X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_rmain.c;h=8022dcc835d30e37e1af4bf642a5625eea04d5fa;hp=7e1921575c5f8992ae45408439460fb8981bd3db;hb=757a7dcbb67fcbeac0275a072dd984fd15a96b93;hpb=a563a5248b0ec2278c6ffd1d7f6d39d4c6b7a15c diff --git a/gl_rmain.c b/gl_rmain.c index 7e192157..8022dcc8 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -26,49 +26,12 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. mempool_t *r_main_mempool; rtexturepool_t *r_main_texturepool; -// used for dlight push checking and other things -int r_framecount; - -mplane_t frustum[5]; - -renderstats_t renderstats; - -// true during envmap command capture -qboolean envmap; - -// maximum visible distance (recalculated from world box each frame) -float r_farclip; -// brightness of world lightmaps and related lighting -// (often reduced when world rtlights are enabled) -float r_lightmapintensity; -// whether to draw world lights realtime, dlights realtime, and their shadows -qboolean r_rtworld; -qboolean r_rtworldshadows; -qboolean r_rtdlight; -qboolean r_rtdlightshadows; - - -// view origin -vec3_t r_vieworigin; -vec3_t r_viewforward; -vec3_t r_viewleft; -vec3_t r_viewright; -vec3_t r_viewup; -int r_view_x; -int r_view_y; -int r_view_z; -int r_view_width; -int r_view_height; -int r_view_depth; -matrix4x4_t r_view_matrix; -float r_polygonfactor; -float r_polygonoffset; -float r_shadowpolygonfactor; -float r_shadowpolygonoffset; // // screen size info // -refdef_t r_refdef; +r_refdef_t r_refdef; +r_view_t r_view; +r_viewcache_t r_viewcache; cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" }; cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "shows surfaces as different colors"}; @@ -79,7 +42,8 @@ cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadow cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"}; cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"}; cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"}; -cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing\n"}; +cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"}; +cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"}; cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"}; cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"}; cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"}; @@ -115,6 +79,11 @@ 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_power = {CVAR_SAVE, "r_bloom_power", "2", "how much to darken the image before blurring to make the bloom effect"}; +cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"}; +cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"}; +cvar_t r_hdr_bloomintensity = {CVAR_SAVE, "r_hdr_bloomintensity", "0.5", "amount of bloom"}; +cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"}; + cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"}; 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"}; @@ -140,6 +109,9 @@ r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_COUNT]; // currently selected permutation r_glsl_permutation_t *r_glsl_permutation; +// temporary variable used by a macro +int fogtableindex; + void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b) { int i; @@ -167,59 +139,6 @@ void R_FillColors(float *out, int verts, float r, float g, float b, float a) } } -vec3_t fogcolor; -vec_t fogdensity; -vec_t fogrange; -vec_t fograngerecip; -int fogtableindex; -vec_t fogtabledistmultiplier; -float fogtable[FOGTABLEWIDTH]; -float fog_density, fog_red, fog_green, fog_blue; -qboolean fogenabled; -qboolean oldgl_fogenable; -void R_UpdateFog(void) -{ - if (gamemode == GAME_NEHAHRA) - { - if (gl_fogenable.integer) - { - oldgl_fogenable = true; - fog_density = gl_fogdensity.value; - fog_red = gl_fogred.value; - fog_green = gl_foggreen.value; - fog_blue = gl_fogblue.value; - } - else if (oldgl_fogenable) - { - oldgl_fogenable = false; - fog_density = 0; - fog_red = 0; - fog_green = 0; - fog_blue = 0; - } - } - if (fog_density) - { - fogcolor[0] = fog_red = bound(0.0f, fog_red , 1.0f); - fogcolor[1] = fog_green = bound(0.0f, fog_green, 1.0f); - fogcolor[2] = fog_blue = bound(0.0f, fog_blue , 1.0f); - } - if (fog_density) - { - fogenabled = true; - fogdensity = -4000.0f / (fog_density * fog_density); - // this is the point where the fog reaches 0.9986 alpha, which we - // consider a good enough cutoff point for the texture - // (0.9986 * 256 == 255.6) - fogrange = 400 / fog_density; - fograngerecip = 1.0f / fogrange; - fogtabledistmultiplier = FOGTABLEWIDTH * fograngerecip; - // fog color was already set - } - else - fogenabled = false; -} - // FIXME: move this to client? void FOG_clear(void) { @@ -231,7 +150,7 @@ void FOG_clear(void) Cvar_Set("gl_foggreen", "0.3"); Cvar_Set("gl_fogblue", "0.3"); } - fog_density = fog_red = fog_green = fog_blue = 0.0f; + r_refdef.fog_density = r_refdef.fog_red = r_refdef.fog_green = r_refdef.fog_blue = 0.0f; } // FIXME: move this to client? @@ -257,7 +176,7 @@ void FOG_registercvars(void) alpha = exp(r / ((double)x*(double)x)); if (x == FOGTABLEWIDTH - 1) alpha = 1; - fogtable[x] = bound(0, alpha, 1); + r_refdef.fogtable[x] = bound(0, alpha, 1); } } @@ -415,6 +334,18 @@ static const char *builtinshaderstring = "\n" "// common definitions between vertex shader and fragment shader:\n" "\n" +"#ifdef __GLSL_CG_DATA_TYPES\n" +"#define myhalf half\n" +"#define myhvec2 hvec2\n" +"#define myhvec3 hvec3\n" +"#define myhvec4 hvec4\n" +"#else\n" +"#define myhalf float\n" +"#define myhvec2 vec2\n" +"#define myhvec3 vec3\n" +"#define myhvec4 vec4\n" +"#endif\n" +"\n" "varying vec2 TexCoord;\n" "varying vec2 TexCoordLightmap;\n" "\n" @@ -509,22 +440,25 @@ static const char *builtinshaderstring = "uniform sampler2D Texture_Deluxemap;\n" "uniform sampler2D Texture_Glow;\n" "\n" -"uniform vec3 LightColor;\n" -"uniform vec3 AmbientColor;\n" -"uniform vec3 DiffuseColor;\n" -"uniform vec3 SpecularColor;\n" -"uniform vec3 Color_Pants;\n" -"uniform vec3 Color_Shirt;\n" -"uniform vec3 FogColor;\n" +"uniform myhvec3 LightColor;\n" +"uniform myhvec3 AmbientColor;\n" +"uniform myhvec3 DiffuseColor;\n" +"uniform myhvec3 SpecularColor;\n" +"uniform myhvec3 Color_Pants;\n" +"uniform myhvec3 Color_Shirt;\n" +"uniform myhvec3 FogColor;\n" +"\n" +"uniform myhalf GlowScale;\n" +"uniform myhalf SceneBrightness;\n" "\n" "uniform float OffsetMapping_Scale;\n" "uniform float OffsetMapping_Bias;\n" "uniform float FogRangeRecip;\n" "\n" -"uniform float AmbientScale;\n" -"uniform float DiffuseScale;\n" -"uniform float SpecularScale;\n" -"uniform float SpecularPower;\n" +"uniform myhalf AmbientScale;\n" +"uniform myhalf DiffuseScale;\n" +"uniform myhalf SpecularScale;\n" +"uniform myhalf SpecularPower;\n" "\n" "void main(void)\n" "{\n" @@ -539,7 +473,9 @@ static const char *builtinshaderstring = "\n" "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n" " // 14 sample relief mapping: linear search and then binary search\n" -" vec3 OffsetVector = vec3(EyeVector.xy * (1.0 / EyeVector.z) * depthbias * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n" +" //vec3 OffsetVector = vec3(EyeVector.xy * (1.0 / EyeVector.z) * depthbias * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n" +" //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n" +" vec3 OffsetVector = vec3(eyedir.xy * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n" " vec3 RT = vec3(TexCoord - OffsetVector.xy * 10.0, 1.0) + OffsetVector;\n" " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n" " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n" @@ -556,20 +492,54 @@ static const char *builtinshaderstring = " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n" " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n" " TexCoord = RT.xy;\n" -"#else\n" +"#elif 1\n" " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n" -" vec2 OffsetVector = vec2((EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * OffsetMapping_Scale * vec2(-0.333, 0.333));\n" +" //vec2 OffsetVector = vec2(EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n" +" //vec2 OffsetVector = vec2(normalize(EyeVector.xy)) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n" +" vec2 OffsetVector = vec2(eyedir.xy) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n" +" //TexCoord += OffsetVector * 3.0;\n" +" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" +" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" +" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" +"#elif 0\n" +" // 10 sample offset mapping\n" +" //vec2 OffsetVector = vec2(EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n" +" //vec2 OffsetVector = vec2(normalize(EyeVector.xy)) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n" +" vec2 OffsetVector = vec2(eyedir.xy) * OffsetMapping_Scale * vec2(-0.1, 0.1);\n" " //TexCoord += OffsetVector * 3.0;\n" " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" +" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" +" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" +" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" +" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" +" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" +" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" +" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" +"#elif 1\n" +" // parallax mapping as described in the paper\n" +" // 'Parallax Mapping with Offset Limiting: A Per-Pixel Approximation of Uneven Surfaces' by Terry Welsh\n" +" // The paper provides code in the ARB fragment program assembly language\n" +" // I translated it to GLSL but may have done something wrong - SavageX\n" +" // LordHavoc: removed bias and simplified to one line\n" +" // LordHavoc: this is just a single sample offsetmapping...\n" +" TexCoordOffset += vec2(eyedir.x, -1.0 * eyedir.y) * OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).a;\n" +"#else\n" +" // parallax mapping as described in the paper\n" +" // 'Parallax Mapping with Offset Limiting: A Per-Pixel Approximation of Uneven Surfaces' by Terry Welsh\n" +" // The paper provides code in the ARB fragment program assembly language\n" +" // I translated it to GLSL but may have done something wrong - SavageX\n" +" float height = texture2D(Texture_Normal, TexCoord).a;\n" +" height = (height - 0.5) * OffsetMapping_Scale; // bias and scale\n" +" TexCoordOffset += height * vec2(eyedir.x, -1.0 * eyedir.y);\n" "#endif\n" "#endif\n" "\n" " // combine the diffuse textures (base, pants, shirt)\n" -" vec4 color = vec4(texture2D(Texture_Color, TexCoord));\n" +" myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord));\n" "#ifdef USECOLORMAPPING\n" -" color.rgb += vec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + vec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n" +" color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n" "#endif\n" "\n" "\n" @@ -579,20 +549,20 @@ static const char *builtinshaderstring = " // light source\n" "\n" " // get the surface normal and light normal\n" -" vec3 surfacenormal = normalize(vec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n" -" vec3 diffusenormal = vec3(normalize(LightVector));\n" +" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n" +" myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n" "\n" " // calculate directional shading\n" -" color.rgb *= (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n" +" color.rgb *= AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n" "#ifdef USESPECULAR\n" -" vec3 specularnormal = vec3(normalize(diffusenormal + vec3(normalize(EyeVector))));\n" -" color.rgb += vec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n" +" myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n" +" color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n" "#endif\n" "\n" "#ifdef USECUBEFILTER\n" " // apply light cubemap filter\n" " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n" -" color.rgb *= vec3(textureCube(Texture_Cube, CubeVector));\n" +" color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n" "#endif\n" "\n" " // apply light color\n" @@ -606,7 +576,7 @@ static const char *builtinshaderstring = " //\n" " // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n" " // provide significant illumination, large = slow = pain.\n" -" color.rgb *= max(1.0 - dot(CubeVector, CubeVector), 0.0);\n" +" color.rgb *= myhalf(max(1.0 - dot(CubeVector, CubeVector), 0.0));\n" "\n" "\n" "\n" @@ -615,85 +585,87 @@ static const char *builtinshaderstring = " // directional model lighting\n" "\n" " // get the surface normal and light normal\n" -" vec3 surfacenormal = normalize(vec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n" -" vec3 diffusenormal = vec3(normalize(LightVector));\n" +" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n" +" myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n" "\n" " // calculate directional shading\n" -" color.rgb *= AmbientColor + DiffuseColor * max(dot(surfacenormal, diffusenormal), 0.0);\n" +" color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n" "#ifdef USESPECULAR\n" -" vec3 specularnormal = vec3(normalize(diffusenormal + vec3(normalize(EyeVector))));\n" -" color.rgb += vec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n" +" myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n" +" color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n" "#endif\n" "\n" "\n" "\n" "\n" -"#elif defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE)\n" +"#elif defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n" " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n" "\n" " // get the surface normal and light normal\n" -" vec3 surfacenormal = normalize(vec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n" -" vec3 diffusenormal_modelspace = vec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - 0.5;\n" -" vec3 diffusenormal = normalize(vec3(dot(diffusenormal_modelspace, VectorS), dot(diffusenormal_modelspace, VectorT), dot(diffusenormal_modelspace, VectorR)));\n" +" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n" "\n" -" // calculate directional shading\n" -" vec3 tempcolor = color.rgb * (DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n" -"#ifdef USESPECULAR\n" -" vec3 specularnormal = vec3(normalize(diffusenormal + vec3(normalize(EyeVector))));\n" -" tempcolor += vec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n" +"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n" +" myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5);\n" +" myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, myhvec3(VectorS)), dot(diffusenormal_modelspace, myhvec3(VectorT)), dot(diffusenormal_modelspace, myhvec3(VectorR))));\n" +"#else\n" +" myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5));\n" "#endif\n" -"\n" -" // apply lightmap color\n" -" color.rgb = tempcolor * vec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * vec3(AmbientScale);\n" -"\n" -"\n" -"\n" -"\n" -"#elif defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n" -" // deluxemap lightmapping using light vectors in tangentspace\n" -"\n" -" // get the surface normal and light normal\n" -" vec3 surfacenormal = normalize(vec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n" -" vec3 diffusenormal = normalize(vec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - 0.5);\n" -"\n" " // calculate directional shading\n" -" vec3 tempcolor = color.rgb * (DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n" +" myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n" "#ifdef USESPECULAR\n" -" vec3 specularnormal = vec3(normalize(diffusenormal + vec3(normalize(EyeVector))));\n" -" tempcolor += vec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n" +" myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n" +" tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n" "#endif\n" "\n" " // apply lightmap color\n" -" color.rgb = tempcolor * vec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * vec3(AmbientScale);\n" -"\n" -"\n" +" color.rgb = tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * AmbientScale;\n" "\n" "\n" "#else // MODE none (lightmap)\n" " // apply lightmap color\n" -" color.rgb *= vec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + vec3(AmbientScale);\n" +" color.rgb *= myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + myhvec3(AmbientScale);\n" "#endif // MODE\n" "\n" -" color *= gl_Color;\n" +" color *= myhvec4(gl_Color);\n" "\n" "#ifdef USEGLOW\n" -" color.rgb += vec3(texture2D(Texture_Glow, TexCoord));\n" +" color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n" "#endif\n" "\n" "#ifdef USEFOG\n" " // apply fog\n" -" float fog = texture2D(Texture_FogMask, vec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0)).x;\n" +" myhalf fog = myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0)).x);\n" " color.rgb = color.rgb * fog + FogColor * (1.0 - fog);\n" "#endif\n" "\n" -" gl_FragColor = color;\n" +" color.rgb *= SceneBrightness;\n" +"\n" +" gl_FragColor = vec4(color);\n" "}\n" "\n" "#endif // FRAGMENT_SHADER\n" ; +// NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES! +const char *permutationinfo[][2] = +{ + {"#define MODE_LIGHTSOURCE\n", " lightsource"}, + {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"}, + {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"}, + {"#define MODE_LIGHTDIRECTION\n", " lightdirection"}, + {"#define USEGLOW\n", " glow"}, + {"#define USEFOG\n", " fog"}, + {"#define USECOLORMAPPING\n", " colormapping"}, + {"#define USESPECULAR\n", " specular"}, + {"#define USECUBEFILTER\n", " cubefilter"}, + {"#define USEOFFSETMAPPING\n", " offsetmapping"}, + {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"}, + {NULL, NULL} +}; + void R_GLSL_CompilePermutation(int permutation) { + int i; r_glsl_permutation_t *p = r_glsl_permutations + permutation; int vertstrings_count; int fragstrings_count; @@ -709,71 +681,20 @@ void R_GLSL_CompilePermutation(int permutation) vertstrings_count = 1; fragstrings_count = 1; permutationname[0] = 0; - if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) - { - vertstrings_list[vertstrings_count++] = "#define MODE_LIGHTSOURCE\n"; - fragstrings_list[fragstrings_count++] = "#define MODE_LIGHTSOURCE\n"; - strlcat(permutationname, " lightsource", sizeof(permutationname)); - } - if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE) - { - vertstrings_list[vertstrings_count++] = "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"; - fragstrings_list[fragstrings_count++] = "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"; - strlcat(permutationname, " lightdirectionmap_modelspace", sizeof(permutationname)); - } - if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) - { - vertstrings_list[vertstrings_count++] = "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"; - fragstrings_list[fragstrings_count++] = "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"; - strlcat(permutationname, " lightdirectionmap_tangentspace", sizeof(permutationname)); - } - if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION) - { - vertstrings_list[vertstrings_count++] = "#define MODE_LIGHTDIRECTION\n"; - fragstrings_list[fragstrings_count++] = "#define MODE_LIGHTDIRECTION\n"; - strlcat(permutationname, " lightdirection", sizeof(permutationname)); - } - if (permutation & SHADERPERMUTATION_GLOW) - { - vertstrings_list[vertstrings_count++] = "#define USEGLOW\n"; - fragstrings_list[fragstrings_count++] = "#define USEGLOW\n"; - strlcat(permutationname, " glow", sizeof(permutationname)); - } - if (permutation & SHADERPERMUTATION_COLORMAPPING) - { - vertstrings_list[vertstrings_count++] = "#define USECOLORMAPPING\n"; - fragstrings_list[fragstrings_count++] = "#define USECOLORMAPPING\n"; - strlcat(permutationname, " colormapping", sizeof(permutationname)); - } - if (permutation & SHADERPERMUTATION_SPECULAR) - { - vertstrings_list[vertstrings_count++] = "#define USESPECULAR\n"; - fragstrings_list[fragstrings_count++] = "#define USESPECULAR\n"; - strlcat(permutationname, " specular", sizeof(permutationname)); - } - if (permutation & SHADERPERMUTATION_FOG) - { - vertstrings_list[vertstrings_count++] = "#define USEFOG\n"; - fragstrings_list[fragstrings_count++] = "#define USEFOG\n"; - strlcat(permutationname, " fog", sizeof(permutationname)); - } - if (permutation & SHADERPERMUTATION_CUBEFILTER) - { - vertstrings_list[vertstrings_count++] = "#define USECUBEFILTER\n"; - fragstrings_list[fragstrings_count++] = "#define USECUBEFILTER\n"; - strlcat(permutationname, " cubefilter", sizeof(permutationname)); - } - if (permutation & SHADERPERMUTATION_OFFSETMAPPING) - { - vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING\n"; - fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING\n"; - strlcat(permutationname, " offsetmapping", sizeof(permutationname)); - } - if (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) + for (i = 0;permutationinfo[i][0];i++) { - vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING_RELIEFMAPPING\n"; - fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING_RELIEFMAPPING\n"; - strlcat(permutationname, " OFFSETMAPPING_RELIEFMAPPING", sizeof(permutationname)); + if (permutation & (1<loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale"); p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower"); p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale"); + p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale"); + p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness"); p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale"); p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor"); p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor"); @@ -868,9 +791,9 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting) { if (modellighting) permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION; - else + else if (r_glsl_deluxemapping.integer >= 1 && rsurface_lightmaptexture) { - if (r_glsl_deluxemapping.integer >= 1 && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && rsurface_lightmaptexture) + if (r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping) { if (r_refdef.worldmodel->brushq3.deluxemapping_modelspace) permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE; @@ -886,7 +809,7 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting) } if (specularscale > 0) permutation |= SHADERPERMUTATION_SPECULAR; - if (fogenabled) + if (r_refdef.fogenabled) permutation |= SHADERPERMUTATION_FOG; if (rsurface_texture->colormapping) permutation |= SHADERPERMUTATION_COLORMAPPING; @@ -946,8 +869,8 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting) else { if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 2.0f / 128.0f); - if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_lightmapintensity * 2.0f); - if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_lightmapintensity * specularscale * 2.0f); + if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity * 2.0f); + if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale * 2.0f); } if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(rsurface_texture->skin.nmap)); if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(rsurface_texture->basetexture)); @@ -959,13 +882,15 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting) //if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(7, R_GetTexture(r_texture_white)); //if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(rsurface_texture->skin.glow)); + if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value); + if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale); if (r_glsl_permutation->loc_FogColor >= 0) { // additive passes are only darkened by fog, not tinted if (r_shadow_rtlight || (rsurface_texture->currentmaterialflags & MATERIALFLAG_ADD)) qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0); else - qglUniform3fARB(r_glsl_permutation->loc_FogColor, fogcolor[0], fogcolor[1], fogcolor[2]); + qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]); } if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface_modelorg[0], rsurface_modelorg[1], rsurface_modelorg[2]); if (r_glsl_permutation->loc_Color_Pants >= 0) @@ -982,7 +907,7 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting) else qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0); } - if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, fograngerecip); + if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip); if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface_texture->specularpower); if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value); CHECKGLERROR @@ -1035,14 +960,13 @@ void gl_main_newmap(void) // FIXME: move this code to client int l; char *entities, entname[MAX_QPATH]; - r_framecount = 1; if (cl.worldmodel) { strlcpy(entname, cl.worldmodel->name, sizeof(entname)); l = (int)strlen(entname) - 4; if (l >= 0 && !strcmp(entname + l, ".bsp")) { - strcpy(entname + l, ".ent"); + memcpy(entname + l, ".ent", 5); if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL))) { CL_ParseEntityLump(entities); @@ -1071,6 +995,7 @@ void GL_Main_Init(void) Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor); Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset); Cvar_RegisterVariable(&r_showdisabledepthtest); + Cvar_RegisterVariable(&r_drawportals); Cvar_RegisterVariable(&r_drawentities); Cvar_RegisterVariable(&r_drawviewmodel); Cvar_RegisterVariable(&r_speeds); @@ -1093,6 +1018,10 @@ void GL_Main_Init(void) Cvar_RegisterVariable(&r_bloom_blur); Cvar_RegisterVariable(&r_bloom_resolution); Cvar_RegisterVariable(&r_bloom_power); + Cvar_RegisterVariable(&r_hdr); + Cvar_RegisterVariable(&r_hdr_scenebrightness); + Cvar_RegisterVariable(&r_hdr_bloomintensity); + Cvar_RegisterVariable(&r_hdr_glowintensity); Cvar_RegisterVariable(&r_smoothnormals_areaweighting); Cvar_RegisterVariable(&developer_texturelogging); Cvar_RegisterVariable(&gl_lightmaps); @@ -1103,53 +1032,12 @@ void GL_Main_Init(void) R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap); } -static vec3_t r_farclip_origin; -static vec3_t r_farclip_direction; -static vec_t r_farclip_directiondist; -static vec_t r_farclip_meshfarclip; -static int r_farclip_directionbit0; -static int r_farclip_directionbit1; -static int r_farclip_directionbit2; - -// enlarge farclip to accomodate box -static void R_FarClip_Box(vec3_t mins, vec3_t maxs) -{ - float d; - d = (r_farclip_directionbit0 ? mins[0] : maxs[0]) * r_farclip_direction[0] - + (r_farclip_directionbit1 ? mins[1] : maxs[1]) * r_farclip_direction[1] - + (r_farclip_directionbit2 ? mins[2] : maxs[2]) * r_farclip_direction[2]; - if (r_farclip_meshfarclip < d) - r_farclip_meshfarclip = d; -} - -// return farclip value -static float R_FarClip(vec3_t origin, vec3_t direction, vec_t startfarclip) -{ - int i; - - VectorCopy(origin, r_farclip_origin); - VectorCopy(direction, r_farclip_direction); - r_farclip_directiondist = DotProduct(r_farclip_origin, r_farclip_direction); - r_farclip_directionbit0 = r_farclip_direction[0] < 0; - r_farclip_directionbit1 = r_farclip_direction[1] < 0; - r_farclip_directionbit2 = r_farclip_direction[2] < 0; - r_farclip_meshfarclip = r_farclip_directiondist + startfarclip; - - if (r_refdef.worldmodel) - R_FarClip_Box(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs); - for (i = 0;i < r_refdef.numentities;i++) - R_FarClip_Box(r_refdef.entities[i]->mins, r_refdef.entities[i]->maxs); - - return r_farclip_meshfarclip - r_farclip_directiondist; -} - 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_Crosshairs_Init(void); extern void R_Light_Init(void); extern void R_Particles_Init(void); extern void R_Explosion_Init(void); @@ -1162,17 +1050,15 @@ void Render_Init(void) { gl_backend_init(); R_Textures_Init(); - R_MeshQueue_Init(); GL_Main_Init(); GL_Draw_Init(); R_Shadow_Init(); R_Sky_Init(); GL_Surf_Init(); - R_Crosshairs_Init(); + Sbar_Init(); R_Light_Init(); R_Particles_Init(); R_Explosion_Init(); - Sbar_Init(); R_LightningBeams_Init(); Mod_RenderInit(); } @@ -1202,7 +1088,7 @@ int R_CullBox(const vec3_t mins, const vec3_t maxs) mplane_t *p; for (i = 0;i < 4;i++) { - p = frustum + i; + p = r_view.frustum + i; switch(p->signbits) { default: @@ -1257,15 +1143,15 @@ static void R_UpdateEntityLighting(entity_render_t *ent) VectorSet(ent->modellight_ambient, 1, 1, 1); Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir); VectorNormalize(ent->modellight_lightdir); - ent->modellight_ambient[0] *= ent->colormod[0] * r_lightmapintensity; - ent->modellight_ambient[1] *= ent->colormod[1] * r_lightmapintensity; - ent->modellight_ambient[2] *= ent->colormod[2] * r_lightmapintensity; - ent->modellight_diffuse[0] *= ent->colormod[0] * r_lightmapintensity; - ent->modellight_diffuse[1] *= ent->colormod[1] * r_lightmapintensity; - ent->modellight_diffuse[2] *= ent->colormod[2] * r_lightmapintensity; + ent->modellight_ambient[0] *= ent->colormod[0] * r_refdef.lightmapintensity; + ent->modellight_ambient[1] *= ent->colormod[1] * r_refdef.lightmapintensity; + ent->modellight_ambient[2] *= ent->colormod[2] * r_refdef.lightmapintensity; + ent->modellight_diffuse[0] *= ent->colormod[0] * r_refdef.lightmapintensity; + ent->modellight_diffuse[1] *= ent->colormod[1] * r_refdef.lightmapintensity; + ent->modellight_diffuse[2] *= ent->colormod[2] * r_refdef.lightmapintensity; } -static void R_MarkEntities (void) +static void R_View_UpdateEntityVisible (void) { int i, renderimask; entity_render_t *ent; @@ -1273,23 +1159,14 @@ static void R_MarkEntities (void) if (!r_drawentities.integer) return; - r_refdef.worldentity->visframe = r_framecount; - renderimask = envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : (chase_active.integer ? 0 : RENDER_EXTERIORMODEL); + renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : (chase_active.integer ? 0 : RENDER_EXTERIORMODEL); if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs) { // worldmodel can check visibility for (i = 0;i < r_refdef.numentities;i++) { ent = r_refdef.entities[i]; - // some of the renderer still relies on origin... - Matrix4x4_OriginFromMatrix(&ent->matrix, ent->origin); - // some of the renderer still relies on scale... - ent->scale = Matrix4x4_ScaleFromMatrix(&ent->matrix); - if (!(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_worldleafvisible, ent->mins, ent->maxs))) - { - ent->visframe = r_framecount; - R_UpdateEntityLighting(ent); - } + r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs)); } } else @@ -1298,15 +1175,7 @@ static void R_MarkEntities (void) for (i = 0;i < r_refdef.numentities;i++) { ent = r_refdef.entities[i]; - // some of the renderer still relies on origin... - Matrix4x4_OriginFromMatrix(&ent->matrix, ent->origin); - // some of the renderer still relies on scale... - ent->scale = Matrix4x4_ScaleFromMatrix(&ent->matrix); - if (!(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && (ent->effects & EF_NODEPTHTEST)) - { - ent->visframe = r_framecount; - R_UpdateEntityLighting(ent); - } + r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && (ent->effects & EF_NODEPTHTEST); } } } @@ -1323,12 +1192,13 @@ int R_DrawBrushModelsSky (void) sky = false; for (i = 0;i < r_refdef.numentities;i++) { + if (!r_viewcache.entityvisible[i]) + continue; ent = r_refdef.entities[i]; - if (ent->visframe == r_framecount && ent->model && ent->model->DrawSky) - { - ent->model->DrawSky(ent); - sky = true; - } + if (!ent->model || !ent->model->DrawSky) + continue; + ent->model->DrawSky(ent); + sky = true; } return sky; } @@ -1344,308 +1214,460 @@ void R_DrawModels(void) for (i = 0;i < r_refdef.numentities;i++) { + if (!r_viewcache.entityvisible[i]) + continue; ent = r_refdef.entities[i]; - if (ent->visframe == r_framecount) - { - renderstats.entities++; - if (ent->model && ent->model->Draw != NULL) - ent->model->Draw(ent); - else - R_DrawNoModel(ent); - } + r_refdef.stats.entities++; + if (ent->model && ent->model->Draw != NULL) + ent->model->Draw(ent); + else + R_DrawNoModel(ent); } } -static void R_SetFrustum(void) +static void R_View_SetFrustum(void) { // break apart the view matrix into vectors for various purposes - Matrix4x4_ToVectors(&r_view_matrix, r_viewforward, r_viewleft, r_viewup, r_vieworigin); - VectorNegate(r_viewleft, r_viewright); + Matrix4x4_ToVectors(&r_view.matrix, r_view.forward, r_view.left, r_view.up, r_view.origin); + VectorNegate(r_view.left, r_view.right); #if 0 - frustum[0].normal[0] = 0 - 1.0 / r_refdef.frustum_x; - frustum[0].normal[1] = 0 - 0; - frustum[0].normal[2] = -1 - 0; - frustum[1].normal[0] = 0 + 1.0 / r_refdef.frustum_x; - frustum[1].normal[1] = 0 + 0; - frustum[1].normal[2] = -1 + 0; - frustum[2].normal[0] = 0 - 0; - frustum[2].normal[1] = 0 - 1.0 / r_refdef.frustum_y; - frustum[2].normal[2] = -1 - 0; - frustum[3].normal[0] = 0 + 0; - frustum[3].normal[1] = 0 + 1.0 / r_refdef.frustum_y; - frustum[3].normal[2] = -1 + 0; + r_view.frustum[0].normal[0] = 0 - 1.0 / r_view.frustum_x; + r_view.frustum[0].normal[1] = 0 - 0; + r_view.frustum[0].normal[2] = -1 - 0; + r_view.frustum[1].normal[0] = 0 + 1.0 / r_view.frustum_x; + r_view.frustum[1].normal[1] = 0 + 0; + r_view.frustum[1].normal[2] = -1 + 0; + r_view.frustum[2].normal[0] = 0 - 0; + r_view.frustum[2].normal[1] = 0 - 1.0 / r_view.frustum_y; + r_view.frustum[2].normal[2] = -1 - 0; + r_view.frustum[3].normal[0] = 0 + 0; + r_view.frustum[3].normal[1] = 0 + 1.0 / r_view.frustum_y; + r_view.frustum[3].normal[2] = -1 + 0; #endif #if 0 - zNear = r_nearclip.value; + zNear = r_refdef.nearclip; nudge = 1.0 - 1.0 / (1<<23); - frustum[4].normal[0] = 0 - 0; - frustum[4].normal[1] = 0 - 0; - frustum[4].normal[2] = -1 - -nudge; - frustum[4].dist = 0 - -2 * zNear * nudge; - frustum[5].normal[0] = 0 + 0; - frustum[5].normal[1] = 0 + 0; - frustum[5].normal[2] = -1 + -nudge; - frustum[5].dist = 0 + -2 * zNear * nudge; + r_view.frustum[4].normal[0] = 0 - 0; + r_view.frustum[4].normal[1] = 0 - 0; + r_view.frustum[4].normal[2] = -1 - -nudge; + r_view.frustum[4].dist = 0 - -2 * zNear * nudge; + r_view.frustum[5].normal[0] = 0 + 0; + r_view.frustum[5].normal[1] = 0 + 0; + r_view.frustum[5].normal[2] = -1 + -nudge; + r_view.frustum[5].dist = 0 + -2 * zNear * nudge; #endif #if 0 - frustum[0].normal[0] = m[3] - m[0]; - frustum[0].normal[1] = m[7] - m[4]; - frustum[0].normal[2] = m[11] - m[8]; - frustum[0].dist = m[15] - m[12]; - - frustum[1].normal[0] = m[3] + m[0]; - frustum[1].normal[1] = m[7] + m[4]; - frustum[1].normal[2] = m[11] + m[8]; - frustum[1].dist = m[15] + m[12]; - - frustum[2].normal[0] = m[3] - m[1]; - frustum[2].normal[1] = m[7] - m[5]; - frustum[2].normal[2] = m[11] - m[9]; - frustum[2].dist = m[15] - m[13]; - - frustum[3].normal[0] = m[3] + m[1]; - frustum[3].normal[1] = m[7] + m[5]; - frustum[3].normal[2] = m[11] + m[9]; - frustum[3].dist = m[15] + m[13]; - - frustum[4].normal[0] = m[3] - m[2]; - frustum[4].normal[1] = m[7] - m[6]; - frustum[4].normal[2] = m[11] - m[10]; - frustum[4].dist = m[15] - m[14]; - - frustum[5].normal[0] = m[3] + m[2]; - frustum[5].normal[1] = m[7] + m[6]; - frustum[5].normal[2] = m[11] + m[10]; - frustum[5].dist = m[15] + m[14]; + r_view.frustum[0].normal[0] = m[3] - m[0]; + r_view.frustum[0].normal[1] = m[7] - m[4]; + r_view.frustum[0].normal[2] = m[11] - m[8]; + r_view.frustum[0].dist = m[15] - m[12]; + + r_view.frustum[1].normal[0] = m[3] + m[0]; + r_view.frustum[1].normal[1] = m[7] + m[4]; + r_view.frustum[1].normal[2] = m[11] + m[8]; + r_view.frustum[1].dist = m[15] + m[12]; + + r_view.frustum[2].normal[0] = m[3] - m[1]; + r_view.frustum[2].normal[1] = m[7] - m[5]; + r_view.frustum[2].normal[2] = m[11] - m[9]; + r_view.frustum[2].dist = m[15] - m[13]; + + r_view.frustum[3].normal[0] = m[3] + m[1]; + r_view.frustum[3].normal[1] = m[7] + m[5]; + r_view.frustum[3].normal[2] = m[11] + m[9]; + r_view.frustum[3].dist = m[15] + m[13]; + + r_view.frustum[4].normal[0] = m[3] - m[2]; + r_view.frustum[4].normal[1] = m[7] - m[6]; + r_view.frustum[4].normal[2] = m[11] - m[10]; + r_view.frustum[4].dist = m[15] - m[14]; + + r_view.frustum[5].normal[0] = m[3] + m[2]; + r_view.frustum[5].normal[1] = m[7] + m[6]; + r_view.frustum[5].normal[2] = m[11] + m[10]; + r_view.frustum[5].dist = m[15] + m[14]; #endif - VectorMAM(1, r_viewforward, 1.0 / -r_refdef.frustum_x, r_viewleft, frustum[0].normal); - VectorMAM(1, r_viewforward, 1.0 / r_refdef.frustum_x, r_viewleft, frustum[1].normal); - VectorMAM(1, r_viewforward, 1.0 / -r_refdef.frustum_y, r_viewup, frustum[2].normal); - VectorMAM(1, r_viewforward, 1.0 / r_refdef.frustum_y, r_viewup, frustum[3].normal); - VectorCopy(r_viewforward, frustum[4].normal); - VectorNormalize(frustum[0].normal); - VectorNormalize(frustum[1].normal); - VectorNormalize(frustum[2].normal); - VectorNormalize(frustum[3].normal); - frustum[0].dist = DotProduct (r_vieworigin, frustum[0].normal); - frustum[1].dist = DotProduct (r_vieworigin, frustum[1].normal); - frustum[2].dist = DotProduct (r_vieworigin, frustum[2].normal); - frustum[3].dist = DotProduct (r_vieworigin, frustum[3].normal); - frustum[4].dist = DotProduct (r_vieworigin, frustum[4].normal) + r_nearclip.value; - PlaneClassify(&frustum[0]); - PlaneClassify(&frustum[1]); - PlaneClassify(&frustum[2]); - PlaneClassify(&frustum[3]); - PlaneClassify(&frustum[4]); + VectorMAM(1, r_view.forward, 1.0 / -r_view.frustum_x, r_view.left, r_view.frustum[0].normal); + VectorMAM(1, r_view.forward, 1.0 / r_view.frustum_x, r_view.left, r_view.frustum[1].normal); + VectorMAM(1, r_view.forward, 1.0 / -r_view.frustum_y, r_view.up, r_view.frustum[2].normal); + VectorMAM(1, r_view.forward, 1.0 / r_view.frustum_y, r_view.up, r_view.frustum[3].normal); + VectorCopy(r_view.forward, r_view.frustum[4].normal); + VectorNormalize(r_view.frustum[0].normal); + VectorNormalize(r_view.frustum[1].normal); + VectorNormalize(r_view.frustum[2].normal); + VectorNormalize(r_view.frustum[3].normal); + r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal); + r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal); + r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal); + r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal); + r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip; + PlaneClassify(&r_view.frustum[0]); + PlaneClassify(&r_view.frustum[1]); + PlaneClassify(&r_view.frustum[2]); + PlaneClassify(&r_view.frustum[3]); + PlaneClassify(&r_view.frustum[4]); // LordHavoc: note to all quake engine coders, Quake had a special case // for 90 degrees which assumed a square view (wrong), so I removed it, // Quake2 has it disabled as well. // rotate R_VIEWFORWARD right by FOV_X/2 degrees - //RotatePointAroundVector( frustum[0].normal, r_viewup, r_viewforward, -(90 - r_refdef.fov_x / 2)); - //frustum[0].dist = DotProduct (r_vieworigin, frustum[0].normal); + //RotatePointAroundVector( r_view.frustum[0].normal, r_view.up, r_view.forward, -(90 - r_refdef.fov_x / 2)); + //r_view.frustum[0].dist = DotProduct (r_view.origin, frustum[0].normal); //PlaneClassify(&frustum[0]); // rotate R_VIEWFORWARD left by FOV_X/2 degrees - //RotatePointAroundVector( frustum[1].normal, r_viewup, r_viewforward, (90 - r_refdef.fov_x / 2)); - //frustum[1].dist = DotProduct (r_vieworigin, frustum[1].normal); + //RotatePointAroundVector( r_view.frustum[1].normal, r_view.up, r_view.forward, (90 - r_refdef.fov_x / 2)); + //r_view.frustum[1].dist = DotProduct (r_view.origin, frustum[1].normal); //PlaneClassify(&frustum[1]); // rotate R_VIEWFORWARD up by FOV_X/2 degrees - //RotatePointAroundVector( frustum[2].normal, r_viewleft, r_viewforward, -(90 - r_refdef.fov_y / 2)); - //frustum[2].dist = DotProduct (r_vieworigin, frustum[2].normal); + //RotatePointAroundVector( r_view.frustum[2].normal, r_view.left, r_view.forward, -(90 - r_refdef.fov_y / 2)); + //r_view.frustum[2].dist = DotProduct (r_view.origin, frustum[2].normal); //PlaneClassify(&frustum[2]); // rotate R_VIEWFORWARD down by FOV_X/2 degrees - //RotatePointAroundVector( frustum[3].normal, r_viewleft, r_viewforward, (90 - r_refdef.fov_y / 2)); - //frustum[3].dist = DotProduct (r_vieworigin, frustum[3].normal); + //RotatePointAroundVector( r_view.frustum[3].normal, r_view.left, r_view.forward, (90 - r_refdef.fov_y / 2)); + //r_view.frustum[3].dist = DotProduct (r_view.origin, frustum[3].normal); //PlaneClassify(&frustum[3]); // nearclip plane - //VectorCopy(r_viewforward, frustum[4].normal); - //frustum[4].dist = DotProduct (r_vieworigin, frustum[4].normal) + r_nearclip.value; + //VectorCopy(r_view.forward, r_view.frustum[4].normal); + //r_view.frustum[4].dist = DotProduct (r_view.origin, frustum[4].normal) + r_nearclip.value; //PlaneClassify(&frustum[4]); } -static void R_BlendView(void) +void R_View_Update(void) +{ + R_View_SetFrustum(); + R_View_WorldVisibility(); + R_View_UpdateEntityVisible(); +} + +void R_ResetViewRendering(void) +{ + if (gl_support_fragment_shader) + { + qglUseProgramObjectARB(0);CHECKGLERROR + } + + // GL is weird because it's bottom to top, r_view.y is top to bottom + qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR + GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100); + GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height); + GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1); + GL_ScissorTest(true); + GL_DepthMask(true); + GL_DepthTest(true); + R_Mesh_Matrix(&identitymatrix); + R_Mesh_ResetTextureState(); +} + +void R_RenderScene(void); + +void R_Bloom_MakeTexture(qboolean darken) { int screenwidth, screenheight; - qboolean dobloom; - qboolean doblend; + int screentexturewidth, screentextureheight; + int bloomtexturewidth, bloomtextureheight; + int bloomwidth, bloomheight, x, range; + float xoffset, yoffset, r; float vertex3f[12]; float texcoord2f[3][8]; + // set bloomwidth and bloomheight to the bloom resolution that will be + // used (often less than the screen resolution for faster rendering) + bloomwidth = bound(1, r_bloom_resolution.integer, r_view.width); + bloomheight = bound(1, bloomwidth * r_view.height / r_view.width, r_view.height); + // set the (poorly named) screenwidth and screenheight variables to // a power of 2 at least as large as the screen, these will define the // size of the texture to allocate for (screenwidth = 1;screenwidth < vid.width;screenwidth *= 2); for (screenheight = 1;screenheight < vid.height;screenheight *= 2); - doblend = r_refdef.viewblend[3] >= 0.01f; - dobloom = r_bloom.integer && screenwidth <= gl_max_texture_size && screenheight <= gl_max_texture_size && r_bloom_resolution.value >= 32 && r_bloom_power.integer >= 1 && r_bloom_power.integer < 100 && r_bloom_blur.value >= 0 && r_bloom_blur.value < 512; + r_refdef.stats.bloom++; - if (!dobloom && !doblend) - return; + // allocate textures as needed + // TODO: reallocate these when size settings change + if (!r_bloom_texture_screen) + r_bloom_texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL); + if (!r_bloom_texture_bloom) + r_bloom_texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL); + + screentexturewidth = R_TextureWidth(r_bloom_texture_screen); + screentextureheight = R_TextureHeight(r_bloom_texture_screen); + bloomtexturewidth = R_TextureWidth(r_bloom_texture_bloom); + bloomtextureheight = R_TextureHeight(r_bloom_texture_bloom); - GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100); - GL_DepthMask(true); - GL_DepthTest(false); - R_Mesh_Matrix(&identitymatrix); // vertex coordinates for a quad that covers the screen exactly vertex3f[0] = 0;vertex3f[1] = 0;vertex3f[2] = 0; vertex3f[3] = 1;vertex3f[4] = 0;vertex3f[5] = 0; vertex3f[6] = 1;vertex3f[7] = 1;vertex3f[8] = 0; vertex3f[9] = 0;vertex3f[10] = 1;vertex3f[11] = 0; + + // set up a texcoord array for the full resolution screen image + // (we have to keep this around to copy back during final render) + texcoord2f[0][0] = 0; + texcoord2f[0][1] = (float)r_view.height / (float)screentextureheight; + texcoord2f[0][2] = (float)r_view.width / (float)screentexturewidth; + texcoord2f[0][3] = (float)r_view.height / (float)screentextureheight; + texcoord2f[0][4] = (float)r_view.width / (float)screentexturewidth; + texcoord2f[0][5] = 0; + texcoord2f[0][6] = 0; + texcoord2f[0][7] = 0; + + // set up a texcoord array for the reduced resolution bloom image + // (which will be additive blended over the screen image) + texcoord2f[1][0] = 0; + texcoord2f[1][1] = (float)bloomheight / (float)bloomtextureheight; + texcoord2f[1][2] = (float)bloomwidth / (float)bloomtexturewidth; + texcoord2f[1][3] = (float)bloomheight / (float)bloomtextureheight; + texcoord2f[1][4] = (float)bloomwidth / (float)bloomtexturewidth; + texcoord2f[1][5] = 0; + texcoord2f[1][6] = 0; + texcoord2f[1][7] = 0; + + R_ResetViewRendering(); + GL_DepthTest(false); R_Mesh_VertexPointer(vertex3f); R_Mesh_ColorPointer(NULL); - R_Mesh_ResetTextureState(); - if (dobloom) + + R_Mesh_TexCoordPointer(0, 2, texcoord2f[0]); + R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_screen)); + + // copy view into the screen texture + GL_ActiveTexture(0); + CHECKGLERROR + qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR + r_refdef.stats.bloom_copypixels += r_view.width * r_view.height; + + // now scale it down to the bloom texture size + CHECKGLERROR + qglViewport(r_view.x, vid.height - (r_view.y + bloomheight), bloomwidth, bloomheight);CHECKGLERROR + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_Color(1, 1, 1, 1); + // TODO: optimize with multitexture or GLSL + R_Mesh_Draw(0, 4, 2, polygonelements); + r_refdef.stats.bloom_drawpixels += bloomwidth * bloomheight; + + if (darken) { - int bloomwidth, bloomheight, x, range; - float xoffset, yoffset, r; - renderstats.bloom++; - // allocate textures as needed - if (!r_bloom_texture_screen) - r_bloom_texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL); - if (!r_bloom_texture_bloom) - r_bloom_texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL); - // set bloomwidth and bloomheight to the bloom resolution that will be - // used (often less than the screen resolution for faster rendering) - bloomwidth = min(r_view_width, r_bloom_resolution.integer); - bloomheight = min(r_view_height, bloomwidth * r_view_height / r_view_width); - // set up a texcoord array for the full resolution screen image - // (we have to keep this around to copy back during final render) - texcoord2f[0][0] = 0; - texcoord2f[0][1] = (float)r_view_height / (float)screenheight; - texcoord2f[0][2] = (float)r_view_width / (float)screenwidth; - texcoord2f[0][3] = (float)r_view_height / (float)screenheight; - texcoord2f[0][4] = (float)r_view_width / (float)screenwidth; - texcoord2f[0][5] = 0; - texcoord2f[0][6] = 0; - texcoord2f[0][7] = 0; - // set up a texcoord array for the reduced resolution bloom image - // (which will be additive blended over the screen image) - texcoord2f[1][0] = 0; - texcoord2f[1][1] = (float)bloomheight / (float)screenheight; - texcoord2f[1][2] = (float)bloomwidth / (float)screenwidth; - texcoord2f[1][3] = (float)bloomheight / (float)screenheight; - texcoord2f[1][4] = (float)bloomwidth / (float)screenwidth; - texcoord2f[1][5] = 0; - texcoord2f[1][6] = 0; - texcoord2f[1][7] = 0; - R_Mesh_TexCoordPointer(0, 2, texcoord2f[0]); - R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_screen)); - // copy view into the full resolution screen image texture - GL_ActiveTexture(0); - CHECKGLERROR - qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height);CHECKGLERROR - renderstats.bloom_copypixels += r_view_width * r_view_height; - // now scale it down to the bloom size and raise to a power of itself - // to darken it (this leaves the really bright stuff bright, and - // everything else becomes very dark) - // TODO: optimize with multitexture or GLSL - CHECKGLERROR - qglViewport(r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight);CHECKGLERROR - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_Color(1, 1, 1, 1); - R_Mesh_Draw(0, 4, 2, polygonelements); - renderstats.bloom_drawpixels += bloomwidth * bloomheight; + // raise to a power of itself to darken it (this leaves the really + // bright stuff bright, and everything else becomes very dark) // render multiple times with a multiply blendfunc to raise to a power GL_BlendFunc(GL_DST_COLOR, GL_ZERO); for (x = 1;x < r_bloom_power.integer;x++) { R_Mesh_Draw(0, 4, 2, polygonelements); - renderstats.bloom_drawpixels += bloomwidth * bloomheight; + r_refdef.stats.bloom_drawpixels += bloomwidth * bloomheight; } - // we now have a darkened bloom image in the framebuffer, copy it into - // the bloom image texture for more processing + } + + // we now have a darkened bloom image in the framebuffer + // copy it into the bloom image texture for more processing + R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_bloom)); + R_Mesh_TexCoordPointer(0, 2, texcoord2f[2]); + GL_ActiveTexture(0); + CHECKGLERROR + qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + bloomheight), bloomwidth, bloomheight);CHECKGLERROR + r_refdef.stats.bloom_copypixels += bloomwidth * bloomheight; + + // blend on at multiple vertical offsets to achieve a vertical blur + // TODO: do offset blends using GLSL + range = r_bloom_blur.integer * bloomwidth / 320; + GL_BlendFunc(GL_ONE, GL_ZERO); + for (x = -range;x <= range;x++) + { + xoffset = 0 / (float)bloomwidth * (float)bloomwidth / (float)screenwidth; + yoffset = x / (float)bloomheight * (float)bloomheight / (float)screenheight; + // compute a texcoord array with the specified x and y offset + texcoord2f[2][0] = xoffset+0; + texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight; + texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth; + texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight; + texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth; + texcoord2f[2][5] = yoffset+0; + texcoord2f[2][6] = xoffset+0; + texcoord2f[2][7] = yoffset+0; + // this r value looks like a 'dot' particle, fading sharply to + // black at the edges + // (probably not realistic but looks good enough) + r = r_bloom_intensity.value/(range*2+1)*(1 - x*x/(float)(range*range)); + if (r < 0.01f) + continue; + GL_Color(r, r, r, 1); + R_Mesh_Draw(0, 4, 2, polygonelements); + r_refdef.stats.bloom_drawpixels += bloomwidth * bloomheight; + GL_BlendFunc(GL_ONE, GL_ONE); + } + + // copy the vertically blurred bloom view to a texture + GL_ActiveTexture(0); + CHECKGLERROR + qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + bloomheight), bloomwidth, bloomheight);CHECKGLERROR + r_refdef.stats.bloom_copypixels += bloomwidth * bloomheight; + + // blend the vertically blurred image at multiple offsets horizontally + // to finish the blur effect + // TODO: do offset blends using GLSL + range = r_bloom_blur.integer * bloomwidth / 320; + GL_BlendFunc(GL_ONE, GL_ZERO); + for (x = -range;x <= range;x++) + { + xoffset = x / (float)bloomwidth * (float)bloomwidth / (float)screenwidth; + yoffset = 0 / (float)bloomheight * (float)bloomheight / (float)screenheight; + // compute a texcoord array with the specified x and y offset + texcoord2f[2][0] = xoffset+0; + texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight; + texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth; + texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight; + texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth; + texcoord2f[2][5] = yoffset+0; + texcoord2f[2][6] = xoffset+0; + texcoord2f[2][7] = yoffset+0; + // this r value looks like a 'dot' particle, fading sharply to + // black at the edges + // (probably not realistic but looks good enough) + r = r_bloom_intensity.value/(range*2+1)*(1 - x*x/(float)(range*range)); + if (r < 0.01f) + continue; + GL_Color(r, r, r, 1); + R_Mesh_Draw(0, 4, 2, polygonelements); + r_refdef.stats.bloom_drawpixels += bloomwidth * bloomheight; + GL_BlendFunc(GL_ONE, GL_ONE); + } + + // copy the blurred bloom view to a texture + GL_ActiveTexture(0); + CHECKGLERROR + qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + bloomheight), bloomwidth, bloomheight);CHECKGLERROR + r_refdef.stats.bloom_copypixels += bloomwidth * bloomheight; +} + +void R_HDR_RenderBloomTexture(void) +{ + int oldwidth, oldheight; + + oldwidth = r_view.width; + oldheight = r_view.height; + r_view.width = bound(1, r_bloom_resolution.integer, min(r_view.width, gl_max_texture_size)); + r_view.height = r_view.width * oldheight / oldwidth; + + // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance. + // FIXME: change global lightmapintensity and light intensity according to r_hdr_bloomintensity cvar + // FIXME: change global lightmapintensity and light intensity according to r_hdr_scenebrightness cvar + // TODO: add exposure compensation features + + r_view.colorscale = r_hdr_bloomintensity.value * r_hdr_scenebrightness.value; + R_RenderScene(); + + R_ResetViewRendering(); + + R_Bloom_MakeTexture(false); + + R_ClearScreen(); + if (r_timereport_active) + R_TimeReport("clear"); + + // restore the view settings + r_view.width = oldwidth; + r_view.height = oldheight; + + // go back to full view area + R_ResetViewRendering(); +} + +static void R_BlendView(void) +{ + int screenwidth, screenheight; + int bloomwidth, bloomheight; + qboolean dobloom; + qboolean dohdr; + qboolean doblend; + float vertex3f[12]; + float texcoord2f[3][8]; + + // set the (poorly named) screenwidth and screenheight variables to + // a power of 2 at least as large as the screen, these will define the + // size of the texture to allocate + for (screenwidth = 1;screenwidth < vid.width;screenwidth *= 2); + for (screenheight = 1;screenheight < vid.height;screenheight *= 2); + + doblend = r_refdef.viewblend[3] >= 0.01f; + dobloom = !r_hdr.integer && r_bloom.integer && screenwidth <= gl_max_texture_size && screenheight <= gl_max_texture_size && r_bloom_resolution.value >= 32 && r_bloom_power.integer >= 1 && r_bloom_power.integer < 100 && r_bloom_blur.value >= 0 && r_bloom_blur.value < 512; + dohdr = r_hdr.integer && screenwidth <= gl_max_texture_size && screenheight <= gl_max_texture_size && r_bloom_resolution.value >= 32 && r_bloom_power.integer >= 1 && r_bloom_power.integer < 100 && r_bloom_blur.value >= 0 && r_bloom_blur.value < 512; + + if (!dobloom && !dohdr && !doblend) + return; + + // vertex coordinates for a quad that covers the screen exactly + vertex3f[0] = 0;vertex3f[1] = 0;vertex3f[2] = 0; + vertex3f[3] = 1;vertex3f[4] = 0;vertex3f[5] = 0; + vertex3f[6] = 1;vertex3f[7] = 1;vertex3f[8] = 0; + vertex3f[9] = 0;vertex3f[10] = 1;vertex3f[11] = 0; + + // set bloomwidth and bloomheight to the bloom resolution that will be + // used (often less than the screen resolution for faster rendering) + bloomwidth = min(r_view.width, r_bloom_resolution.integer); + bloomheight = min(r_view.height, bloomwidth * r_view.height / r_view.width); + // set up a texcoord array for the full resolution screen image + // (we have to keep this around to copy back during final render) + texcoord2f[0][0] = 0; + texcoord2f[0][1] = (float)r_view.height / (float)screenheight; + texcoord2f[0][2] = (float)r_view.width / (float)screenwidth; + texcoord2f[0][3] = (float)r_view.height / (float)screenheight; + texcoord2f[0][4] = (float)r_view.width / (float)screenwidth; + texcoord2f[0][5] = 0; + texcoord2f[0][6] = 0; + texcoord2f[0][7] = 0; + // set up a texcoord array for the reduced resolution bloom image + // (which will be additive blended over the screen image) + texcoord2f[1][0] = 0; + texcoord2f[1][1] = (float)bloomheight / (float)screenheight; + texcoord2f[1][2] = (float)bloomwidth / (float)screenwidth; + texcoord2f[1][3] = (float)bloomheight / (float)screenheight; + texcoord2f[1][4] = (float)bloomwidth / (float)screenwidth; + texcoord2f[1][5] = 0; + texcoord2f[1][6] = 0; + texcoord2f[1][7] = 0; + + if (dohdr) + { + // render high dynamic range bloom effect + // the bloom texture was made earlier this render, so we just need to + // blend it onto the screen... + R_ResetViewRendering(); + GL_DepthTest(false); + R_Mesh_VertexPointer(vertex3f); + R_Mesh_ColorPointer(NULL); + GL_Color(1, 1, 1, 1); + GL_BlendFunc(GL_ONE, GL_ONE); R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_bloom)); - R_Mesh_TexCoordPointer(0, 2, texcoord2f[2]); - GL_ActiveTexture(0); - CHECKGLERROR - qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight);CHECKGLERROR - renderstats.bloom_copypixels += bloomwidth * bloomheight; - // blend on at multiple vertical offsets to achieve a vertical blur - // TODO: do offset blends using GLSL - range = r_bloom_blur.integer * bloomwidth / 320; - GL_BlendFunc(GL_ONE, GL_ZERO); - for (x = -range;x <= range;x++) - { - xoffset = 0 / (float)bloomwidth * (float)bloomwidth / (float)screenwidth; - yoffset = x / (float)bloomheight * (float)bloomheight / (float)screenheight; - // compute a texcoord array with the specified x and y offset - texcoord2f[2][0] = xoffset+0; - texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight; - texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth; - texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight; - texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth; - texcoord2f[2][5] = yoffset+0; - texcoord2f[2][6] = xoffset+0; - texcoord2f[2][7] = yoffset+0; - // this r value looks like a 'dot' particle, fading sharply to - // black at the edges - // (probably not realistic but looks good enough) - r = r_bloom_intensity.value/(range*2+1)*(1 - x*x/(float)(range*range)); - if (r < 0.01f) - continue; - GL_Color(r, r, r, 1); - R_Mesh_Draw(0, 4, 2, polygonelements); - renderstats.bloom_drawpixels += bloomwidth * bloomheight; - GL_BlendFunc(GL_ONE, GL_ONE); - } - // copy the vertically blurred bloom view to a texture - GL_ActiveTexture(0); - CHECKGLERROR - qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight);CHECKGLERROR - renderstats.bloom_copypixels += bloomwidth * bloomheight; - // blend the vertically blurred image at multiple offsets horizontally - // to finish the blur effect - // TODO: do offset blends using GLSL - range = r_bloom_blur.integer * bloomwidth / 320; - GL_BlendFunc(GL_ONE, GL_ZERO); - for (x = -range;x <= range;x++) - { - xoffset = x / (float)bloomwidth * (float)bloomwidth / (float)screenwidth; - yoffset = 0 / (float)bloomheight * (float)bloomheight / (float)screenheight; - // compute a texcoord array with the specified x and y offset - texcoord2f[2][0] = xoffset+0; - texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight; - texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth; - texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight; - texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth; - texcoord2f[2][5] = yoffset+0; - texcoord2f[2][6] = xoffset+0; - texcoord2f[2][7] = yoffset+0; - // this r value looks like a 'dot' particle, fading sharply to - // black at the edges - // (probably not realistic but looks good enough) - r = r_bloom_intensity.value/(range*2+1)*(1 - x*x/(float)(range*range)); - if (r < 0.01f) - continue; - GL_Color(r, r, r, 1); - R_Mesh_Draw(0, 4, 2, polygonelements); - renderstats.bloom_drawpixels += bloomwidth * bloomheight; - GL_BlendFunc(GL_ONE, GL_ONE); - } - // copy the blurred bloom view to a texture - GL_ActiveTexture(0); - CHECKGLERROR - qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight);CHECKGLERROR - renderstats.bloom_copypixels += bloomwidth * bloomheight; - // go back to full view area - qglViewport(r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height);CHECKGLERROR + R_Mesh_TexCoordPointer(0, 2, texcoord2f[1]); + R_Mesh_Draw(0, 4, 2, polygonelements); + r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height; + } + if (dobloom) + { + // render simple bloom effect + // make the bloom texture + R_Bloom_MakeTexture(true); // put the original screen image back in place and blend the bloom // texture on it - GL_Color(1,1,1,1); + R_ResetViewRendering(); + GL_DepthTest(false); + R_Mesh_VertexPointer(vertex3f); + R_Mesh_ColorPointer(NULL); + GL_Color(1, 1, 1, 1); GL_BlendFunc(GL_ONE, GL_ZERO); // do both in one pass if possible R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_screen)); @@ -1659,19 +1681,22 @@ static void R_BlendView(void) else { R_Mesh_Draw(0, 4, 2, polygonelements); - renderstats.bloom_drawpixels += r_view_width * r_view_height; + r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height; // now blend on the bloom texture GL_BlendFunc(GL_ONE, GL_ONE); R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_bloom)); R_Mesh_TexCoordPointer(0, 2, texcoord2f[1]); } R_Mesh_Draw(0, 4, 2, polygonelements); - renderstats.bloom_drawpixels += r_view_width * r_view_height; + r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height; } if (doblend) { // apply a color tint to the whole view - R_Mesh_ResetTextureState(); + R_ResetViewRendering(); + GL_DepthTest(false); + R_Mesh_VertexPointer(vertex3f); + R_Mesh_ColorPointer(NULL); GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]); R_Mesh_Draw(0, 4, 2, polygonelements); @@ -1682,6 +1707,87 @@ void R_RenderScene(void); matrix4x4_t r_waterscrollmatrix; +void R_UpdateVariables(void) +{ + int i; + + R_Textures_Frame(); + + r_refdef.farclip = 4096; + if (r_refdef.worldmodel) + r_refdef.farclip += VectorDistance(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs); + r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f); + + r_refdef.polygonfactor = 0; + r_refdef.polygonoffset = 0; + r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_shadow_polygonfactor.value; + r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_shadow_polygonoffset.value; + + r_refdef.rtworld = r_shadow_realtime_world.integer; + r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil; + r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer; + r_refdef.rtdlightshadows = r_refdef.rtdlight && (r_refdef.rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer) && gl_stencil; + r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1; + if (r_showsurfaces.integer) + { + r_refdef.rtworld = false; + r_refdef.rtworldshadows = false; + r_refdef.rtdlight = false; + r_refdef.rtdlightshadows = false; + r_refdef.lightmapintensity = 0; + } + + if (gamemode == GAME_NEHAHRA) + { + if (gl_fogenable.integer) + { + r_refdef.oldgl_fogenable = true; + r_refdef.fog_density = gl_fogdensity.value; + r_refdef.fog_red = gl_fogred.value; + r_refdef.fog_green = gl_foggreen.value; + r_refdef.fog_blue = gl_fogblue.value; + } + else if (r_refdef.oldgl_fogenable) + { + r_refdef.oldgl_fogenable = false; + r_refdef.fog_density = 0; + r_refdef.fog_red = 0; + r_refdef.fog_green = 0; + r_refdef.fog_blue = 0; + } + } + if (r_refdef.fog_density) + { + r_refdef.fogcolor[0] = bound(0.0f, r_refdef.fog_red , 1.0f); + r_refdef.fogcolor[1] = bound(0.0f, r_refdef.fog_green, 1.0f); + r_refdef.fogcolor[2] = bound(0.0f, r_refdef.fog_blue , 1.0f); + } + if (r_refdef.fog_density) + { + r_refdef.fogenabled = true; + // this is the point where the fog reaches 0.9986 alpha, which we + // consider a good enough cutoff point for the texture + // (0.9986 * 256 == 255.6) + r_refdef.fogrange = 400 / r_refdef.fog_density; + r_refdef.fograngerecip = 1.0f / r_refdef.fogrange; + r_refdef.fogtabledistmultiplier = FOGTABLEWIDTH * r_refdef.fograngerecip; + // fog color was already set + } + else + r_refdef.fogenabled = false; + + // update some cached entity properties... + for (i = 0;i < r_refdef.numentities;i++) + { + entity_render_t *ent = r_refdef.entities[i]; + // some of the renderer still relies on origin... + Matrix4x4_OriginFromMatrix(&ent->matrix, ent->origin); + // some of the renderer still relies on scale... + ent->scale = Matrix4x4_ScaleFromMatrix(&ent->matrix); + R_UpdateEntityLighting(ent); + } +} + /* ================ R_RenderView @@ -1692,124 +1798,29 @@ void R_RenderView(void) if (!r_refdef.entities/* || !r_refdef.worldmodel*/) return; //Host_Error ("R_RenderView: NULL worldmodel"); - r_view_width = bound(0, r_refdef.width, vid.width); - r_view_height = bound(0, r_refdef.height, vid.height); - r_view_depth = 1; - r_view_x = bound(0, r_refdef.x, vid.width - r_refdef.width); - r_view_y = bound(0, r_refdef.y, vid.height - r_refdef.height); - r_view_z = 0; - r_view_matrix = r_refdef.viewentitymatrix; - GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1); - r_rtworld = r_shadow_realtime_world.integer; - r_rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil; - r_rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer; - r_rtdlightshadows = r_rtdlight && (r_rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer) && gl_stencil; - r_lightmapintensity = r_rtworld ? r_shadow_realtime_world_lightmaps.value : 1; - r_polygonfactor = 0; - r_polygonoffset = 0; - r_shadowpolygonfactor = r_polygonfactor + r_shadow_shadow_polygonfactor.value; - r_shadowpolygonoffset = r_polygonoffset + r_shadow_shadow_polygonoffset.value; - if (r_showsurfaces.integer) - { - r_rtworld = false; - r_rtworldshadows = false; - r_rtdlight = false; - r_rtdlightshadows = false; - r_lightmapintensity = 0; - } - - // GL is weird because it's bottom to top, r_view_y is top to bottom CHECKGLERROR - qglViewport(r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height);CHECKGLERROR - GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height); GL_ScissorTest(true); GL_DepthMask(true); - R_ClearScreen(); - R_Textures_Frame(); - R_UpdateFog(); if (r_timereport_active) R_TimeReport("setup"); - CHECKGLERROR - qglDepthFunc(GL_LEQUAL);CHECKGLERROR - qglPolygonOffset(r_polygonfactor, r_polygonoffset);CHECKGLERROR - qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR - - R_RenderScene(); - - CHECKGLERROR - qglPolygonOffset(r_polygonfactor, r_polygonoffset);CHECKGLERROR - qglDisable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR - - R_BlendView(); + R_View_Update(); if (r_timereport_active) - R_TimeReport("blendview"); - - GL_Scissor(0, 0, vid.width, vid.height); - GL_ScissorTest(false); - CHECKGLERROR -} + R_TimeReport("visibility"); -//[515]: csqc -void CSQC_R_ClearScreen (void) -{ - if (!r_refdef.entities/* || !r_refdef.worldmodel*/) - return; //Host_Error ("R_RenderView: NULL worldmodel"); - - r_view_width = bound(0, r_refdef.width, vid.width); - r_view_height = bound(0, r_refdef.height, vid.height); - r_view_depth = 1; - r_view_x = bound(0, r_refdef.x, vid.width - r_refdef.width); - r_view_y = bound(0, r_refdef.y, vid.height - r_refdef.height); - r_view_z = 0; - r_view_matrix = r_refdef.viewentitymatrix; - GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1); - r_rtworld = r_shadow_realtime_world.integer; - r_rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil; - r_rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer; - r_rtdlightshadows = r_rtdlight && (r_rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer) && gl_stencil; - r_lightmapintensity = r_rtworld ? r_shadow_realtime_world_lightmaps.value : 1; - r_polygonfactor = 0; - r_polygonoffset = 0; - r_shadowpolygonfactor = r_polygonfactor + r_shadow_shadow_polygonfactor.value; - r_shadowpolygonoffset = r_polygonoffset + r_shadow_shadow_polygonoffset.value; - if (r_showsurfaces.integer) - { - r_rtworld = false; - r_rtworldshadows = false; - r_rtdlight = false; - r_rtdlightshadows = false; - r_lightmapintensity = 0; - } + R_ResetViewRendering(); - // GL is weird because it's bottom to top, r_view_y is top to bottom - CHECKGLERROR - qglViewport(r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height);CHECKGLERROR - GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height); - GL_ScissorTest(true); - GL_DepthMask(true); R_ClearScreen(); - R_Textures_Frame(); - R_UpdateFog(); if (r_timereport_active) - R_TimeReport("setup"); - CHECKGLERROR -} + R_TimeReport("clear"); -//[515]: csqc -void CSQC_R_RenderScene (void) -{ - CHECKGLERROR - qglDepthFunc(GL_LEQUAL);CHECKGLERROR - qglPolygonOffset(r_polygonfactor, r_polygonoffset);CHECKGLERROR - qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR + // this produces a bloom texture to be used in R_BlendView() later + if (r_hdr.integer) + R_HDR_RenderBloomTexture(); + r_view.colorscale = r_hdr_scenebrightness.value; R_RenderScene(); - CHECKGLERROR - qglPolygonOffset(r_polygonfactor, r_polygonoffset);CHECKGLERROR - qglDisable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR - R_BlendView(); if (r_timereport_active) R_TimeReport("blendview"); @@ -1821,49 +1832,40 @@ void CSQC_R_RenderScene (void) extern void R_DrawLightningBeams (void); extern void VM_AddPolygonsToMeshQueue (void); +extern void R_DrawPortals (void); void R_RenderScene(void) { - float nearclip; + DrawQ_Finish(); // don't let sound skip if going slow if (r_refdef.extraupdate) S_ExtraUpdate (); - r_framecount++; - CHECKGLERROR if (gl_support_fragment_shader) { qglUseProgramObjectARB(0);CHECKGLERROR } + qglDepthFunc(GL_LEQUAL);CHECKGLERROR + qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR + qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR - R_MeshQueue_BeginScene(); - - R_SetFrustum(); + R_ResetViewRendering(); - r_farclip = R_FarClip(r_vieworigin, r_viewforward, 768.0f) + 256.0f; - nearclip = bound (0.001f, r_nearclip.value, r_farclip - 1.0f); + R_MeshQueue_BeginScene(); - if (r_rtworldshadows || r_rtdlightshadows) - GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.frustum_x, r_refdef.frustum_y, nearclip); + if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows) + GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip); else - GL_SetupView_Mode_Perspective(r_refdef.frustum_x, r_refdef.frustum_y, nearclip, r_farclip); + GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip); - GL_SetupView_Orientation_FromEntity(&r_view_matrix); + GL_SetupView_Orientation_FromEntity(&r_view.matrix); - Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0); + R_Shadow_UpdateWorldLightSelection(); R_SkyStartFrame(); - R_WorldVisibility(); - if (r_timereport_active) - R_TimeReport("worldvis"); - - R_MarkEntities(); - if (r_timereport_active) - R_TimeReport("markentity"); - - R_Shadow_UpdateWorldLightSelection(); + Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0); if (cl.csqc_vidvars.drawworld) { @@ -1924,28 +1926,38 @@ void R_RenderScene(void) R_TimeReport("explosions"); } + if (gl_support_fragment_shader) + { + qglUseProgramObjectARB(0);CHECKGLERROR + } + VM_AddPolygonsToMeshQueue(); + + if (r_drawportals.integer) + { + R_DrawPortals(); + if (r_timereport_active) + R_TimeReport("portals"); + } + + if (gl_support_fragment_shader) + { + qglUseProgramObjectARB(0);CHECKGLERROR + } R_MeshQueue_RenderTransparent(); if (r_timereport_active) R_TimeReport("drawtrans"); + if (gl_support_fragment_shader) + { + qglUseProgramObjectARB(0);CHECKGLERROR + } + if (cl.csqc_vidvars.drawworld) { R_DrawCoronas(); if (r_timereport_active) R_TimeReport("coronas"); } - if(cl.csqc_vidvars.drawcrosshair) - { - R_DrawWorldCrosshair(); - if (r_timereport_active) - R_TimeReport("crosshair"); - } - - VM_AddPolygonsToMeshQueue(); - - R_MeshQueue_Render(); - - R_MeshQueue_EndScene(); // don't let sound skip if going slow if (r_refdef.extraupdate) @@ -1956,6 +1968,8 @@ void R_RenderScene(void) { qglUseProgramObjectARB(0);CHECKGLERROR } + qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR + qglDisable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR } /* @@ -1977,15 +1991,15 @@ void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, floa vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2]; vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2]; R_FillColors(color, 8, cr, cg, cb, ca); - if (fogenabled) + if (r_refdef.fogenabled) { for (i = 0, v = vertex, c = color;i < 8;i++, v += 4, c += 4) { - f2 = VERTEXFOGTABLE(VectorDistance(v, r_vieworigin)); + f2 = VERTEXFOGTABLE(VectorDistance(v, r_view.origin)); f1 = 1 - f2; - c[0] = c[0] * f1 + fogcolor[0] * f2; - c[1] = c[1] * f1 + fogcolor[1] * f2; - c[2] = c[2] * f1 + fogcolor[2] * f2; + c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2; + c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2; + c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2; } } R_Mesh_VertexPointer(vertex3f); @@ -2053,17 +2067,17 @@ void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight } GL_DepthTest(!(ent->effects & EF_NODEPTHTEST)); R_Mesh_VertexPointer(nomodelvertex3f); - if (fogenabled) + if (r_refdef.fogenabled) { memcpy(color4f, nomodelcolor4f, sizeof(float[6*4])); R_Mesh_ColorPointer(color4f); - f2 = VERTEXFOGTABLE(VectorDistance(ent->origin, r_vieworigin)); + f2 = VERTEXFOGTABLE(VectorDistance(ent->origin, r_view.origin)); f1 = 1 - f2; for (i = 0, c = color4f;i < 6;i++, c += 4) { - c[0] = (c[0] * f1 + fogcolor[0] * f2); - c[1] = (c[1] * f1 + fogcolor[1] * f2); - c[2] = (c[2] * f1 + fogcolor[2] * f2); + c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2); + c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2); + c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2); c[3] *= ent->alpha; } } @@ -2083,7 +2097,7 @@ void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight void R_DrawNoModel(entity_render_t *ent) { //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1)) - R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : ent->origin, R_DrawNoModel_TransparentCallback, ent, 0, r_shadow_rtlight); + R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : ent->origin, R_DrawNoModel_TransparentCallback, ent, 0, r_shadow_rtlight); //else // R_DrawNoModelCallback(ent, 0); } @@ -2095,12 +2109,12 @@ void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, flo VectorSubtract (org2, org1, normal); // calculate 'right' vector for start - VectorSubtract (r_vieworigin, org1, diff); + VectorSubtract (r_view.origin, org1, diff); CrossProduct (normal, diff, right1); VectorNormalize (right1); // calculate 'right' vector for end - VectorSubtract (r_vieworigin, org2, diff); + VectorSubtract (r_view.origin, org2, diff); CrossProduct (normal, diff, right2); VectorNormalize (right2); @@ -2125,8 +2139,8 @@ void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_ float fog = 0.0f, ifog; float vertex3f[12]; - if (fogenabled) - fog = VERTEXFOGTABLE(VectorDistance(origin, r_vieworigin)); + if (r_refdef.fogenabled) + fog = VERTEXFOGTABLE(VectorDistance(origin, r_view.origin)); ifog = 1 - fog; R_Mesh_Matrix(&identitymatrix); @@ -2152,22 +2166,25 @@ void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_ R_Mesh_ResetTextureState(); R_Mesh_TexBind(0, R_GetTexture(texture)); R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f); - GL_Color(cr * ifog, cg * ifog, cb * ifog, ca); + // FIXME: fixed function path can't properly handle r_view.colorscale > 1 + GL_Color(cr * ifog * r_view.colorscale, cg * ifog * r_view.colorscale, cb * ifog * r_view.colorscale, ca); R_Mesh_Draw(0, 4, 2, polygonelements); if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA) { R_Mesh_TexBind(0, R_GetTexture(fogtexture)); GL_BlendFunc(blendfunc1, GL_ONE); - GL_Color(fogcolor[0] * fog, fogcolor[1] * fog, fogcolor[2] * fog, ca); + GL_Color(r_refdef.fogcolor[0] * fog * r_view.colorscale, r_refdef.fogcolor[1] * fog * r_view.colorscale, r_refdef.fogcolor[2] * fog * r_view.colorscale, ca); R_Mesh_Draw(0, 4, 2, polygonelements); } } -int R_Mesh_AddVertex3f(rmesh_t *mesh, const float *v) +int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z) { int i; float *vertex3f; + float v[3]; + VectorSet(v, x, y, z); for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3) if (VectorDistance2(v, vertex3f) < mesh->epsilon2) break; @@ -2188,12 +2205,12 @@ void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f) { int i; int *e, element[3]; - element[0] = R_Mesh_AddVertex3f(mesh, vertex3f);vertex3f += 3; - element[1] = R_Mesh_AddVertex3f(mesh, vertex3f);vertex3f += 3; + element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3; + element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3; e = mesh->element3i + mesh->numtriangles * 3; for (i = 0;i < numvertices - 2;i++, vertex3f += 3) { - element[2] = R_Mesh_AddVertex3f(mesh, vertex3f); + element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]); if (mesh->numtriangles < mesh->maxtriangles) { *e++ = element[0]; @@ -2205,29 +2222,58 @@ void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f) } } +void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d) +{ + int i; + int *e, element[3]; + element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3; + element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3; + e = mesh->element3i + mesh->numtriangles * 3; + for (i = 0;i < numvertices - 2;i++, vertex3d += 3) + { + element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]); + if (mesh->numtriangles < mesh->maxtriangles) + { + *e++ = element[0]; + *e++ = element[1]; + *e++ = element[2]; + mesh->numtriangles++; + } + element[1] = element[2]; + } +} + +#define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0) void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes) { int planenum, planenum2; int w; int tempnumpoints; mplane_t *plane, *plane2; - float temppoints[2][256*3]; + double maxdist; + double temppoints[2][256*3]; + // figure out how large a bounding box we need to properly compute this brush + maxdist = 0; + for (w = 0;w < numplanes;w++) + maxdist = max(maxdist, planes[w].dist); + // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024 + maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0; for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++) { w = 0; tempnumpoints = 4; - PolygonF_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->normal[3], 1024.0*1024.0*1024.0); + PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist); for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++) { if (planenum2 == planenum) continue; - PolygonF_Divide(tempnumpoints, temppoints[w], plane2->normal[0], plane2->normal[1], plane2->normal[2], plane2->dist, 1.0/32.0, 0, NULL, NULL, 256, temppoints[!w], &tempnumpoints, NULL); + PolygonD_Divide(tempnumpoints, temppoints[w], plane2->normal[0], plane2->normal[1], plane2->normal[2], plane2->dist, R_MESH_PLANE_DIST_EPSILON, 0, NULL, NULL, 256, temppoints[!w], &tempnumpoints, NULL); w = !w; } if (tempnumpoints < 3) continue; // generate elements forming a triangle fan for this polygon - R_Mesh_AddPolygon3f(mesh, tempnumpoints, temppoints[w]); + R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]); } } @@ -2236,7 +2282,7 @@ static void R_DrawCollisionBrush(const colbrushf_t *brush) int i; R_Mesh_VertexPointer(brush->points->v); i = (int)(((size_t)brush) / sizeof(colbrushf_t)); - GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f); + GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f); GL_LockArrays(0, brush->numpoints); R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements); GL_LockArrays(0, 0); @@ -2249,7 +2295,7 @@ static void R_DrawCollisionSurface(const entity_render_t *ent, const msurface_t return; R_Mesh_VertexPointer(surface->data_collisionvertex3f); i = (int)(((size_t)surface) / sizeof(msurface_t)); - GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f); + GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f); GL_LockArrays(0, surface->num_collisionvertices); R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i); GL_LockArrays(0, 0); @@ -2265,9 +2311,9 @@ static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, layer->blendfunc2 = blendfunc2; layer->texture = texture; layer->texmatrix = *matrix; - layer->color[0] = r; - layer->color[1] = g; - layer->color[2] = b; + layer->color[0] = r * r_view.colorscale; + layer->color[1] = g * r_view.colorscale; + layer->color[2] = b * r_view.colorscale; layer->color[3] = a; } @@ -2292,7 +2338,14 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t) if (s > 0) t = t + s * model->num_surfaces; if (t->animated) - t = t->anim_frames[ent->frame != 0][(t->anim_total[ent->frame != 0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[ent->frame != 0]) : 0]; + { + // use an alternate animation if the entity's frame is not 0, + // and only if the texture has an alternate animation + if (ent->frame != 0 && t->anim_total[1]) + t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[1]) : 0]; + else + t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[0]) : 0]; + } texture->currentframe = t; } @@ -2365,12 +2418,12 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t) { rtexture_t *currentbasetexture; int layerflags = 0; - if (fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED)) + if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED)) layerflags |= TEXTURELAYERFLAG_FOGDARKEN; currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->skin.merged) ? t->skin.merged : t->skin.base; if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) { - // fullbright is not affected by r_lightmapintensity + // fullbright is not affected by r_refdef.lightmapintensity R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha); if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->skin.pants) R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0], ent->colormap_pantscolor[1] * ent->colormod[1], ent->colormap_pantscolor[2] * ent->colormod[2], t->currentalpha); @@ -2386,7 +2439,7 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t) // applied to the color if (ent->model->type == mod_brushq3) colorscale *= r_refdef.lightstylevalue[0] * (1.0f / 256.0f); - colorscale *= r_lightmapintensity; + colorscale *= r_refdef.lightmapintensity; R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha); if (r_ambient.value >= (1.0f/64.0f)) R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha); @@ -2404,8 +2457,8 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t) } } if (t->skin.glow != NULL) - R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.glow, &t->currenttexmatrix, 1, 1, 1, t->currentalpha); - if (fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD)) + R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->currentalpha); + if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD)) { // if this is opaque use alpha blend which will darken the earlier // passes cheaply. @@ -2418,7 +2471,7 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t) // were darkened by fog already, and we should not add fog color // (because the background was not darkened, there is no fog color // that was lost behind it). - R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->skin.fog, &identitymatrix, fogcolor[0], fogcolor[1], fogcolor[2], t->currentalpha); + R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->skin.fog, &identitymatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->currentalpha); } } } @@ -2487,14 +2540,14 @@ qboolean rsurface_glsl_uselightmap; void RSurf_ActiveEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents) { - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, rsurface_modelorg); + Matrix4x4_Transform(&ent->inversematrix, r_view.origin, rsurface_modelorg); rsurface_entity = ent; rsurface_model = ent->model; if (rsurface_array_size < rsurface_model->surfmesh.num_vertices) R_Mesh_ResizeArrays(rsurface_model->surfmesh.num_vertices); R_Mesh_Matrix(&ent->matrix); - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, rsurface_modelorg); - if ((rsurface_entity->frameblend[0].lerp != 1 || rsurface_entity->frameblend[0].frame != 0) && (rsurface_model->surfmesh.data_morphvertex3f || rsurface_model->surfmesh.data_vertexweightindex4i)) + Matrix4x4_Transform(&ent->inversematrix, r_view.origin, rsurface_modelorg); + if ((rsurface_entity->frameblend[0].lerp != 1 || rsurface_entity->frameblend[0].frame != 0) && rsurface_model->surfmesh.isanimated) { if (wanttangents) { @@ -2581,9 +2634,9 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta int texturesurfaceindex; float center[3], forward[3], right[3], up[3], v[4][3]; matrix4x4_t matrix1, imatrix1; - Matrix4x4_Transform(&rsurface_entity->inversematrix, r_viewforward, forward); - Matrix4x4_Transform(&rsurface_entity->inversematrix, r_viewright, right); - Matrix4x4_Transform(&rsurface_entity->inversematrix, r_viewup, up); + Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.forward, forward); + Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.right, right); + Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.up, up); // make deformed versions of only the vertices used by the specified surfaces for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { @@ -2613,7 +2666,7 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta for (i = 0;i < 4;i++) Matrix4x4_Transform(&imatrix1, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]); for (i = 0;i < 4;i++) - VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, rsurface_array_modelvertex3f + (surface->num_firstvertex+i+j) * 3); + VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, rsurface_array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3); } Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_deformednormal3f, r_smoothnormals_areaweighting.integer); Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_array_deformednormal3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_deformedsvector3f, rsurface_array_deformedtvector3f, r_smoothnormals_areaweighting.integer); @@ -2717,7 +2770,7 @@ static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **te { const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; int k = (int)(((size_t)surface) / sizeof(msurface_t)); - GL_Color((k & 15) * (1.0f / 16.0f), ((k >> 4) & 15) * (1.0f / 16.0f), ((k >> 8) & 15) * (1.0f / 16.0f), 0.2f); + GL_Color((k & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_view.colorscale, 0.2f); GL_LockArrays(surface->num_firstvertex, surface->num_vertices); R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle)); } @@ -2924,9 +2977,9 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **te // in Quake3 maps as it causes problems with q3map2 sky tricks, // and skymasking also looks very bad when noclipping outside the // level, so don't use it then either. - if (rsurface_model->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_worldnovis) + if (rsurface_model->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_viewcache.world_novis) { - GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1); + GL_Color(r_refdef.fogcolor[0] * r_view.colorscale, r_refdef.fogcolor[1] * r_view.colorscale, r_refdef.fogcolor[2] * r_view.colorscale, 1); R_Mesh_ColorPointer(NULL); R_Mesh_ResetTextureState(); if (skyrendermasked) @@ -2942,19 +2995,10 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **te // fog sky GL_BlendFunc(GL_ONE, GL_ZERO); } - } - // LordHavoc: HalfLife maps have freaky skypolys so don't use - // skymasking on them, and Quake3 never did sky masking (unlike - // software Quake and software Quake2), so disable the sky masking - // in Quake3 maps as it causes problems with q3map2 sky tricks, - // and skymasking also looks very bad when noclipping outside the - // level, so don't use it then either. - if (rsurface_model->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_worldnovis) - { RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); if (skyrendermasked) - GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1); + GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1); } } @@ -3256,7 +3300,7 @@ static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **textur if (rsurface_texture->currentmaterialflags & MATERIALFLAG_NODRAW) return; r_shadow_rtlight = NULL; - renderstats.entities_surfaces += texturenumsurfaces; + r_refdef.stats.entities_surfaces += texturenumsurfaces; CHECKGLERROR GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST)); if ((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE)) @@ -3340,7 +3384,7 @@ void R_QueueTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfa tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f; tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f; Matrix4x4_Transform(&rsurface_entity->matrix, tempcenter, center); - R_MeshQueue_AddTransparent(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_vieworigin : center, R_DrawSurface_TransparentCallback, rsurface_entity, surface - rsurface_model->data_surfaces, r_shadow_rtlight); + R_MeshQueue_AddTransparent(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_DrawSurface_TransparentCallback, rsurface_entity, surface - rsurface_model->data_surfaces, r_shadow_rtlight); } } } @@ -3397,7 +3441,7 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces) msurface_t *surface; for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++) { - if (!r_worldsurfacevisible[j]) + if (!r_viewcache.world_surfacevisible[j]) continue; if (t != surface->texture || rsurface_lightmaptexture != surface->lightmaptexture) { @@ -3462,7 +3506,7 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces) } if (numsurfacelist) R_QueueTextureSurfaceList(numsurfacelist, surfacelist); - renderstats.entities_triangles += counttriangles; + r_refdef.stats.entities_triangles += counttriangles; RSurf_CleanUp(); if (r_showcollisionbrushes.integer && model->brush.num_brushes && !skysurfaces) @@ -3477,14 +3521,14 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces) GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); GL_DepthMask(false); GL_DepthTest(!r_showdisabledepthtest.integer); - qglPolygonOffset(r_polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_polygonoffset + r_showcollisionbrushes_polygonoffset.value);CHECKGLERROR + qglPolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);CHECKGLERROR for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++) if (brush->colbrushf && brush->colbrushf->numtriangles) R_DrawCollisionBrush(brush->colbrushf); for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++) if (surface->num_collisiontriangles) R_DrawCollisionSurface(ent, surface); - qglPolygonOffset(r_polygonfactor, r_polygonoffset);CHECKGLERROR + qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR } if (r_showtris.integer || r_shownormals.integer) @@ -3505,7 +3549,7 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces) R_Mesh_ResetTextureState(); for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++) { - if (ent == r_refdef.worldentity && !r_worldsurfacevisible[j]) + if (ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[j]) continue; rsurface_texture = surface->texture->currentframe; if ((rsurface_texture->currentmaterialflags & flagsmask) && surface->num_triangles) @@ -3514,11 +3558,11 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces) if (r_showtris.integer) { if (!rsurface_texture->currentlayers->depthmask) - GL_Color(r_showtris.value, 0, 0, 1); + GL_Color(r_showtris.value * r_view.colorscale, 0, 0, 1); else if (ent == r_refdef.worldentity) - GL_Color(r_showtris.value, r_showtris.value, r_showtris.value, 1); + GL_Color(r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, 1); else - GL_Color(0, r_showtris.value, 0, 1); + GL_Color(0, r_showtris.value * r_view.colorscale, 0, 1); elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle); CHECKGLERROR qglBegin(GL_LINES); @@ -3533,7 +3577,7 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces) } if (r_shownormals.integer) { - GL_Color(r_shownormals.value, 0, 0, 1); + GL_Color(r_shownormals.value * r_view.colorscale, 0, 0, 1); qglBegin(GL_LINES); for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++) { @@ -3544,7 +3588,7 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces) } qglEnd(); CHECKGLERROR - GL_Color(0, 0, r_shownormals.value, 1); + GL_Color(0, 0, r_shownormals.value * r_view.colorscale, 1); qglBegin(GL_LINES); for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++) { @@ -3555,7 +3599,7 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces) } qglEnd(); CHECKGLERROR - GL_Color(0, r_shownormals.value, 0, 1); + GL_Color(0, r_shownormals.value * r_view.colorscale, 0, 1); qglBegin(GL_LINES); for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++) {