X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_rmain.c;h=958a341b5a201b60dad5451dc53a2b619301f33d;hp=07faae9a191ecd7453f081cb001dad19ffac4691;hb=c2e80277d20d64e0da8ea14523eed5af1f3120dd;hpb=8dc32923fc2d7d54c02c1b7646fdb2c5fce858b1 diff --git a/gl_rmain.c b/gl_rmain.c index 07faae9a..958a341b 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -50,8 +50,8 @@ static qboolean r_savedds; // r_refdef_t r_refdef; -cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended"}; -cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended"}; +cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"}; +cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"}; cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"}; cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"}; cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"}; @@ -120,6 +120,7 @@ cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlightin cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"}; cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"}; cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."}; +cvar_t r_shadows_shadowmapbias = {CVAR_SAVE, "r_shadows_shadowmapbias", "-1", "sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON."}; cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"}; cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"}; cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"}; @@ -132,8 +133,8 @@ cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"}; cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"}; cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"}; -cvar_t r_celshading = {CVAR_SAVE, "r_celshading", "0", "cartoon-style light shading"}; -cvar_t r_celoutlines = {CVAR_SAVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred)"}; +cvar_t r_celshading = {CVAR_SAVE, "r_celshading", "0", "cartoon-style light shading (OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9 +cvar_t r_celoutlines = {CVAR_SAVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred; OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"}; cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"}; @@ -161,6 +162,7 @@ cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_SAVE, "r_viewscale_fpsscaling_ste cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"}; cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"}; +cvar_t r_glsl_skeletal = {CVAR_SAVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"}; cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"}; cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"}; cvar_t r_glsl_offsetmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"}; @@ -203,6 +205,7 @@ cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"}; cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"}; cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"}; cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"}; +cvar_t r_bloom_scenebrightness = {CVAR_SAVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"}; cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"}; cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"}; @@ -219,14 +222,17 @@ cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"}; -cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"}; +cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"}; cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"}; +cvar_t r_batch_multidraw = {CVAR_SAVE, "r_batch_multidraw", "1", "issue multiple glDrawElements calls when rendering a batch of surfaces with the same texture (otherwise the index data is copied to make it one draw)"}; +cvar_t r_batch_multidraw_mintriangles = {CVAR_SAVE, "r_batch_multidraw_mintriangles", "0", "minimum number of triangles to activate multidraw path (copying small groups of triangles may be faster)"}; + cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"}; cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"}; -cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer."}; +cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer, requires mod_q3shader_force_terrain_alphaflag on."}; cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"}; @@ -657,7 +663,8 @@ shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] = {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm {"#define USETRIPPY\n", " trippy"}, {"#define USEDEPTHRGB\n", " depthrgb"}, - {"#define USEALPHAGENVERTEX\n", "alphagenvertex"} + {"#define USEALPHAGENVERTEX\n", " alphagenvertex"}, + {"#define USESKELETAL\n", " skeletal"} }; // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS! @@ -816,6 +823,7 @@ typedef struct r_glsl_permutation_s int loc_ShadowMap_Parameters; int loc_ShadowMap_TextureScale; int loc_SpecularPower; + int loc_Skeletal_Transform12; int loc_UserVec1; int loc_UserVec2; int loc_UserVec3; @@ -1163,6 +1171,7 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters"); p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale"); p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower"); + p->loc_Skeletal_Transform12 = qglGetUniformLocation(p->program, "Skeletal_Transform12"); p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1"); p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2"); p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3"); @@ -1534,8 +1543,6 @@ static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, c { if (debugshader) { -// vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog); -// FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize()); FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vertstring, strlen(vertstring)); vsresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable); } @@ -1543,24 +1550,22 @@ static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, c vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable); if (vsbuffer) { - vsbinsize = vsbuffer->GetBufferSize(); + vsbinsize = ID3DXBuffer_GetBufferSize(vsbuffer); vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize); - memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize); - vsbuffer->Release(); + memcpy(vsbin, ID3DXBuffer_GetBufferPointer(vsbuffer), vsbinsize); + ID3DXBuffer_Release(vsbuffer); } if (vslog) { - strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize())); + strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(vslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(vslog))); Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp); - vslog->Release(); + ID3DXBuffer_Release(vslog); } } if (fragstring && fragstring[0]) { if (debugshader) { -// psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog); -// FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize()); FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), fragstring, strlen(fragstring)); psresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable); } @@ -1568,16 +1573,16 @@ static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, c psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable); if (psbuffer) { - psbinsize = psbuffer->GetBufferSize(); + psbinsize = ID3DXBuffer_GetBufferSize(psbuffer); psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize); - memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize); - psbuffer->Release(); + memcpy(psbin, ID3DXBuffer_GetBufferPointer(psbuffer), psbinsize); + ID3DXBuffer_Release(psbuffer); } if (pslog) { - strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize())); + strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(pslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(pslog))); Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp); - pslog->Release(); + ID3DXBuffer_Release(pslog); } } Sys_UnloadLibrary(&d3dx9_dll); @@ -2144,6 +2149,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float m16f[16]; matrix4x4_t tempmatrix; r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane; + if (rsurface.entityskeletaltransform3x4) + permutation |= SHADERPERMUTATION_SKELETAL; if (r_trippy.integer && !notrippy) permutation |= SHADERPERMUTATION_TRIPPY; if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) @@ -2182,9 +2189,9 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, else { mode = SHADERMODE_GENERIC; - permutation |= SHADERPERMUTATION_DIFFUSE; - GL_BlendFunc(GL_ONE, GL_ZERO); - blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO); + permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL; + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } if (vid.allowalphatocoverage) GL_AlphaToCoverage(false); @@ -2531,7 +2538,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, { case RENDERPATH_D3D9: #ifdef SUPPORTD3D - RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist); + RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist); R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer); R_SetupShader_SetPermutationHLSL(mode, permutation); Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f); @@ -2684,7 +2691,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, case RENDERPATH_GLES2: if (!vid.useinterleavedarrays) { - RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist); + RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist); R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset); R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset); R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset); @@ -2692,10 +2699,13 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset); R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset); R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset); + R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset); + R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset); } else { - RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist); + RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0) | (rsurface.entityskeletaltransform3x4 ? BATCHNEED_VERTEXMESH_SKELETAL : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist); R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer); } R_SetupShader_SetPermutationGLSL(mode, permutation); @@ -2839,6 +2849,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, } } if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture); + if (r_glsl_permutation->loc_Skeletal_Transform12 >= 0 && rsurface.entityskeletalnumtransforms > 0) + qglUniform4fv(r_glsl_permutation->loc_Skeletal_Transform12, rsurface.entityskeletalnumtransforms*3, rsurface.entityskeletaltransform3x4); CHECKGLERROR break; case RENDERPATH_GL11: @@ -2846,7 +2858,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, case RENDERPATH_GLES1: break; case RENDERPATH_SOFT: - RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist); + RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist); R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f); R_SetupShader_SetPermutationSoft(mode, permutation); {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);} @@ -3511,7 +3523,7 @@ skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, co // if already loaded just return it, otherwise make a new skinframe skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true); - if (skinframe && skinframe->base) + if (skinframe->base) return skinframe; textureflags &= ~TEXF_FORCE_RELOAD; @@ -3581,9 +3593,9 @@ skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, i // if already loaded just return it, otherwise make a new skinframe skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true); - if (skinframe && skinframe->base) + if (skinframe->base) return skinframe; - textureflags &= ~TEXF_FORCE_RELOAD; + //textureflags &= ~TEXF_FORCE_RELOAD; skinframe->stain = NULL; skinframe->merged = NULL; @@ -3705,7 +3717,7 @@ skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, co // if already loaded just return it, otherwise make a new skinframe skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true); - if (skinframe && skinframe->base) + if (skinframe->base) return skinframe; textureflags &= ~TEXF_FORCE_RELOAD; @@ -4229,6 +4241,7 @@ void GL_Main_Init(void) Cvar_RegisterVariable(&r_shadows_throwdirection); Cvar_RegisterVariable(&r_shadows_focus); Cvar_RegisterVariable(&r_shadows_shadowmapscale); + Cvar_RegisterVariable(&r_shadows_shadowmapbias); Cvar_RegisterVariable(&r_q1bsp_skymasking); Cvar_RegisterVariable(&r_polygonoffset_submodel_factor); Cvar_RegisterVariable(&r_polygonoffset_submodel_offset); @@ -4297,6 +4310,7 @@ void GL_Main_Init(void) Cvar_RegisterVariable(&r_bloom_resolution); Cvar_RegisterVariable(&r_bloom_colorexponent); Cvar_RegisterVariable(&r_bloom_colorsubtract); + Cvar_RegisterVariable(&r_bloom_scenebrightness); Cvar_RegisterVariable(&r_hdr_scenebrightness); Cvar_RegisterVariable(&r_hdr_glowintensity); Cvar_RegisterVariable(&r_hdr_irisadaptation); @@ -4311,6 +4325,9 @@ void GL_Main_Init(void) Cvar_RegisterVariable(&developer_texturelogging); Cvar_RegisterVariable(&gl_lightmaps); Cvar_RegisterVariable(&r_test); + Cvar_RegisterVariable(&r_batch_multidraw); + Cvar_RegisterVariable(&r_batch_multidraw_mintriangles); + Cvar_RegisterVariable(&r_glsl_skeletal); Cvar_RegisterVariable(&r_glsl_saturation); Cvar_RegisterVariable(&r_glsl_saturation_redcompensate); Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas); @@ -4611,6 +4628,7 @@ void R_AnimCache_ClearCache(void) ent->animcache_vertexmesh = NULL; ent->animcache_vertex3fbuffer = NULL; ent->animcache_vertexmeshbuffer = NULL; + ent->animcache_skeletaltransform3x4 = NULL; } } @@ -4647,6 +4665,106 @@ qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qbool { dp_model_t *model = ent->model; int numvertices; + + // cache skeletal animation data first (primarily for gpu-skinning) + if (!ent->animcache_skeletaltransform3x4 && model->num_bones > 0) + { + int i; + int blends; + const skeleton_t *skeleton = ent->skeleton; + const frameblend_t *frameblend = ent->frameblend; + float *boneposerelative; + float m[12]; + static float bonepose[256][12]; + ent->animcache_skeletaltransform3x4 = R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones); + boneposerelative = ent->animcache_skeletaltransform3x4; + if (skeleton && !skeleton->relativetransforms) + skeleton = NULL; + // resolve hierarchy and make relative transforms (deforms) which the shader wants + if (skeleton) + { + for (i = 0;i < model->num_bones;i++) + { + Matrix4x4_ToArray12FloatD3D(&skeleton->relativetransforms[i], m); + if (model->data_bones[i].parent >= 0) + R_ConcatTransforms(bonepose[model->data_bones[i].parent], m, bonepose[i]); + else + memcpy(bonepose[i], m, sizeof(m)); + + // create a relative deformation matrix to describe displacement + // from the base mesh, which is used by the actual weighting + R_ConcatTransforms(bonepose[i], model->data_baseboneposeinverse + i * 12, boneposerelative + i * 12); + } + } + else + { + for (i = 0;i < model->num_bones;i++) + { + const short * RESTRICT pose7s = model->data_poses7s + 7 * (frameblend[0].subframe * model->num_bones + i); + float lerp = frameblend[0].lerp, + tx = pose7s[0], ty = pose7s[1], tz = pose7s[2], + rx = pose7s[3] * lerp, + ry = pose7s[4] * lerp, + rz = pose7s[5] * lerp, + rw = pose7s[6] * lerp, + dx = tx*rw + ty*rz - tz*ry, + dy = -tx*rz + ty*rw + tz*rx, + dz = tx*ry - ty*rx + tz*rw, + dw = -tx*rx - ty*ry - tz*rz, + scale, sx, sy, sz, sw; + for (blends = 1;blends < MAX_FRAMEBLENDS && frameblend[blends].lerp > 0;blends++) + { + const short * RESTRICT pose7s = model->data_poses7s + 7 * (frameblend[blends].subframe * model->num_bones + i); + float lerp = frameblend[blends].lerp, + tx = pose7s[0], ty = pose7s[1], tz = pose7s[2], + qx = pose7s[3], qy = pose7s[4], qz = pose7s[5], qw = pose7s[6]; + if(rx*qx + ry*qy + rz*qz + rw*qw < 0) lerp = -lerp; + qx *= lerp; + qy *= lerp; + qz *= lerp; + qw *= lerp; + rx += qx; + ry += qy; + rz += qz; + rw += qw; + dx += tx*qw + ty*qz - tz*qy; + dy += -tx*qz + ty*qw + tz*qx; + dz += tx*qy - ty*qx + tz*qw; + dw += -tx*qx - ty*qy - tz*qz; + } + scale = 1.0f / (rx*rx + ry*ry + rz*rz + rw*rw); + sx = rx * scale; + sy = ry * scale; + sz = rz * scale; + sw = rw * scale; + m[0] = sw*rw + sx*rx - sy*ry - sz*rz; + m[1] = 2*(sx*ry - sw*rz); + m[2] = 2*(sx*rz + sw*ry); + m[3] = model->num_posescale*(dx*sw - dy*sz + dz*sy - dw*sx); + m[4] = 2*(sx*ry + sw*rz); + m[5] = sw*rw + sy*ry - sx*rx - sz*rz; + m[6] = 2*(sy*rz - sw*rx); + m[7] = model->num_posescale*(dx*sz + dy*sw - dz*sx - dw*sy); + m[8] = 2*(sx*rz - sw*ry); + m[9] = 2*(sy*rz + sw*rx); + m[10] = sw*rw + sz*rz - sx*rx - sy*ry; + m[11] = model->num_posescale*(dy*sx + dz*sw - dx*sy - dw*sz); + if (i == r_skeletal_debugbone.integer) + m[r_skeletal_debugbonecomponent.integer % 12] += r_skeletal_debugbonevalue.value; + m[3] *= r_skeletal_debugtranslatex.value; + m[7] *= r_skeletal_debugtranslatey.value; + m[11] *= r_skeletal_debugtranslatez.value; + if (model->data_bones[i].parent >= 0) + R_ConcatTransforms(bonepose[model->data_bones[i].parent], m, bonepose[i]); + else + memcpy(bonepose[i], m, sizeof(m)); + // create a relative deformation matrix to describe displacement + // from the base mesh, which is used by the actual weighting + R_ConcatTransforms(bonepose[i], model->data_baseboneposeinverse + i * 12, boneposerelative + i * 12); + } + } + } + // see if it's already cached this frame if (ent->animcache_vertex3f) { @@ -4677,6 +4795,24 @@ qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qbool // see if this ent is worth caching if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices) return false; + // skip entity if the shader backend has a cheaper way + if (model->surfmesh.data_skeletalindex4ub && r_glsl_skeletal.integer) + { + switch (vid.renderpath) + { + case RENDERPATH_GL20: + return false; + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GLES1: + case RENDERPATH_GLES2: + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + case RENDERPATH_SOFT: + break; + } + } // get some memory for this entity and generate mesh data numvertices = model->surfmesh.num_vertices; ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices); @@ -5510,7 +5646,7 @@ static void R_Water_StartFrame(void) int i; int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight; r_waterstate_waterplane_t *p; - qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.samples < 2; + qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2; if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d) return; @@ -5724,7 +5860,7 @@ static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t int planeindex, qualityreduction = 0, old_r_dynamic = 0, old_r_shadows = 0, old_r_worldrtlight = 0, old_r_dlight = 0, old_r_particles = 0, old_r_decals = 0; r_waterstate_waterplane_t *p; vec3_t visorigin; - qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.samples < 2; + qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2; char vabuf[1024]; originalview = r_refdef.view; @@ -5996,14 +6132,14 @@ static void R_Bloom_StartFrame(void) int i; int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight; int viewwidth, viewheight; - qboolean useviewfbo = r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object && vid.samples < 2; + qboolean useviewfbo = r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2; textype_t textype = TEXTYPE_COLORBUFFER; switch (vid.renderpath) { case RENDERPATH_GL20: r_fb.usedepthtextures = r_usedepthtextures.integer != 0; - if (vid.support.ext_framebuffer_object) + if (vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two) { if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F; if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F; @@ -6378,6 +6514,8 @@ static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortext unsigned int permutation; float uservecs[4][4]; + R_EntityMatrix(&identitymatrix); + switch (vid.renderpath) { case RENDERPATH_GL20: @@ -6918,6 +7056,11 @@ void R_RenderView(void) R_Shadow_UpdateWorldLightSelection(); R_Bloom_StartFrame(); + + // apply bloom brightness offset + if(r_fb.bloomtexture[0]) + r_refdef.view.colorscale *= r_bloom_scenebrightness.value; + R_Water_StartFrame(); // now we probably have an fbo to render into @@ -7350,7 +7493,7 @@ static void R_DrawEntityBBoxes(void) if(PRVM_serveredictedict(edict, viewmodelforclient) != 0) continue; VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center); - R_MeshQueue_AddTransparent(MESHQUEUE_SORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL); + R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL); } } @@ -7458,12 +7601,12 @@ void R_DrawNoModel(entity_render_t *ent) vec3_t org; Matrix4x4_OriginFromMatrix(&ent->matrix, org); if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1)) - R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? MESHQUEUE_SORT_HUD : MESHQUEUE_SORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight); + R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight); else R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL); } -void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width) +void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width) { vec3_t right1, right2, diff, normal; @@ -7766,7 +7909,7 @@ texture_t *R_GetCurrentTexture(texture_t *t) { int i; const entity_render_t *ent = rsurface.entity; - dp_model_t *model = ent->model; + dp_model_t *model = ent->model; // when calling this, ent must not be NULL q3shaderinfo_layer_tcmod_t *tcmod; if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate) @@ -7774,7 +7917,7 @@ texture_t *R_GetCurrentTexture(texture_t *t) t->update_lastrenderframe = r_textureframe; t->update_lastrenderentity = (void *)ent; - if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS) + if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS) t->camera_entity = ent->entitynumber; else t->camera_entity = 0; @@ -7965,13 +8108,15 @@ texture_t *R_GetCurrentTexture(texture_t *t) t->basetexture = r_texture_grey128; t->pantstexture = r_texture_black; t->shirttexture = r_texture_black; - t->nmaptexture = r_texture_blanknormalmap; + if (gl_lightmaps.integer < 2) + t->nmaptexture = r_texture_blanknormalmap; t->glosstexture = r_texture_black; t->glowtexture = NULL; t->fogtexture = NULL; t->reflectmasktexture = NULL; t->backgroundbasetexture = NULL; - t->backgroundnmaptexture = r_texture_blanknormalmap; + if (gl_lightmaps.integer < 2) + t->backgroundnmaptexture = r_texture_blanknormalmap; t->backgroundglosstexture = r_texture_black; t->backgroundglowtexture = NULL; t->specularscale = 0; @@ -8006,7 +8151,7 @@ texture_t *R_GetCurrentTexture(texture_t *t) blendfunc2 = GL_ZERO; } // don't colormod evilblend textures - if(!R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD) + if(!(R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD)) VectorSet(t->lightmapcolor, 1, 1, 1); depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED); if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) @@ -8132,6 +8277,12 @@ void RSurf_ActiveWorldEntity(void) rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f; rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer; rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f; + rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub; + rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer; + rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub; + rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub; + rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer; + rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub; rsurface.modelelement3i = model->surfmesh.data_element3i; rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer; rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset; @@ -8172,6 +8323,12 @@ void RSurf_ActiveWorldEntity(void) rsurface.batchtexcoordlightmap2f = NULL; rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL; rsurface.batchtexcoordlightmap2f_bufferoffset = 0; + rsurface.batchskeletalindex4ub = NULL; + rsurface.batchskeletalindex4ub_vertexbuffer = NULL; + rsurface.batchskeletalindex4ub_bufferoffset = 0; + rsurface.batchskeletalweight4ub = NULL; + rsurface.batchskeletalweight4ub_vertexbuffer = NULL; + rsurface.batchskeletalweight4ub_bufferoffset = 0; rsurface.batchvertexmesh = NULL; rsurface.batchvertexmeshbuffer = NULL; rsurface.batchvertex3fbuffer = NULL; @@ -8227,7 +8384,10 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value; rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value; } - if (model->surfmesh.isanimated && model->AnimateVertices) + // if the animcache code decided it should use the shader path, skip the deform step + rsurface.entityskeletaltransform3x4 = ent->animcache_vertex3f ? NULL : ent->animcache_skeletaltransform3x4; + rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0; + if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4) { if (ent->animcache_vertex3f) { @@ -8310,6 +8470,12 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f; rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer; rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f; + rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub; + rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer; + rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub; + rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub; + rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer; + rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub; rsurface.modelelement3i = model->surfmesh.data_element3i; rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer; rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset; @@ -8346,6 +8512,12 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q rsurface.batchtexcoordlightmap2f = NULL; rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL; rsurface.batchtexcoordlightmap2f_bufferoffset = 0; + rsurface.batchskeletalindex4ub = NULL; + rsurface.batchskeletalindex4ub_vertexbuffer = NULL; + rsurface.batchskeletalindex4ub_bufferoffset = 0; + rsurface.batchskeletalweight4ub = NULL; + rsurface.batchskeletalweight4ub_vertexbuffer = NULL; + rsurface.batchskeletalweight4ub_bufferoffset = 0; rsurface.batchvertexmesh = NULL; rsurface.batchvertexmeshbuffer = NULL; rsurface.batchvertex3fbuffer = NULL; @@ -8436,6 +8608,12 @@ void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inve rsurface.modeltexcoordlightmap2f = NULL; rsurface.modeltexcoordlightmap2f_vertexbuffer = 0; rsurface.modeltexcoordlightmap2f_bufferoffset = 0; + rsurface.modelskeletalindex4ub = NULL; + rsurface.modelskeletalindex4ub_vertexbuffer = NULL; + rsurface.modelskeletalindex4ub_bufferoffset = 0; + rsurface.modelskeletalweight4ub = NULL; + rsurface.modelskeletalweight4ub_vertexbuffer = NULL; + rsurface.modelskeletalweight4ub_bufferoffset = 0; rsurface.modelelement3i = (int *)element3i; rsurface.modelelement3i_indexbuffer = NULL; rsurface.modelelement3i_bufferoffset = 0; @@ -8470,6 +8648,12 @@ void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inve rsurface.batchtexcoordlightmap2f = NULL; rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL; rsurface.batchtexcoordlightmap2f_bufferoffset = 0; + rsurface.batchskeletalindex4ub = NULL; + rsurface.batchskeletalindex4ub_vertexbuffer = NULL; + rsurface.batchskeletalindex4ub_bufferoffset = 0; + rsurface.batchskeletalweight4ub = NULL; + rsurface.batchskeletalweight4ub_vertexbuffer = NULL; + rsurface.batchskeletalweight4ub_bufferoffset = 0; rsurface.batchvertexmesh = NULL; rsurface.batchvertexmeshbuffer = NULL; rsurface.batchvertex3fbuffer = NULL; @@ -8565,6 +8749,7 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const float scale; float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3]; float waveparms[4]; + unsigned char *ub; q3shaderinfo_deform_t *deform; const msurface_t *surface, *firstsurface; r_vertexmesh_t *vertexmesh; @@ -8611,7 +8796,6 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo) { dynamicvertex = true; - batchneed |= BATCHNEED_NOGAPS; needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR; } @@ -8633,36 +8817,36 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const break; case Q3DEFORM_AUTOSPRITE: dynamicvertex = true; - batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS; + batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD; needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR; break; case Q3DEFORM_AUTOSPRITE2: dynamicvertex = true; - batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS; + batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD; needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR; break; case Q3DEFORM_NORMAL: dynamicvertex = true; - batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS; + batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD; needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR; break; case Q3DEFORM_WAVE: if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms)) break; // if wavefunc is a nop, ignore this transform dynamicvertex = true; - batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS; + batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD; needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR; break; case Q3DEFORM_BULGE: dynamicvertex = true; - batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS; + batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD; needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR; break; case Q3DEFORM_MOVE: if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms)) break; // if wavefunc is a nop, ignore this transform dynamicvertex = true; - batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS; + batchneed |= BATCHNEED_ARRAY_VERTEX; needsupdate |= BATCHNEED_VERTEXMESH_VERTEX; break; } @@ -8674,35 +8858,45 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const break; case Q3TCGEN_LIGHTMAP: dynamicvertex = true; - batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS; + batchneed |= BATCHNEED_ARRAY_LIGHTMAP; needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP; break; case Q3TCGEN_VECTOR: dynamicvertex = true; - batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS; + batchneed |= BATCHNEED_ARRAY_VERTEX; needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD; break; case Q3TCGEN_ENVIRONMENT: dynamicvertex = true; - batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS; + batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL; needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD; break; } if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT) { dynamicvertex = true; - batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS; + batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD; needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD; } if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))) { dynamicvertex = true; - batchneed |= BATCHNEED_NOGAPS; needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)); } - if (dynamicvertex || gaps || rsurface.batchfirstvertex) + // when the model data has no vertex buffer (dynamic mesh), we need to + // eliminate gaps + if (vid.useinterleavedarrays ? !rsurface.modelvertexmeshbuffer : !rsurface.modelvertex3f_vertexbuffer) + batchneed |= BATCHNEED_NOGAPS; + + // the caller can specify BATCHNEED_NOGAPS to force a batch with + // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex), + // we ensure this by treating the vertex batch as dynamic... + if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0)) + dynamicvertex = true; + + if (dynamicvertex) { // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set... if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX; @@ -8711,13 +8905,9 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR; if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD; if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP; + if (batchneed & BATCHNEED_VERTEXMESH_SKELETAL) batchneed |= BATCHNEED_ARRAY_SKELETAL; } - // when the model data has no vertex buffer (dynamic mesh), we need to - // eliminate gaps - if (vid.useinterleavedarrays ? !rsurface.modelvertexmeshbuffer : !rsurface.modelvertex3f_vertexbuffer) - batchneed |= BATCHNEED_NOGAPS; - // if needsupdate, we have to do a dynamic vertex batch for sure if (needsupdate & batchneed) dynamicvertex = true; @@ -8726,11 +8916,6 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))) dynamicvertex = true; - // if gaps are unacceptable, and there are gaps, it's a dynamic batch... - // also some drivers strongly dislike firstvertex - if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex)) - dynamicvertex = true; - rsurface.batchvertex3f = rsurface.modelvertex3f; rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer; rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset; @@ -8752,6 +8937,12 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f; rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer; rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset; + rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub; + rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer; + rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset; + rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub; + rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer; + rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset; rsurface.batchvertex3fbuffer = rsurface.modelvertex3fbuffer; rsurface.batchvertexmesh = rsurface.modelvertexmesh; rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer; @@ -8770,10 +8961,15 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const // copy the surface list together to avoid wasting upload bandwidth on the // vertices in the gaps. // - // if gaps exist and we have a static vertex buffer, we still have to - // combine the index buffer ranges into one dynamic index buffer. + // if gaps exist and we have a static vertex buffer, we can choose whether + // to combine the index buffer ranges into one dynamic index buffer or + // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW). // - // in all cases we end up with data that can be drawn in one call. + // in many cases the batch is reduced to one draw call. + + rsurface.batchmultidraw = false; + rsurface.batchmultidrawnumsurfaces = 0; + rsurface.batchmultidrawsurfacelist = NULL; if (!dynamicvertex) { @@ -8783,6 +8979,13 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const // otherwise use the original static buffer with an appropriate offset if (gaps) { + if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer) + { + rsurface.batchmultidraw = true; + rsurface.batchmultidrawnumsurfaces = texturenumsurfaces; + rsurface.batchmultidrawsurfacelist = texturesurfacelist; + return; + } // build a new triangle elements array for this batch rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3])); rsurface.batchfirsttriangle = 0; @@ -8817,7 +9020,7 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const // now copy the vertex data into a combined array and make an index array // (this is what Quake3 does all the time) - //if (gaps || rsurface.batchfirstvertex) + //if (dynamicvertex) { rsurface.batchvertex3fbuffer = NULL; rsurface.batchvertexmesh = NULL; @@ -8843,6 +9046,12 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const rsurface.batchtexcoordlightmap2f = NULL; rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL; rsurface.batchtexcoordlightmap2f_bufferoffset = 0; + rsurface.batchskeletalindex4ub = NULL; + rsurface.batchskeletalindex4ub_vertexbuffer = NULL; + rsurface.batchskeletalindex4ub_bufferoffset = 0; + rsurface.batchskeletalweight4ub = NULL; + rsurface.batchskeletalweight4ub_vertexbuffer = NULL; + rsurface.batchskeletalweight4ub_bufferoffset = 0; rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3])); rsurface.batchelement3i_indexbuffer = NULL; rsurface.batchelement3i_bufferoffset = 0; @@ -8867,6 +9076,11 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2])); if (batchneed & BATCHNEED_ARRAY_LIGHTMAP) rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2])); + if (batchneed & BATCHNEED_ARRAY_SKELETAL) + { + rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4])); + rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4])); + } numvertices = 0; numtriangles = 0; for (i = 0;i < texturenumsurfaces;i++) @@ -8928,6 +9142,22 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const else memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2])); } + if (batchneed & BATCHNEED_ARRAY_SKELETAL) + { + if (rsurface.modelskeletalindex4ub) + { + memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4])); + memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4])); + } + else + { + memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4])); + memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4])); + ub = rsurface.batchskeletalweight4ub + 4*numvertices; + for (j = 0;j < surfacenumvertices;j++) + ub[j*4] = 255; + } + } } RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex); numvertices += surfacenumvertices; @@ -9391,6 +9621,14 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f) for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++) Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f); + if ((batchneed & BATCHNEED_VERTEXMESH_SKELETAL) && rsurface.batchskeletalindex4ub) + { + for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++) + { + Vector4Copy(rsurface.batchskeletalindex4ub + 4*j, vertexmesh->skeletalindex4ub); + Vector4Copy(rsurface.batchskeletalweight4ub + 4*j, vertexmesh->skeletalweight4ub); + } + } } } @@ -9426,7 +9664,31 @@ void RSurf_DrawBatch(void) } } #endif - R_Mesh_Draw(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchfirsttriangle, rsurface.batchnumtriangles, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset); + if (rsurface.batchmultidraw) + { + // issue multiple draws rather than copying index data + int numsurfaces = rsurface.batchmultidrawnumsurfaces; + const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist; + int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle; + for (i = 0;i < numsurfaces;) + { + // combine consecutive surfaces as one draw + for (k = i, j = i + 1;j < numsurfaces;k = j, j++) + if (surfacelist[j] != surfacelist[k] + 1) + break; + firstvertex = surfacelist[i]->num_firstvertex; + endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices; + firsttriangle = surfacelist[i]->num_firsttriangle; + endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles; + R_Mesh_Draw(firstvertex, endvertex - firstvertex, firsttriangle, endtriangle - firsttriangle, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset); + i = j; + } + } + else + { + // there is only one consecutive run of index data (may have been combined) + R_Mesh_Draw(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchfirsttriangle, rsurface.batchnumtriangles, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset); + } } static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface) @@ -9446,7 +9708,7 @@ static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface) d = 0; if(!prepared) { - RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface); + RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface); prepared = true; if(rsurface.batchnumvertices == 0) break; @@ -9493,7 +9755,7 @@ static void RSurf_DrawBatch_GL11_ApplyFog(void) rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4])); rsurface.passcolor4f_vertexbuffer = 0; rsurface.passcolor4f_bufferoffset = 0; - for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4) + for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4) { f = RSurf_FogVertex(v); c2[0] = c[0] * f; @@ -9793,7 +10055,7 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_ // just to make sure that braindead drivers don't draw // anything despite that colormask... GL_BlendFunc(GL_ZERO, GL_ONE); - RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist); + RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist); if (rsurface.batchvertex3fbuffer) R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer); else @@ -9971,8 +10233,8 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface R_Mesh_TexBind(1, 0); R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0); // generate a color array for the fog pass - R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0); RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]); + R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0); RSurf_DrawBatch(); break; default: @@ -10014,7 +10276,7 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface switch (layer->type) { case TEXTURELAYERTYPE_LITTEXTURE: - if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO) + if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)) { // two-pass lit texture with 2x rgbscale // first the lightmap pass @@ -10047,6 +10309,8 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset); if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) RSurf_DrawBatch_GL11_VertexShade(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog); + else if (FAKELIGHT_ENABLED) + RSurf_DrawBatch_GL11_FakeLight(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog); else RSurf_DrawBatch_GL11_VertexColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog); } @@ -10074,8 +10338,8 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0); } // generate a color array for the fog pass - R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0); RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]); + R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0); RSurf_DrawBatch(); break; default: @@ -10210,7 +10474,7 @@ static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const { RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist); batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices); - for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++) + for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++) { VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f); Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1); @@ -10222,7 +10486,7 @@ static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const { RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist); batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices); - for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++) + for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++) { unsigned char c = (vi << 3) * (1.0f / 256.0f); VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f); @@ -10408,7 +10672,7 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const R_SetupShader_DepthOrShadow(false, false); } RSurf_SetupDepthAndCulling(); - RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist); + RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist); if (rsurface.batchvertex3fbuffer) R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer); else @@ -10492,7 +10756,7 @@ static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset; center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset; } - R_MeshQueue_AddTransparent((rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) ? MESHQUEUE_SORT_HUD : ((rsurface.entity->flags & RENDER_WORLDOBJECT) ? MESHQUEUE_SORT_SKY : MESHQUEUE_SORT_DISTANCE), center, R_DrawSurface_TransparentCallback, rsurface.entity, surface - rsurface.modelsurfaces, rsurface.rtlight); + R_MeshQueue_AddTransparent((rsurface.entity->flags & RENDER_WORLDOBJECT) ? TRANSPARENTSORT_SKY : (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) ? TRANSPARENTSORT_HUD : rsurface.texture->transparentsort, center, R_DrawSurface_TransparentCallback, rsurface.entity, surface - rsurface.modelsurfaces, rsurface.rtlight); } } @@ -10503,7 +10767,7 @@ static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msu if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))) return; RSurf_SetupDepthAndCulling(); - RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist); + RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist); if (rsurface.batchvertex3fbuffer) R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer); else @@ -10739,7 +11003,7 @@ void R_DrawLocs(void) for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++) { VectorLerp(loc->mins, 0.5f, loc->maxs, center); - R_MeshQueue_AddTransparent(MESHQUEUE_SORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL); + R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL); } } @@ -11184,7 +11448,6 @@ static void R_DrawModelDecals_FadeEntity(entity_render_t *ent) else frametime = 0; decalsystem->lastupdatetime = r_refdef.scene.time; - decal = decalsystem->decals; numdecals = decalsystem->numdecals; for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++) @@ -11261,7 +11524,6 @@ static void R_DrawModelDecals_Entity(entity_render_t *ent) RSurf_ActiveModelEntity(ent, false, false, false); decalsystem->lastupdatetime = r_refdef.scene.time; - decal = decalsystem->decals; faderate = 1.0f / max(0.001f, cl_decals_fadetime.value); @@ -11450,13 +11712,12 @@ static void R_DrawDebugModel(void) { int triangleindex; int bihleafindex; - qboolean cullbox = ent == r_refdef.scene.worldentity; + qboolean cullbox = false; const q3mbrush_t *brush; const bih_t *bih = &model->collision_bih; const bih_leaf_t *bihleaf; float vertex3f[3][3]; GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value); - cullbox = false; for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++) { if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs)) @@ -11829,10 +12090,7 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr } } } - if (update) - for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++) - if (update[j]) - R_BuildLightMap(ent, surfaces + j); + R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass); // add to stats if desired @@ -11862,6 +12120,9 @@ void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, i texture.offsetscale = 1; texture.specularscalemod = 1; texture.specularpowermod = 1; + texture.transparentsort = TRANSPARENTSORT_DISTANCE; + // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS + // JUST GREP FOR "specularscalemod = 1". surface.texture = &texture; surface.num_triangles = numtriangles;