vertex shader, because most of the dynamic vertex animation cases + // need actual vertex positions and normals + //if (dynamicvertex) { - rsurface.batchvertex3fbuffer = NULL; rsurface.batchvertexmesh = NULL; - rsurface.batchvertexmeshbuffer = NULL; + rsurface.batchvertexmesh_vertexbuffer = NULL; + rsurface.batchvertexmesh_bufferoffset = 0; rsurface.batchvertex3f = NULL; rsurface.batchvertex3f_vertexbuffer = NULL; rsurface.batchvertex3f_bufferoffset = 0; @@ -8835,12 +9483,21 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const rsurface.batchtexcoordlightmap2f = NULL; rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL; rsurface.batchtexcoordlightmap2f_bufferoffset = 0; + rsurface.batchskeletalindex4ub = NULL; + rsurface.batchskeletalindex4ub_vertexbuffer = NULL; + rsurface.batchskeletalindex4ub_bufferoffset = 0; + rsurface.batchskeletalweight4ub = NULL; + rsurface.batchskeletalweight4ub_vertexbuffer = NULL; + rsurface.batchskeletalweight4ub_bufferoffset = 0; rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3])); rsurface.batchelement3i_indexbuffer = NULL; rsurface.batchelement3i_bufferoffset = 0; rsurface.batchelement3s = NULL; rsurface.batchelement3s_indexbuffer = NULL; rsurface.batchelement3s_bufferoffset = 0; + rsurface.batchskeletaltransform3x4buffer = NULL; + rsurface.batchskeletaltransform3x4offset = 0; + rsurface.batchskeletaltransform3x4size = 0; // we'll only be setting up certain arrays as needed if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t)); @@ -8859,6 +9516,11 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2])); if (batchneed & BATCHNEED_ARRAY_LIGHTMAP) rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2])); + if (batchneed & BATCHNEED_ARRAY_SKELETAL) + { + rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4])); + rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4])); + } numvertices = 0; numtriangles = 0; for (i = 0;i < texturenumsurfaces;i++) @@ -8920,6 +9582,22 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const else memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2])); } + if (batchneed & BATCHNEED_ARRAY_SKELETAL) + { + if (rsurface.modelskeletalindex4ub) + { + memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4])); + memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4])); + } + else + { + memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4])); + memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4])); + ub = rsurface.batchskeletalweight4ub + 4*numvertices; + for (j = 0;j < surfacenumvertices;j++) + ub[j*4] = 255; + } + } } RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex); numvertices += surfacenumvertices; @@ -8942,6 +9620,133 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const rsurface.batchnumtriangles = batchnumtriangles; } + // apply skeletal animation that would have been done in the vertex shader + if (rsurface.batchskeletaltransform3x4) + { + const unsigned char *si; + const unsigned char *sw; + const float *t[4]; + const float *b = rsurface.batchskeletaltransform3x4; + float *vp, *vs, *vt, *vn; + float w[4]; + float m[3][4], n[3][4]; + float tp[3], ts[3], tt[3], tn[3]; + r_refdef.stats[r_stat_batch_dynamicskeletal_batches] += 1; + r_refdef.stats[r_stat_batch_dynamicskeletal_surfaces] += batchnumsurfaces; + r_refdef.stats[r_stat_batch_dynamicskeletal_vertices] += batchnumvertices; + r_refdef.stats[r_stat_batch_dynamicskeletal_triangles] += batchnumtriangles; + si = rsurface.batchskeletalindex4ub; + sw = rsurface.batchskeletalweight4ub; + vp = rsurface.batchvertex3f; + vs = rsurface.batchsvector3f; + vt = rsurface.batchtvector3f; + vn = rsurface.batchnormal3f; + memset(m[0], 0, sizeof(m)); + memset(n[0], 0, sizeof(n)); + for (i = 0;i < batchnumvertices;i++) + { + t[0] = b + si[0]*12; + if (sw[0] == 255) + { + // common case - only one matrix + m[0][0] = t[0][ 0]; + m[0][1] = t[0][ 1]; + m[0][2] = t[0][ 2]; + m[0][3] = t[0][ 3]; + m[1][0] = t[0][ 4]; + m[1][1] = t[0][ 5]; + m[1][2] = t[0][ 6]; + m[1][3] = t[0][ 7]; + m[2][0] = t[0][ 8]; + m[2][1] = t[0][ 9]; + m[2][2] = t[0][10]; + m[2][3] = t[0][11]; + } + else if (sw[2] + sw[3]) + { + // blend 4 matrices + t[1] = b + si[1]*12; + t[2] = b + si[2]*12; + t[3] = b + si[3]*12; + w[0] = sw[0] * (1.0f / 255.0f); + w[1] = sw[1] * (1.0f / 255.0f); + w[2] = sw[2] * (1.0f / 255.0f); + w[3] = sw[3] * (1.0f / 255.0f); + // blend the matrices + m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3]; + m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3]; + m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3]; + m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3]; + m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3]; + m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3]; + m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3]; + m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3]; + m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3]; + m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3]; + m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3]; + m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3]; + } + else + { + // blend 2 matrices + t[1] = b + si[1]*12; + w[0] = sw[0] * (1.0f / 255.0f); + w[1] = sw[1] * (1.0f / 255.0f); + // blend the matrices + m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1]; + m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1]; + m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1]; + m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1]; + m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1]; + m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1]; + m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1]; + m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1]; + m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1]; + m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1]; + m[2][2] = t[0][10] * w[0] + t[1][10] * w[1]; + m[2][3] = t[0][11] * w[0] + t[1][11] * w[1]; + } + si += 4; + sw += 4; + // modify the vertex + VectorCopy(vp, tp); + vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3]; + vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3]; + vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3]; + vp += 3; + if (vn) + { + // the normal transformation matrix is a set of cross products... + CrossProduct(m[1], m[2], n[0]); + CrossProduct(m[2], m[0], n[1]); + CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m) + VectorCopy(vn, tn); + vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2]; + vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2]; + vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2]; + VectorNormalize(vn); + vn += 3; + if (vs) + { + VectorCopy(vs, ts); + vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2]; + vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2]; + vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2]; + VectorNormalize(vs); + vs += 3; + VectorCopy(vt, tt); + vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2]; + vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2]; + vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2]; + VectorNormalize(vt); + vt += 3; + } + } + } + rsurface.batchskeletaltransform3x4 = NULL; + rsurface.batchskeletalnumtransforms = 0; + } + // q1bsp surfaces rendered in vertex color mode have to have colors // calculated based on lightstyles if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo) @@ -9359,7 +10164,8 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const { // convert the modified arrays to vertex structs // rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t)); -// rsurface.batchvertexmeshbuffer = NULL; +// rsurface.batchvertexmesh_vertexbuffer = NULL; +// rsurface.batchvertexmesh_bufferoffset = 0; if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++) VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f); @@ -9383,6 +10189,46 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f) for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++) Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f); + if ((batchneed & BATCHNEED_VERTEXMESH_SKELETAL) && rsurface.batchskeletalindex4ub) + { + for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++) + { + Vector4Copy(rsurface.batchskeletalindex4ub + 4*j, vertexmesh->skeletalindex4ub); + Vector4Copy(rsurface.batchskeletalweight4ub + 4*j, vertexmesh->skeletalweight4ub); + } + } + } + + // upload buffer data for the dynamic batch + if (vid.forcevbo || (r_batch_dynamicbuffer.integer && vid.support.arb_vertex_buffer_object)) + { + if (rsurface.batchvertexmesh) + rsurface.batchvertexmesh_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(r_vertexmesh_t), rsurface.batchvertexmesh, R_BUFFERDATA_VERTEX, &rsurface.batchvertexmesh_bufferoffset, !vid.forcevbo); + else + { + if (rsurface.batchvertex3f) + rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset, !vid.forcevbo); + if (rsurface.batchsvector3f) + rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset, !vid.forcevbo); + if (rsurface.batchtvector3f) + rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset, !vid.forcevbo); + if (rsurface.batchnormal3f) + rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset, !vid.forcevbo); + if (rsurface.batchlightmapcolor4f && r_batch_dynamicbuffer.integer && vid.support.arb_vertex_buffer_object) + rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset, !vid.forcevbo); + if (rsurface.batchtexcoordtexture2f && r_batch_dynamicbuffer.integer && vid.support.arb_vertex_buffer_object) + rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset, !vid.forcevbo); + if (rsurface.batchtexcoordlightmap2f && r_batch_dynamicbuffer.integer && vid.support.arb_vertex_buffer_object) + rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset, !vid.forcevbo); + if (rsurface.batchskeletalindex4ub) + rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset, !vid.forcevbo); + if (rsurface.batchskeletalweight4ub) + rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset, !vid.forcevbo); + } + if (rsurface.batchelement3s) + rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset, !vid.forcevbo); + else if (rsurface.batchelement3i) + rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset, !vid.forcevbo); } } @@ -9418,7 +10264,31 @@ void RSurf_DrawBatch(void) } } #endif - R_Mesh_Draw(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchfirsttriangle, rsurface.batchnumtriangles, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset); + if (rsurface.batchmultidraw) + { + // issue multiple draws rather than copying index data + int numsurfaces = rsurface.batchmultidrawnumsurfaces; + const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist; + int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle; + for (i = 0;i < numsurfaces;) + { + // combine consecutive surfaces as one draw + for (k = i, j = i + 1;j < numsurfaces;k = j, j++) + if (surfacelist[j] != surfacelist[k] + 1) + break; + firstvertex = surfacelist[i]->num_firstvertex; + endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices; + firsttriangle = surfacelist[i]->num_firsttriangle; + endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles; + R_Mesh_Draw(firstvertex, endvertex - firstvertex, firsttriangle, endtriangle - firsttriangle, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset); + i = j; + } + } + else + { + // there is only one consecutive run of index data (may have been combined) + R_Mesh_Draw(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchfirsttriangle, rsurface.batchnumtriangles, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset); + } } static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface) @@ -9438,7 +10308,7 @@ static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface) d = 0; if(!prepared) { - RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface); + RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface); prepared = true; if(rsurface.batchnumvertices == 0) break; @@ -9485,7 +10355,7 @@ static void RSurf_DrawBatch_GL11_ApplyFog(void) rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4])); rsurface.passcolor4f_vertexbuffer = 0; rsurface.passcolor4f_bufferoffset = 0; - for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4) + for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4) { f = RSurf_FogVertex(v); c2[0] = c[0] * f; @@ -9584,6 +10454,8 @@ static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qb R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset); GL_Color(r, g, b, a); R_Mesh_TexBind(0, rsurface.lightmaptexture); + R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1); + R_Mesh_TexMatrix(0, NULL); RSurf_DrawBatch(); } @@ -9779,17 +10651,14 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_ R_Mesh_ResetTextureState(); if (skyrendermasked) { - R_SetupShader_DepthOrShadow(false); + R_SetupShader_DepthOrShadow(false, false, false); // depth-only (masking) GL_ColorMask(0,0,0,0); // just to make sure that braindead drivers don't draw // anything despite that colormask... GL_BlendFunc(GL_ZERO, GL_ONE); - RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist); - if (rsurface.batchvertex3fbuffer) - R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer); - else - R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer); + RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist); + R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset); } else { @@ -9820,6 +10689,7 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface GL_DepthMask(true); R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false); RSurf_DrawBatch(); + return; } // bind lightmap texture @@ -9962,8 +10832,8 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface R_Mesh_TexBind(1, 0); R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0); // generate a color array for the fog pass - R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0); RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]); + R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0); RSurf_DrawBatch(); break; default: @@ -10005,7 +10875,7 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface switch (layer->type) { case TEXTURELAYERTYPE_LITTEXTURE: - if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO) + if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)) { // two-pass lit texture with 2x rgbscale // first the lightmap pass @@ -10038,6 +10908,8 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset); if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) RSurf_DrawBatch_GL11_VertexShade(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog); + else if (FAKELIGHT_ENABLED) + RSurf_DrawBatch_GL11_FakeLight(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog); else RSurf_DrawBatch_GL11_VertexColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog); } @@ -10065,8 +10937,8 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0); } // generate a color array for the fog pass - R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0); RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]); + R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0); RSurf_DrawBatch(); break; default: @@ -10201,7 +11073,7 @@ static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const { RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist); batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices); - for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++) + for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++) { VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f); Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1); @@ -10213,7 +11085,7 @@ static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const { RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist); batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices); - for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++) + for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++) { unsigned char c = (vi << 3) * (1.0f / 256.0f); VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f); @@ -10396,14 +11268,11 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(true); // R_Mesh_ResetTextureState(); - R_SetupShader_DepthOrShadow(false); } RSurf_SetupDepthAndCulling(); - RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist); - if (rsurface.batchvertex3fbuffer) - R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer); - else - R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer); + RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist); + R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4); + R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset); RSurf_DrawBatch(); } if (setup) @@ -10455,7 +11324,7 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity } -static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity) +static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist) { // transparent surfaces get pushed off into the transparent queue int surfacelistindex; @@ -10464,17 +11333,26 @@ static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++) { surface = texturesurfacelist[surfacelistindex]; - tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f; - tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f; - tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f; + if (r_transparent_sortsurfacesbynearest.integer) + { + tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]); + tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]); + tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]); + } + else + { + tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f; + tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f; + tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f; + } Matrix4x4_Transform(&rsurface.matrix, tempcenter, center); - if (queueentity->transparent_offset) // transparent offset + if (rsurface.entity->transparent_offset) // transparent offset { - center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset; - center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset; - center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset; + center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset; + center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset; + center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset; } - R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight); + R_MeshQueue_AddTransparent((rsurface.entity->flags & RENDER_WORLDOBJECT) ? TRANSPARENTSORT_SKY : (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) ? TRANSPARENTSORT_HUD : rsurface.texture->transparentsort, center, R_DrawSurface_TransparentCallback, rsurface.entity, surface - rsurface.modelsurfaces, rsurface.rtlight); } } @@ -10485,17 +11363,14 @@ static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msu if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))) return; RSurf_SetupDepthAndCulling(); - RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist); - if (rsurface.batchvertex3fbuffer) - R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer); - else - R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer); + RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist); + R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset); + R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4); RSurf_DrawBatch(); } static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass) { - const entity_render_t *queueentity = r_refdef.scene.worldentity; CHECKGLERROR if (depthonly) R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist); @@ -10504,7 +11379,7 @@ static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurf if (!rsurface.texture->currentnumlayers) return; if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) - R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity); + R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist); else R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass); } @@ -10512,11 +11387,11 @@ static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurf R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist); else if (!rsurface.texture->currentnumlayers) return; - else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity) + else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)))) { // in the deferred case, transparent surfaces were queued during prepass if (!r_shadow_usingdeferredprepass) - R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity); + R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist); } else { @@ -10526,7 +11401,7 @@ static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurf CHECKGLERROR } -void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass) +static void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass) { int i, j; texture_t *texture; @@ -10572,7 +11447,7 @@ void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, in R_FrameData_ReturnToMark(); } -static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass) +static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass) { CHECKGLERROR if (depthonly) @@ -10582,7 +11457,7 @@ static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurf if (!rsurface.texture->currentnumlayers) return; if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) - R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity); + R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist); else R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass); } @@ -10590,11 +11465,11 @@ static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurf R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist); else if (!rsurface.texture->currentnumlayers) return; - else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity) + else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)))) { // in the deferred case, transparent surfaces were queued during prepass if (!r_shadow_usingdeferredprepass) - R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity); + R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist); } else { @@ -10604,7 +11479,7 @@ static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurf CHECKGLERROR } -void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass) +static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass) { int i, j; texture_t *texture; @@ -10645,7 +11520,7 @@ void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurfa ; } // render the range of surfaces - R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass); + R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass); } R_FrameData_ReturnToMark(); } @@ -10670,7 +11545,7 @@ unsigned short locboxelements[6*2*3] = 20,21,22, 20,22,23 }; -void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) +static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) { int i, j; cl_locnode_t *loc = (cl_locnode_t *)ent; @@ -10722,7 +11597,7 @@ void R_DrawLocs(void) for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++) { VectorLerp(loc->mins, 0.5f, loc->maxs, center); - R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL); + R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL); } } @@ -11167,7 +12042,6 @@ static void R_DrawModelDecals_FadeEntity(entity_render_t *ent) else frametime = 0; decalsystem->lastupdatetime = r_refdef.scene.time; - decal = decalsystem->decals; numdecals = decalsystem->numdecals; for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++) @@ -11244,7 +12118,6 @@ static void R_DrawModelDecals_Entity(entity_render_t *ent) RSurf_ActiveModelEntity(ent, false, false, false); decalsystem->lastupdatetime = r_refdef.scene.time; - decal = decalsystem->decals; faderate = 1.0f / max(0.001f, cl_decals_fadetime.value); @@ -11323,7 +12196,7 @@ static void R_DrawModelDecals_Entity(entity_render_t *ent) if (numtris > 0) { - r_refdef.stats.drawndecals += numtris; + r_refdef.stats[r_stat_drawndecals] += numtris; // now render the decals all at once // (this assumes they all use one particle font texture!) @@ -11361,7 +12234,7 @@ static void R_DrawModelDecals(void) for (i = 0;i < r_refdef.scene.numentities;i++) numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals; - r_refdef.stats.totaldecals += numdecals; + r_refdef.stats[r_stat_totaldecals] += numdecals; if (r_showsurfaces.integer) return; @@ -11378,7 +12251,7 @@ static void R_DrawModelDecals(void) } extern cvar_t mod_collision_bih; -void R_DrawDebugModel(void) +static void R_DrawDebugModel(void) { entity_render_t *ent = rsurface.entity; int i, j, k, l, flagsmask; @@ -11433,13 +12306,12 @@ void R_DrawDebugModel(void) { int triangleindex; int bihleafindex; - qboolean cullbox = ent == r_refdef.scene.worldentity; + qboolean cullbox = false; const q3mbrush_t *brush; const bih_t *bih = &model->collision_bih; const bih_leaf_t *bihleaf; float vertex3f[3][3]; GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value); - cullbox = false; for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++) { if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs)) @@ -11593,7 +12465,6 @@ void R_DrawDebugModel(void) #endif } -extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface); int r_maxsurfacelist = 0; const msurface_t **r_surfacelist = NULL; void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass) @@ -11683,9 +12554,9 @@ void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean dep // add to stats if desired if (r_speeds.integer && !skysurfaces && !depthonly) { - r_refdef.stats.world_surfaces += numsurfacelist; + r_refdef.stats[r_stat_world_surfaces] += numsurfacelist; for (j = 0;j < numsurfacelist;j++) - r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles; + r_refdef.stats[r_stat_world_triangles] += r_surfacelist[j]->num_triangles; } rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity @@ -11813,18 +12684,15 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr } } } - if (update) - for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++) - if (update[j]) - R_BuildLightMap(ent, surfaces + j); + R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass); // add to stats if desired if (r_speeds.integer && !skysurfaces && !depthonly) { - r_refdef.stats.entities_surfaces += numsurfacelist; + r_refdef.stats[r_stat_entities_surfaces] += numsurfacelist; for (j = 0;j < numsurfacelist;j++) - r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles; + r_refdef.stats[r_stat_entities_triangles] += r_surfacelist[j]->num_triangles; } rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity @@ -11846,6 +12714,9 @@ void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, i texture.offsetscale = 1; texture.specularscalemod = 1; texture.specularpowermod = 1; + texture.transparentsort = TRANSPARENTSORT_DISTANCE; + // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS + // JUST GREP FOR "specularscalemod = 1". surface.texture = &texture; surface.num_triangles = numtriangles;