X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_rmain.c;h=a2f287075e49736a5b7181037d7f30d8ca9aeffa;hp=59523f553f087df4506c7664f2afc2b845707f92;hb=941f1a240b5b55a93e786f8ad22399b95c51aaf2;hpb=707d73b56b980e9802146620d7efa7fac18dfe71 diff --git a/gl_rmain.c b/gl_rmain.c index 59523f55..a2f28707 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -20,6 +20,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. // r_main.c #include "quakedef.h" +#include "cl_dyntexture.h" #include "r_shadow.h" #include "polygon.h" #include "image.h" @@ -31,8 +32,6 @@ rtexturepool_t *r_main_texturepool; // screen size info // r_refdef_t r_refdef; -r_view_t r_view; -r_viewcache_t r_viewcache; cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "1", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"}; cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" }; @@ -63,6 +62,7 @@ cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", " 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", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"}; +cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"}; 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)"}; @@ -71,15 +71,20 @@ cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (fo cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"}; cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"}; cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"}; +cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"}; cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"}; cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"}; +cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"}; +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_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"}; cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"}; -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_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"}; +cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"}; +cvar_t r_glsl_postprocess_contrastboost = {CVAR_SAVE, "r_glsl_postprocess_contrastboost", "1", "brightening effect (1 is no change, higher values brighten the view)"}; +cvar_t r_glsl_postprocess_gamma = {CVAR_SAVE, "r_glsl_postprocess_gamma", "1", "inverse gamma correction value, a brightness effect that does not affect white or black, and tends to make the image grey and dull"}; +cvar_t r_glsl_usegeneric = {CVAR_SAVE, "r_glsl_usegeneric", "1", "use shaders for rendering simple geometry (rather than conventional fixed-function rendering for this purpose)"}; cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"}; cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"}; @@ -89,6 +94,7 @@ cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "h cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"}; cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"}; +cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"}; cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"}; cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"}; @@ -112,16 +118,13 @@ cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"}; cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"}; +cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"}; +cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"}; +cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"}; +cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"}; extern qboolean v_flipped_state; -typedef struct r_glsl_bloomshader_s -{ - int program; - int loc_Texture_Bloom; -} -r_glsl_bloomshader_t; - static struct r_bloomstate_s { qboolean enabled; @@ -135,8 +138,6 @@ static struct r_bloomstate_s int bloomtexturewidth, bloomtextureheight; rtexture_t *texture_bloom; - r_glsl_bloomshader_t *shader; - // arrays for rendering the screen passes float screentexcoord2f[8]; float bloomtexcoord2f[8]; @@ -240,44 +241,54 @@ void FOG_clear(void) Cvar_Set("gl_foggreen", "0.3"); Cvar_Set("gl_fogblue", "0.3"); } - r_refdef.fog_density = r_refdef.fog_red = r_refdef.fog_green = r_refdef.fog_blue = 0.0f; + r_refdef.fog_density = 0; + r_refdef.fog_red = 0; + r_refdef.fog_green = 0; + r_refdef.fog_blue = 0; + r_refdef.fog_alpha = 1; + r_refdef.fog_start = 0; + r_refdef.fog_end = 0; } -float FogPoint_World(const vec3_t p) +float FogForDistance(vec_t dist) { - int fogmasktableindex = (int)(VectorDistance((p), r_view.origin) * r_refdef.fogmasktabledistmultiplier); + unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier); return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)]; } +float FogPoint_World(const vec3_t p) +{ + return FogForDistance(VectorDistance((p), r_refdef.view.origin)); +} + float FogPoint_Model(const vec3_t p) { - int fogmasktableindex = (int)(VectorDistance((p), rsurface.modelorg) * r_refdef.fogmasktabledistmultiplier); - return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)]; + return FogForDistance(VectorDistance((p), rsurface.modelorg)); } static void R_BuildBlankTextures(void) { unsigned char data[4]; - data[0] = 128; // normal X + data[2] = 128; // normal X data[1] = 128; // normal Y - data[2] = 255; // normal Z + data[0] = 255; // normal Z data[3] = 128; // height - r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL); + r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL); data[0] = 255; data[1] = 255; data[2] = 255; data[3] = 255; - r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL); + r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL); data[0] = 128; data[1] = 128; data[2] = 128; data[3] = 255; - r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL); + r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL); data[0] = 0; data[1] = 0; data[2] = 0; data[3] = 255; - r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL); + r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL); } static void R_BuildNoTexture(void) @@ -305,19 +316,14 @@ static void R_BuildNoTexture(void) } } } - r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL); + r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL); } static void R_BuildWhiteCube(void) { unsigned char data[6*1*1*4]; - data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255; - data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255; - data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255; - data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255; - data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255; - data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255; - r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL); + memset(data, 255, sizeof(data)); + r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL); } static void R_BuildNormalizationCube(void) @@ -370,22 +376,48 @@ static void R_BuildNormalizationCube(void) break; } intensity = 127.0f / sqrt(DotProduct(v, v)); - data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[0]); + data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]); data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]); - data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[2]); + data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]); data[side][y][x][3] = 255; } } } - r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL); + r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL); } static void R_BuildFogTexture(void) { int x, b; -#define FOGWIDTH 64 +#define FOGWIDTH 256 unsigned char data1[FOGWIDTH][4]; //unsigned char data2[FOGWIDTH][4]; + double d, r, alpha; + + r_refdef.fogmasktable_start = r_refdef.fog_start; + r_refdef.fogmasktable_alpha = r_refdef.fog_alpha; + r_refdef.fogmasktable_range = r_refdef.fogrange; + r_refdef.fogmasktable_density = r_refdef.fog_density; + + r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH; + for (x = 0;x < FOGMASKTABLEWIDTH;x++) + { + d = (x * r - r_refdef.fogmasktable_start); + if(developer.integer >= 100) + Con_Printf("%f ", d); + d = max(0, d); + if (r_fog_exp2.integer) + alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d); + else + alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d); + if(developer.integer >= 100) + Con_Printf(" : %f ", alpha); + alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha; + if(developer.integer >= 100) + Con_Printf(" = %f\n", alpha); + r_refdef.fogmasktable[x] = bound(0, alpha, 1); + } + for (x = 0;x < FOGWIDTH;x++) { b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255); @@ -398,8 +430,16 @@ static void R_BuildFogTexture(void) //data2[x][2] = 255 - b; //data2[x][3] = 255; } - r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL); - //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL); + if (r_texture_fogattenuation) + { + R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1); + //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1); + } + else + { + r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL); + //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL); + } } static const char *builtinshaderstring = @@ -408,53 +448,161 @@ 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" +"//#ifdef __GLSL_CG_DATA_TYPES\n" +"//# define myhalf half\n" +"//# define myhalf2 half2\n" +"//# define myhalf3 half3\n" +"//# define myhalf4 half4\n" +"//#else\n" "# define myhalf float\n" -"# define myhvec2 vec2\n" -"# define myhvec3 vec3\n" -"# define myhvec4 vec4\n" +"# define myhalf2 vec2\n" +"# define myhalf3 vec3\n" +"# define myhalf4 vec4\n" +"//#endif\n" +"\n" +"#ifdef MODE_DEPTH_OR_SHADOW\n" +"\n" +"# ifdef VERTEX_SHADER\n" +"void main(void)\n" +"{\n" +" gl_Position = ftransform();\n" +"}\n" +"# endif\n" +"\n" +"#else\n" +"\n" +"#ifdef MODE_POSTPROCESS\n" +"# ifdef VERTEX_SHADER\n" +"void main(void)\n" +"{\n" +" gl_FrontColor = gl_Color;\n" +" gl_Position = ftransform();\n" +" gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n" +"#ifdef USEGLOW\n" +" gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n" "#endif\n" +"}\n" +"# endif\n" +"# ifdef FRAGMENT_SHADER\n" +"\n" +"uniform sampler2D Texture_First;\n" +"#ifdef USEGLOW\n" +"uniform sampler2D Texture_Second;\n" +"#endif\n" +"#ifdef USEVERTEXTEXTUREBLEND\n" +"uniform vec4 TintColor;\n" +"#endif\n" +"#ifdef USECOLORMOD\n" +"uniform vec3 Gamma;\n" +"#endif\n" +"#ifdef USECONTRASTBOOST\n" +"uniform float ContrastBoostCoeff;\n" +"#endif\n" +"#ifdef USEGAMMA\n" +"uniform float GammaCoeff;\n" +"#endif\n" +"void main(void)\n" +"{\n" +" gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n" +"#ifdef USEGLOW\n" +" gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n" +"#endif\n" +"#ifdef USECONTRASTBOOST\n" +" gl_FragColor.rgb /= (ContrastBoostCoeff * gl_FragColor.rgb + vec3(1.0, 1.0, 1.0));\n" +" gl_FragColor.rgb *= (ContrastBoostCoeff + 1.0);\n" +"#endif\n" +"#ifdef USEGAMMA\n" +" gl_FragColor.rgb = pow(gl_FragColor.rgb, GammaCoeff);\n" +"#endif\n" +"#ifdef USEVERTEXTEXTUREBLEND\n" +" gl_FragColor = mix(TintColor, gl_FragColor, TintColor.a);\n" +"#endif\n" +"\n" +"}\n" +"# endif\n" +"\n" +"\n" +"#else\n" +"#ifdef MODE_GENERIC\n" +"# ifdef VERTEX_SHADER\n" +"void main(void)\n" +"{\n" +" gl_FrontColor = gl_Color;\n" +"# ifdef USEDIFFUSE\n" +" gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n" +"# endif\n" +"# ifdef USESPECULAR\n" +" gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n" +"# endif\n" +" gl_Position = ftransform();\n" +"}\n" +"# endif\n" +"# ifdef FRAGMENT_SHADER\n" +"\n" +"# ifdef USEDIFFUSE\n" +"uniform sampler2D Texture_First;\n" +"# endif\n" +"# ifdef USESPECULAR\n" +"uniform sampler2D Texture_Second;\n" +"# endif\n" +"\n" +"void main(void)\n" +"{\n" +" gl_FragColor = gl_Color;\n" +"# ifdef USEDIFFUSE\n" +" gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n" +"# endif\n" +"\n" +"# ifdef USESPECULAR\n" +" vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n" +"# endif\n" +"# ifdef USECOLORMAPPING\n" +" gl_FragColor *= tex2;\n" +"# endif\n" +"# ifdef USEGLOW\n" +" gl_FragColor += tex2;\n" +"# endif\n" +"# ifdef USEVERTEXTEXTUREBLEND\n" +" gl_FragColor = mix(tex2, gl_FragColor, tex2.a);\n" +"# endif\n" +"}\n" +"# endif\n" +"\n" +"#else // !MODE_GENERIC\n" "\n" "varying vec2 TexCoord;\n" "varying vec2 TexCoordLightmap;\n" "\n" -"//#ifdef MODE_LIGHTSOURCE\n" +"#ifdef MODE_LIGHTSOURCE\n" "varying vec3 CubeVector;\n" -"//#endif\n" +"#endif\n" "\n" -"//#ifdef MODE_LIGHTSOURCE\n" +"#ifdef MODE_LIGHTSOURCE\n" "varying vec3 LightVector;\n" -"//#else\n" -"//# ifdef MODE_LIGHTDIRECTION\n" -"//varying vec3 LightVector;\n" -"//# endif\n" -"//#endif\n" +"#endif\n" +"#ifdef MODE_LIGHTDIRECTION\n" +"varying vec3 LightVector;\n" +"#endif\n" "\n" "varying vec3 EyeVector;\n" -"//#ifdef USEFOG\n" +"#ifdef USEFOG\n" "varying vec3 EyeVectorModelSpace;\n" -"//#endif\n" +"#endif\n" "\n" "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n" "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n" "varying vec3 VectorR; // direction of R texcoord (surface normal)\n" "\n" -"//#ifdef MODE_WATER\n" +"#ifdef MODE_WATER\n" "varying vec4 ModelViewProjectionPosition;\n" -"//#else\n" -"//# ifdef MODE_REFRACTION\n" -"//varying vec4 ModelViewProjectionPosition;\n" -"//# else\n" -"//# ifdef USEREFLECTION\n" -"//varying vec4 ModelViewProjectionPosition;\n" -"//# endif\n" -"//# endif\n" -"//#endif\n" +"#ifdef MODE_REFRACTION\n" +"varying vec4 ModelViewProjectionPosition;\n" +"#else\n" +"# ifdef USEREFLECTION\n" +"varying vec4 ModelViewProjectionPosition;\n" +"# endif\n" +"#endif\n" +"#endif\n" "\n" "\n" "\n" @@ -467,7 +615,7 @@ static const char *builtinshaderstring = "uniform vec3 EyePosition;\n" "uniform vec3 LightDir;\n" "\n" -"// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n" +"// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n" "\n" "void main(void)\n" "{\n" @@ -548,31 +696,38 @@ static const char *builtinshaderstring = "uniform sampler2D Texture_Normal;\n" "uniform sampler2D Texture_Color;\n" "uniform sampler2D Texture_Gloss;\n" -"uniform samplerCube Texture_Cube;\n" -"uniform sampler2D Texture_Attenuation;\n" -"uniform sampler2D Texture_FogMask;\n" +"uniform sampler2D Texture_Glow;\n" +"uniform sampler2D Texture_SecondaryNormal;\n" +"uniform sampler2D Texture_SecondaryColor;\n" +"uniform sampler2D Texture_SecondaryGloss;\n" +"uniform sampler2D Texture_SecondaryGlow;\n" "uniform sampler2D Texture_Pants;\n" "uniform sampler2D Texture_Shirt;\n" +"uniform sampler2D Texture_FogMask;\n" "uniform sampler2D Texture_Lightmap;\n" "uniform sampler2D Texture_Deluxemap;\n" -"uniform sampler2D Texture_Glow;\n" -"uniform sampler2D Texture_Reflection;\n" "uniform sampler2D Texture_Refraction;\n" +"uniform sampler2D Texture_Reflection;\n" +"uniform sampler2D Texture_Attenuation;\n" +"uniform samplerCube Texture_Cube;\n" +"\n" +"uniform myhalf3 LightColor;\n" +"uniform myhalf3 AmbientColor;\n" +"uniform myhalf3 DiffuseColor;\n" +"uniform myhalf3 SpecularColor;\n" +"uniform myhalf3 Color_Pants;\n" +"uniform myhalf3 Color_Shirt;\n" +"uniform myhalf3 FogColor;\n" +"\n" +"uniform myhalf4 TintColor;\n" "\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" "//#ifdef MODE_WATER\n" "uniform vec4 DistortScaleRefractReflect;\n" "uniform vec4 ScreenScaleRefractReflect;\n" "uniform vec4 ScreenCenterRefractReflect;\n" -"uniform myhvec4 RefractColor;\n" -"uniform myhvec4 ReflectColor;\n" +"uniform myhalf4 RefractColor;\n" +"uniform myhalf4 ReflectColor;\n" "uniform myhalf ReflectFactor;\n" "uniform myhalf ReflectOffset;\n" "//#else\n" @@ -580,16 +735,16 @@ static const char *builtinshaderstring = "//uniform vec4 DistortScaleRefractReflect;\n" "//uniform vec4 ScreenScaleRefractReflect;\n" "//uniform vec4 ScreenCenterRefractReflect;\n" -"//uniform myhvec4 RefractColor;\n" +"//uniform myhalf4 RefractColor;\n" "//# ifdef USEREFLECTION\n" -"//uniform myhvec4 ReflectColor;\n" +"//uniform myhalf4 ReflectColor;\n" "//# endif\n" "//# else\n" "//# ifdef USEREFLECTION\n" "//uniform vec4 DistortScaleRefractReflect;\n" "//uniform vec4 ScreenScaleRefractReflect;\n" "//uniform vec4 ScreenCenterRefractReflect;\n" -"//uniform myhvec4 ReflectColor;\n" +"//uniform myhalf4 ReflectColor;\n" "//# endif\n" "//# endif\n" "//#endif\n" @@ -666,13 +821,13 @@ static const char *builtinshaderstring = "#endif\n" "\n" " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n" -" //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" -" vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n" -" float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 5.0) * ReflectFactor + ReflectOffset;\n" +" //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" +" vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n" +" float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n" " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n" "}\n" "\n" -"#else // MODE_WATER\n" +"#else // !MODE_WATER\n" "#ifdef MODE_REFRACTION\n" "\n" "// refraction pass\n" @@ -685,12 +840,12 @@ static const char *builtinshaderstring = "#endif\n" "\n" " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n" -" //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n" -" vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xy * DistortScaleRefractReflect.xy;\n" +" //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n" +" vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n" " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n" "}\n" "\n" -"#else // MODE_REFRACTION\n" +"#else // !MODE_REFRACTION\n" "void main(void)\n" "{\n" "#ifdef USEOFFSETMAPPING\n" @@ -700,11 +855,32 @@ static const char *builtinshaderstring = "#endif\n" "\n" " // combine the diffuse textures (base, pants, shirt)\n" -" myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord));\n" +" myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n" "#ifdef USECOLORMAPPING\n" -" color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n" +" color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n" +"#endif\n" +"#ifdef USEVERTEXTEXTUREBLEND\n" +" myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n" +" //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n" +" //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n" +" color = mix(myhalf4(texture2D(Texture_SecondaryColor, TexCoord)), color, terrainblend);\n" +" //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n" "#endif\n" "\n" +"#ifdef USEDIFFUSE\n" +" // get the surface normal and the gloss color\n" +"# ifdef USEVERTEXTEXTUREBLEND\n" +" myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n" +"# ifdef USESPECULAR\n" +" myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n" +"# endif\n" +"# else\n" +" myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5));\n" +"# ifdef USESPECULAR\n" +" myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n" +"# endif\n" +"# endif\n" +"#endif\n" "\n" "\n" "\n" @@ -715,32 +891,30 @@ static const char *builtinshaderstring = " // compute color intensity for the two textures (colormap and glossmap)\n" " // scale by light color and attenuation as efficiently as possible\n" " // (do as much scalar math as possible rather than vector math)\n" +"# ifdef USEDIFFUSE\n" +" // get the light normal\n" +" myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n" +"# endif\n" "# ifdef USESPECULAR\n" -" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n" -" myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n" -" myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n" +" myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n" "\n" " // calculate directional shading\n" -" color.rgb = LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * myhvec3(texture2D(Texture_Gloss, TexCoord)));\n" +" color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);\n" "# else\n" "# ifdef USEDIFFUSE\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 = color.rgb * LightColor * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n" +" color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n" "# else\n" " // calculate directionless shading\n" -" color.rgb = color.rgb * LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n" +" color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n" "# endif\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 *= myhvec3(textureCube(Texture_Cube, CubeVector));\n" +" color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n" "# endif\n" -" color *= myhvec4(gl_Color);\n" "#endif // MODE_LIGHTSOURCE\n" "\n" "\n" @@ -748,18 +922,24 @@ static const char *builtinshaderstring = "\n" "#ifdef MODE_LIGHTDIRECTION\n" " // directional model lighting\n" -"\n" -" // get the surface normal and light normal\n" -" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n" -" myhvec3 diffusenormal = myhvec3(LightVector);\n" +"# ifdef USEDIFFUSE\n" +" // get the light normal\n" +" myhalf3 diffusenormal = myhalf3(LightVector);\n" +"# endif\n" +"# ifdef USESPECULAR\n" +" // calculate directional shading\n" +" color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n" +" myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n" +" color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n" +"# else\n" +"# ifdef USEDIFFUSE\n" "\n" " // calculate directional shading\n" " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n" -"# ifdef USESPECULAR\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" +"# else\n" +" color.rgb *= AmbientColor;\n" +"# endif\n" "# endif\n" -" color *= myhvec4(gl_Color);\n" "#endif // MODE_LIGHTDIRECTION\n" "\n" "\n" @@ -768,20 +948,18 @@ static const char *builtinshaderstring = "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n" " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n" "\n" -" // get the surface normal and light normal\n" -" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n" -"\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" +" // get the light normal\n" +" myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5);\n" +" myhalf3 diffusenormal = normalize(myhalf3(dot(diffusenormal_modelspace, myhalf3(VectorS)), dot(diffusenormal_modelspace, myhalf3(VectorT)), dot(diffusenormal_modelspace, myhalf3(VectorR))));\n" " // calculate directional shading\n" -" myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n" +" myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n" "# ifdef USESPECULAR\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" +" myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n" +" tempcolor += myhalf3(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 = myhvec4(tempcolor,1) * myhvec4(texture2D(Texture_Lightmap, TexCoordLightmap)) * myhvec4(gl_Color) + myhvec4(color.rgb * AmbientScale, 0);\n" +" color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n" "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n" "\n" "\n" @@ -790,19 +968,17 @@ static const char *builtinshaderstring = "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n" " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n" "\n" -" // get the surface normal and light normal\n" -" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n" -"\n" -" myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5));\n" +" // get the light normal\n" +" myhalf3 diffusenormal = normalize(myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5));\n" " // calculate directional shading\n" -" myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n" +" myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n" "# ifdef USESPECULAR\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" +" myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n" +" tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n" "# endif\n" "\n" " // apply lightmap color\n" -" color = myhvec4(tempcolor, 1) * myhvec4(texture2D(Texture_Lightmap, TexCoordLightmap)) * myhvec4(gl_Color) + myhvec4(color.rgb * AmbientScale, 0);\n" +" color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n" "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n" "\n" "\n" @@ -810,82 +986,130 @@ static const char *builtinshaderstring = "\n" "#ifdef MODE_LIGHTMAP\n" " // apply lightmap color\n" -" color *= myhvec4(texture2D(Texture_Lightmap, TexCoordLightmap)) * myhvec4(gl_Color) * myhvec4(myhvec3(DiffuseScale), 1) + myhvec4(myhvec3(AmbientScale), 0);\n" +" color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n" "#endif // MODE_LIGHTMAP\n" "\n" "\n" "\n" "\n" +"#ifdef MODE_VERTEXCOLOR\n" +" // apply lightmap color\n" +" color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n" +"#endif // MODE_VERTEXCOLOR\n" +"\n" +"\n" +"\n" +"\n" +"#ifdef MODE_FLATCOLOR\n" +"#endif // MODE_FLATCOLOR\n" +"\n" +"\n" +"\n" +"\n" "\n" "\n" "\n" +" color *= TintColor;\n" "\n" "#ifdef USEGLOW\n" -" color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n" +" color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n" "#endif\n" "\n" -"#ifndef MODE_LIGHTSOURCE\n" -"# ifdef USEREFLECTION\n" -" vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n" -" //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" -" vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n" -" color.rgb = mix(color.rgb, myhvec3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n" -"# endif\n" +"#ifdef USECONTRASTBOOST\n" +" color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhalf3(1, 1, 1));\n" "#endif\n" "\n" +" color.rgb *= SceneBrightness;\n" +"\n" +" // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n" "#ifdef USEFOG\n" -" // apply fog\n" -" color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n" +" color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n" "#endif\n" "\n" -"#ifdef USECONTRASTBOOST\n" -" color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhvec3(1, 1, 1));\n" +" // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n" +"#ifdef USEREFLECTION\n" +" vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n" +" //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" +" vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n" +" color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n" "#endif\n" "\n" -" color.rgb *= SceneBrightness;\n" -"\n" " gl_FragColor = vec4(color);\n" "}\n" -"#endif // MODE_REFRACTION\n" -"#endif // MODE_WATER\n" +"#endif // !MODE_REFRACTION\n" +"#endif // !MODE_WATER\n" "\n" "#endif // FRAGMENT_SHADER\n" +"\n" +"#endif // !MODE_GENERIC\n" +"#endif // !MODE_POSTPROCESS\n" +"#endif // !MODE_DEPTH_OR_SHADOW\n" ; -#define SHADERPERMUTATION_COLORMAPPING (1<<0) // indicates this is a colormapped skin -#define SHADERPERMUTATION_CONTRASTBOOST (1<<1) // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma) -#define SHADERPERMUTATION_FOG (1<<2) // tint the color by fog color or black if using additive blend mode -#define SHADERPERMUTATION_CUBEFILTER (1<<3) // (lightsource) use cubemap light filter -#define SHADERPERMUTATION_GLOW (1<<4) // (lightmap) blend in an additive glow texture -#define SHADERPERMUTATION_DIFFUSE (1<<5) // (lightsource) whether to use directional shading -#define SHADERPERMUTATION_SPECULAR (1<<6) // (lightsource or deluxemapping) render specular effects -#define SHADERPERMUTATION_REFLECTION (1<<7) // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface -#define SHADERPERMUTATION_OFFSETMAPPING (1<<8) // adjust texcoords to roughly simulate a displacement mapped surface -#define SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING (1<<9) // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!) -#define SHADERPERMUTATION_MODEBASE (1<<10) // multiplier for the SHADERMODE_ values to get a valid index +typedef struct shaderpermutationinfo_s +{ + const char *pretext; + const char *name; +} +shaderpermutationinfo_t; + +typedef struct shadermodeinfo_s +{ + const char *vertexfilename; + const char *geometryfilename; + const char *fragmentfilename; + const char *pretext; + const char *name; +} +shadermodeinfo_t; + +typedef enum shaderpermutation_e +{ + SHADERPERMUTATION_DIFFUSE = 1<<0, // (lightsource) whether to use directional shading + SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, // indicates this is a two-layer material blend based on vertex alpha (q3bsp) + SHADERPERMUTATION_COLORMAPPING = 1<<2, // indicates this is a colormapped skin + SHADERPERMUTATION_CONTRASTBOOST = 1<<3, // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma) + SHADERPERMUTATION_FOG = 1<<4, // tint the color by fog color or black if using additive blend mode + SHADERPERMUTATION_CUBEFILTER = 1<<5, // (lightsource) use cubemap light filter + SHADERPERMUTATION_GLOW = 1<<6, // (lightmap) blend in an additive glow texture + SHADERPERMUTATION_SPECULAR = 1<<7, // (lightsource or deluxemapping) render specular effects + SHADERPERMUTATION_REFLECTION = 1<<8, // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface + SHADERPERMUTATION_OFFSETMAPPING = 1<<9, // adjust texcoords to roughly simulate a displacement mapped surface + SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<10, // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!) + SHADERPERMUTATION_GAMMA = 1<<11, // gamma (postprocessing only) + SHADERPERMUTATION_LIMIT = 1<<12, // size of permutations array + SHADERPERMUTATION_COUNT = 12 // size of shaderpermutationinfo array +} +shaderpermutation_t; // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES! -const char *shaderpermutationinfo[][2] = +shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] = { + {"#define USEDIFFUSE\n", " diffuse"}, + {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"}, {"#define USECOLORMAPPING\n", " colormapping"}, {"#define USECONTRASTBOOST\n", " contrastboost"}, {"#define USEFOG\n", " fog"}, {"#define USECUBEFILTER\n", " cubefilter"}, {"#define USEGLOW\n", " glow"}, - {"#define USEDIFFUSE\n", " diffuse"}, {"#define USESPECULAR\n", " specular"}, {"#define USEREFLECTION\n", " reflection"}, {"#define USEOFFSETMAPPING\n", " offsetmapping"}, {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"}, - {NULL, NULL} + {"#define USEGAMMA\n", " gamma"}, }; // this enum is multiplied by SHADERPERMUTATION_MODEBASE typedef enum shadermode_e { - SHADERMODE_LIGHTMAP, // (lightmap) use directional pixel shading from fixed light direction (q3bsp) - SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (deluxemap) - SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (deluxemap) + SHADERMODE_GENERIC, // (particles/HUD/etc) vertex color, optionally multiplied by one texture + SHADERMODE_POSTPROCESS, // postprocessing shader (r_glsl_postprocess) + SHADERMODE_DEPTH_OR_SHADOW, // (depthfirst/shadows) vertex shader only + SHADERMODE_FLATCOLOR, // (lightmap) modulate texture by uniform color (q1bsp, q3bsp) + SHADERMODE_VERTEXCOLOR, // (lightmap) modulate texture by vertex colors (q3bsp) + SHADERMODE_LIGHTMAP, // (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp) + SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap) + SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap) SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp) SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight) SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass) @@ -895,20 +1119,22 @@ typedef enum shadermode_e shadermode_t; // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS! -const char *shadermodeinfo[][2] = +shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] = { - {"#define MODE_LIGHTMAP\n", " lightmap"}, - {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"}, - {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"}, - {"#define MODE_LIGHTDIRECTION\n", " lightdirection"}, - {"#define MODE_LIGHTSOURCE\n", " lightsource"}, - {"#define MODE_REFRACTION\n", " refraction"}, - {"#define MODE_WATER\n", " water"}, - {NULL, NULL} + {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"}, + {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"}, + {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"}, + {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"}, + {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"}, + {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"}, + {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"}, + {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"}, + {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"}, + {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"}, + {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"}, + {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"}, }; -#define SHADERPERMUTATION_INDICES (SHADERPERMUTATION_MODEBASE * SHADERMODE_COUNT) - typedef struct r_glsl_permutation_s { // indicates if we have tried compiling this permutation already @@ -916,23 +1142,28 @@ typedef struct r_glsl_permutation_s // 0 if compilation failed int program; // locations of detected uniforms in program object, or -1 if not found + int loc_Texture_First; + int loc_Texture_Second; int loc_Texture_Normal; int loc_Texture_Color; int loc_Texture_Gloss; - int loc_Texture_Cube; - int loc_Texture_Attenuation; - int loc_Texture_FogMask; + int loc_Texture_Glow; + int loc_Texture_SecondaryNormal; + int loc_Texture_SecondaryColor; + int loc_Texture_SecondaryGloss; + int loc_Texture_SecondaryGlow; int loc_Texture_Pants; int loc_Texture_Shirt; + int loc_Texture_FogMask; int loc_Texture_Lightmap; int loc_Texture_Deluxemap; - int loc_Texture_Glow; + int loc_Texture_Attenuation; + int loc_Texture_Cube; int loc_Texture_Refraction; int loc_Texture_Reflection; int loc_FogColor; int loc_LightPosition; int loc_EyePosition; - int loc_LightColor; int loc_Color_Pants; int loc_Color_Shirt; int loc_FogRangeRecip; @@ -943,11 +1174,13 @@ typedef struct r_glsl_permutation_s int loc_GlowScale; int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost int loc_OffsetMapping_Scale; + int loc_TintColor; int loc_AmbientColor; int loc_DiffuseColor; int loc_SpecularColor; int loc_LightDir; int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost + int loc_GammaCoeff; // 1 / gamma int loc_DistortScaleRefractReflect; int loc_ScreenScaleRefractReflect; int loc_ScreenCenterRefractReflect; @@ -959,52 +1192,77 @@ typedef struct r_glsl_permutation_s r_glsl_permutation_t; // information about each possible shader permutation -r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_INDICES]; +r_glsl_permutation_t r_glsl_permutations[SHADERMODE_COUNT][SHADERPERMUTATION_LIMIT]; // currently selected permutation r_glsl_permutation_t *r_glsl_permutation; -// these are additional flags used only by R_GLSL_CompilePermutation -#define SHADERTYPE_USES_VERTEXSHADER (1<<0) -#define SHADERTYPE_USES_GEOMETRYSHADER (1<<1) -#define SHADERTYPE_USES_FRAGMENTSHADER (1<<2) +static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice) +{ + char *shaderstring; + if (!filename || !filename[0]) + return NULL; + shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL); + if (shaderstring) + { + if (printfromdisknotice) + Con_DPrint("from disk... "); + return shaderstring; + } + else if (!strcmp(filename, "glsl/default.glsl")) + { + shaderstring = Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1); + memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1); + } + return shaderstring; +} -static void R_GLSL_CompilePermutation(const char *filename, int permutation, int shadertype) +static void R_GLSL_CompilePermutation(shadermode_t mode, shaderpermutation_t permutation) { int i; - qboolean shaderfound; - r_glsl_permutation_t *p = r_glsl_permutations + permutation; - int vertstrings_count; - int geomstrings_count; - int fragstrings_count; - char *shaderstring; - const char *vertstrings_list[32+1]; - const char *geomstrings_list[32+1]; - const char *fragstrings_list[32+1]; + shadermodeinfo_t *modeinfo = shadermodeinfo + mode; + r_glsl_permutation_t *p = &r_glsl_permutations[mode][permutation]; + int vertstrings_count = 0; + int geomstrings_count = 0; + int fragstrings_count = 0; + char *vertexstring, *geometrystring, *fragmentstring; + const char *vertstrings_list[32+3]; + const char *geomstrings_list[32+3]; + const char *fragstrings_list[32+3]; char permutationname[256]; + if (p->compiled) return; p->compiled = true; p->program = 0; - vertstrings_list[0] = "#define VERTEX_SHADER\n"; - geomstrings_list[0] = "#define GEOMETRY_SHADER\n"; - fragstrings_list[0] = "#define FRAGMENT_SHADER\n"; - vertstrings_count = 1; - geomstrings_count = 1; - fragstrings_count = 1; + permutationname[0] = 0; - i = permutation / SHADERPERMUTATION_MODEBASE; - vertstrings_list[vertstrings_count++] = shadermodeinfo[i][0]; - geomstrings_list[geomstrings_count++] = shadermodeinfo[i][0]; - fragstrings_list[fragstrings_count++] = shadermodeinfo[i][0]; - strlcat(permutationname, shadermodeinfo[i][1], sizeof(permutationname)); - for (i = 0;shaderpermutationinfo[i][0];i++) + vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true); + geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false); + fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false); + + strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname)); + + // the first pretext is which type of shader to compile as + // (later these will all be bound together as a program object) + vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n"; + geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n"; + fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n"; + + // the second pretext is the mode (for example a light source) + vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext; + geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext; + fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext; + strlcat(permutationname, modeinfo->name, sizeof(permutationname)); + + // now add all the permutation pretexts + for (i = 0;i < SHADERPERMUTATION_COUNT;i++) { if (permutation & (1<program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list); if (p->program) { @@ -1047,81 +1295,95 @@ static void R_GLSL_CompilePermutation(const char *filename, int permutation, int qglUseProgramObjectARB(p->program);CHECKGLERROR // look up all the uniform variable names we care about, so we don't // have to look them up every time we set them - p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal"); - p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color"); - p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss"); - p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube"); - p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation"); - p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask"); - p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants"); - p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt"); - p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap"); - p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap"); - p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow"); - p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction"); - p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection"); - p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor"); - p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition"); - p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition"); - p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor"); - p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants"); - p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt"); - p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip"); - p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale"); - p->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"); - p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor"); - p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir"); - p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff"); + p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First"); + p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second"); + p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal"); + p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color"); + p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss"); + p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow"); + p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal"); + p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor"); + p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss"); + p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow"); + p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask"); + p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants"); + p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt"); + p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap"); + p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap"); + p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction"); + p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection"); + p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation"); + p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube"); + p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor"); + p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition"); + p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition"); + p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants"); + p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt"); + p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip"); + p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale"); + p->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_TintColor = qglGetUniformLocationARB(p->program, "TintColor"); + p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor"); + p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor"); + p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor"); + p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir"); + p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff"); p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect"); - p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect"); + p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect"); p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect"); - p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor"); - p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor"); - p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor"); - p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset"); + p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor"); + p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor"); + p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor"); + p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset"); // initialize the samplers to refer to the texture units we use - if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal, 0); - if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color, 1); - if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss, 2); - if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube, 3); - if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask, 4); - if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants, 5); - if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt, 6); - if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap, 7); - if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8); - if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow, 9); - if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation, 10); - if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction, 11); - if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection, 12); + if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST); + if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND); + if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL); + if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR); + if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS); + if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW); + if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL); + if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR); + if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS); + if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW); + if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS); + if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT); + if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK); + if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP); + if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP); + if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION); + if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE); + if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION); + if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION); CHECKGLERROR - qglUseProgramObjectARB(0);CHECKGLERROR if (developer.integer) - Con_Printf("GLSL shader %s :%s compiled.\n", filename, permutationname); + Con_Printf("GLSL shader %s compiled.\n", permutationname); } else - { - if (developer.integer) - Con_Printf("GLSL shader %s :%s failed! source code line offset for above errors is %i.\n", permutationname, filename, -(vertstrings_count - 1)); - else - Con_Printf("GLSL shader %s :%s failed! some features may not work properly.\n", permutationname, filename); - } - if (shaderstring) - Mem_Free(shaderstring); + Con_Printf("GLSL shader %s failed! some features may not work properly.\n", permutationname); + + // free the strings + if (vertexstring) + Mem_Free(vertexstring); + if (geometrystring) + Mem_Free(geometrystring); + if (fragmentstring) + Mem_Free(fragmentstring); } void R_GLSL_Restart_f(void) { - int i; - for (i = 0;i < SHADERPERMUTATION_INDICES;i++) - if (r_glsl_permutations[i].program) - GL_Backend_FreeProgram(r_glsl_permutations[i].program); + shadermode_t mode; + shaderpermutation_t permutation; + for (mode = 0;mode < SHADERMODE_COUNT;mode++) + for (permutation = 0;permutation < SHADERPERMUTATION_LIMIT;permutation++) + if (r_glsl_permutations[mode][permutation].program) + GL_Backend_FreeProgram(r_glsl_permutations[mode][permutation].program); memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations)); } @@ -1138,10 +1400,10 @@ void R_GLSL_DumpShader_f(void) FS_Print(file, "// The engine may define the following macros:\n"); FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n"); - for (i = 0;shadermodeinfo[i][0];i++) - FS_Printf(file, "// %s", shadermodeinfo[i][0]); - for (i = 0;shaderpermutationinfo[i][0];i++) - FS_Printf(file, "// %s", shaderpermutationinfo[i][0]); + for (i = 0;i < SHADERMODE_COUNT;i++) + FS_Printf(file, "// %s", shadermodeinfo[i].pretext); + for (i = 0;i < SHADERPERMUTATION_COUNT;i++) + FS_Printf(file, "// %s", shaderpermutationinfo[i].pretext); FS_Print(file, "\n"); FS_Print(file, builtinshaderstring); FS_Close(file); @@ -1149,22 +1411,106 @@ void R_GLSL_DumpShader_f(void) Con_Printf("glsl/default.glsl written\n"); } +void R_SetupShader_SetPermutation(shadermode_t mode, unsigned int permutation) +{ + r_glsl_permutation_t *perm = &r_glsl_permutations[mode][permutation]; + if (r_glsl_permutation != perm) + { + r_glsl_permutation = perm; + if (!r_glsl_permutation->program) + { + if (!r_glsl_permutation->compiled) + R_GLSL_CompilePermutation(mode, permutation); + if (!r_glsl_permutation->program) + { + // remove features until we find a valid permutation + int i; + for (i = 0;i < SHADERPERMUTATION_COUNT;i++) + { + // reduce i more quickly whenever it would not remove any bits + int j = 1<<(SHADERPERMUTATION_COUNT-1-i); + if (!(permutation & j)) + continue; + permutation -= j; + r_glsl_permutation = &r_glsl_permutations[mode][permutation]; + if (!r_glsl_permutation->compiled) + R_GLSL_CompilePermutation(mode, permutation); + if (r_glsl_permutation->program) + break; + } + if (i >= SHADERPERMUTATION_COUNT) + { + Con_Printf("OpenGL 2.0 shaders disabled - unable to find a working shader permutation fallback on this driver (set r_glsl 1 if you want to try again)\n"); + Cvar_SetValueQuick(&r_glsl, 0); + R_GLSL_Restart_f(); // unload shaders + return; // no bit left to clear + } + } + } + CHECKGLERROR + qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR + } +} + +void R_SetupGenericShader(qboolean usetexture) +{ + if (gl_support_fragment_shader) + { + if (r_glsl.integer && r_glsl_usegeneric.integer) + R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0); + else if (r_glsl_permutation) + { + r_glsl_permutation = NULL; + qglUseProgramObjectARB(0);CHECKGLERROR + } + } +} + +void R_SetupGenericTwoTextureShader(int texturemode) +{ + if (gl_support_fragment_shader) + { + if (r_glsl.integer && r_glsl_usegeneric.integer) + R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)))); + else if (r_glsl_permutation) + { + r_glsl_permutation = NULL; + qglUseProgramObjectARB(0);CHECKGLERROR + } + } + if (!r_glsl_permutation) + { + if (texturemode == GL_DECAL && gl_combine.integer) + texturemode = GL_INTERPOLATE_ARB; + R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1); + } +} + +void R_SetupDepthOrShadowShader(void) +{ + if (gl_support_fragment_shader) + { + if (r_glsl.integer && r_glsl_usegeneric.integer) + R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0); + else if (r_glsl_permutation) + { + r_glsl_permutation = NULL; + qglUseProgramObjectARB(0);CHECKGLERROR + } + } +} + extern rtexture_t *r_shadow_attenuationgradienttexture; extern rtexture_t *r_shadow_attenuation2dtexture; extern rtexture_t *r_shadow_attenuation3dtexture; -int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass) +void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass) { // select a permutation of the lighting shader appropriate to this // combination of texture, entity, light source, and fogging, only use the // minimum features necessary to avoid wasting rendering time in the // fragment shader on features that are not being used - const char *shaderfilename = NULL; unsigned int permutation = 0; - unsigned int shadertype = 0; shadermode_t mode = 0; - r_glsl_permutation = NULL; - shaderfilename = "glsl/default.glsl"; - shadertype = SHADERTYPE_USES_VERTEXSHADER | SHADERTYPE_USES_FRAGMENTSHADER; // TODO: implement geometry-shader based shadow volumes someday if (r_glsl_offsetmapping.integer) { @@ -1184,6 +1530,8 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl { // light source mode = SHADERMODE_LIGHTSOURCE; + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND) + permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND; if (rsurface.rtlight->currentcubemap != r_texture_whitecube) permutation |= SHADERPERMUTATION_CUBEFILTER; if (diffusescale > 0) @@ -1196,14 +1544,14 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl permutation |= SHADERPERMUTATION_COLORMAPPING; if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0) permutation |= SHADERPERMUTATION_CONTRASTBOOST; - if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) - permutation |= SHADERPERMUTATION_REFLECTION; } else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) { - // bright unshaded geometry - mode = SHADERMODE_LIGHTMAP; - if (rsurface.texture->currentskinframe->glow) + // unshaded geometry (fullbright or ambient model lighting) + mode = SHADERMODE_FLATCOLOR; + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND) + permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND; + if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer) permutation |= SHADERPERMUTATION_GLOW; if (r_refdef.fogenabled) permutation |= SHADERPERMUTATION_FOG; @@ -1220,12 +1568,15 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) permutation |= SHADERPERMUTATION_REFLECTION; } - else if (modellighting) + else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL) { // directional model lighting mode = SHADERMODE_LIGHTDIRECTION; - if (rsurface.texture->currentskinframe->glow) + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND) + permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND; + if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer) permutation |= SHADERPERMUTATION_GLOW; + permutation |= SHADERPERMUTATION_DIFFUSE; if (specularscale > 0) permutation |= SHADERPERMUTATION_SPECULAR; if (r_refdef.fogenabled) @@ -1237,32 +1588,58 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) permutation |= SHADERPERMUTATION_REFLECTION; } + else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) + { + // ambient model lighting + mode = SHADERMODE_LIGHTDIRECTION; + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND) + permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND; + if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer) + permutation |= SHADERPERMUTATION_GLOW; + if (r_refdef.fogenabled) + permutation |= SHADERPERMUTATION_FOG; + if (rsurface.texture->colormapping) + permutation |= SHADERPERMUTATION_COLORMAPPING; + if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0) + permutation |= SHADERPERMUTATION_CONTRASTBOOST; + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) + permutation |= SHADERPERMUTATION_REFLECTION; + } else { // lightmapped wall - if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping) + if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping) { // deluxemapping (light direction texture) - if (rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace) + if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace) mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE; else mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE; + permutation |= SHADERPERMUTATION_DIFFUSE; if (specularscale > 0) - permutation |= SHADERPERMUTATION_SPECULAR; + permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE; } else if (r_glsl_deluxemapping.integer >= 2) { // fake deluxemapping (uniform light direction in tangentspace) mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE; + permutation |= SHADERPERMUTATION_DIFFUSE; if (specularscale > 0) - permutation |= SHADERPERMUTATION_SPECULAR; + permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE; } - else + else if (rsurface.uselightmaptexture) { - // ordinary lightmapping + // ordinary lightmapping (q1bsp, q3bsp) mode = SHADERMODE_LIGHTMAP; } - if (rsurface.texture->currentskinframe->glow) + else + { + // ordinary vertex coloring (q3bsp) + mode = SHADERMODE_VERTEXCOLOR; + } + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND) + permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND; + if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer) permutation |= SHADERPERMUTATION_GLOW; if (r_refdef.fogenabled) permutation |= SHADERPERMUTATION_FOG; @@ -1273,43 +1650,13 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) permutation |= SHADERPERMUTATION_REFLECTION; } - permutation |= mode * SHADERPERMUTATION_MODEBASE; - if (!r_glsl_permutations[permutation].program) - { - if (!r_glsl_permutations[permutation].compiled) - R_GLSL_CompilePermutation(shaderfilename, permutation, shadertype); - if (!r_glsl_permutations[permutation].program) - { - // remove features until we find a valid permutation - unsigned int i; - for (i = (SHADERPERMUTATION_MODEBASE >> 1);;i>>=1) - { - if (!i) - { - Con_Printf("OpenGL 2.0 shaders disabled - unable to find a working shader permutation fallback on this driver (set r_glsl 1 if you want to try again)\n"); - Cvar_SetValueQuick(&r_glsl, 0); - return 0; // no bit left to clear - } - // reduce i more quickly whenever it would not remove any bits - if (!(permutation & i)) - continue; - permutation &= ~i; - if (!r_glsl_permutations[permutation].compiled) - R_GLSL_CompilePermutation(shaderfilename, permutation, shadertype); - if (r_glsl_permutations[permutation].program) - break; - } - } - } - r_glsl_permutation = r_glsl_permutations + permutation; - CHECKGLERROR - qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR + R_SetupShader_SetPermutation(mode, permutation); if (mode == SHADERMODE_LIGHTSOURCE) { if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]); if (permutation & SHADERPERMUTATION_DIFFUSE) { - if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]); + if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]); if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale); if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale); if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale); @@ -1317,54 +1664,61 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl else { // ambient only is simpler - if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale); + if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale, rsurface.texture->lightmapcolor[3]); if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1); if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0); if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0); } - } - else if (mode == SHADERMODE_LIGHTDIRECTION) - { - if (r_glsl_permutation->loc_AmbientColor >= 0) - qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface.modellight_ambient[0] * ambientscale, rsurface.modellight_ambient[1] * ambientscale, rsurface.modellight_ambient[2] * ambientscale); - if (r_glsl_permutation->loc_DiffuseColor >= 0) - qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface.modellight_diffuse[0] * diffusescale, rsurface.modellight_diffuse[1] * diffusescale, rsurface.modellight_diffuse[2] * diffusescale); - if (r_glsl_permutation->loc_SpecularColor >= 0) - qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale, rsurface.modellight_diffuse[1] * specularscale, rsurface.modellight_diffuse[2] * specularscale); - if (r_glsl_permutation->loc_LightDir >= 0) - qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]); + // additive passes are only darkened by fog, not tinted + if (r_glsl_permutation->loc_FogColor >= 0) + qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0); } 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_refdef.lightmapintensity * 2.0f); - if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale * 2.0f); + if (mode == SHADERMODE_LIGHTDIRECTION) + { + if (r_glsl_permutation->loc_AmbientColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_AmbientColor , rsurface.modellight_ambient[0] * ambientscale * 0.5f, rsurface.modellight_ambient[1] * ambientscale * 0.5f, rsurface.modellight_ambient[2] * ambientscale * 0.5f); + if (r_glsl_permutation->loc_DiffuseColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor , rsurface.modellight_diffuse[0] * diffusescale * 0.5f, rsurface.modellight_diffuse[1] * diffusescale * 0.5f, rsurface.modellight_diffuse[2] * diffusescale * 0.5f); + if (r_glsl_permutation->loc_SpecularColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale * 0.5f, rsurface.modellight_diffuse[1] * specularscale * 0.5f, rsurface.modellight_diffuse[2] * specularscale * 0.5f); + if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]); + } + else + { + if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 1.0f / 128.0f); + if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity); + if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale); + } + if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2], rsurface.texture->lightmapcolor[3]); + if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value); + // additive passes are only darkened by fog, not tinted + if (r_glsl_permutation->loc_FogColor >= 0) + { + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD) + qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0); + else + qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]); + } + if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor); + if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]); + if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]); + if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f); + if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f); + if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin); + if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin); } - if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value); if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0) { // The formula used is actually: - // color.rgb *= SceneBrightness; // color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1); - // I simplify that to - // color.rgb *= [[SceneBrightness * ContrastBoost]]; - // color.rgb /= [[(ContrastBoost - 1) / ContrastBoost]] * color.rgb + 1; - // and Black: - // color.rgb = [[SceneBrightness * ContrastBoost]] / ([[(ContrastBoost - 1) * SceneBrightness]] + 1 / color.rgb); + // color.rgb *= SceneBrightness; + // simplified: + // color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[ContrastBoost - 1]] * color.rgb + 1); // and do [[calculations]] here in the engine - qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, (r_glsl_contrastboost.value - 1) * r_view.colorscale); - if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale * r_glsl_contrastboost.value); + qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_contrastboost.value - 1); + if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale * r_glsl_contrastboost.value); } else - 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 (rsurface.rtlight || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)) - qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0); - else - qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]); - } + if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale); 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) { @@ -1383,15 +1737,7 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl 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); - if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor); - if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]); - if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]); - if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f); - if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f); - if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin); - if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin); CHECKGLERROR - return permutation; } #define SKINFRAME_HASH 1024 @@ -1430,24 +1776,47 @@ void R_SkinFrame_Purge(void) { if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence) { - if (s->base == r_texture_notexture) s->base = NULL; - if (s->nmap == r_texture_blanknormalmap)s->nmap = NULL; - if (s->merged == s->base) s->merged = NULL; - if (s->stain ) R_FreeTexture(s->stain );s->stain = NULL; - if (s->merged) R_FreeTexture(s->merged);s->merged = NULL; - if (s->base ) R_FreeTexture(s->base );s->base = NULL; - if (s->pants ) R_FreeTexture(s->pants );s->pants = NULL; - if (s->shirt ) R_FreeTexture(s->shirt );s->shirt = NULL; - if (s->nmap ) R_FreeTexture(s->nmap );s->nmap = NULL; - if (s->gloss ) R_FreeTexture(s->gloss );s->gloss = NULL; - if (s->glow ) R_FreeTexture(s->glow );s->glow = NULL; - if (s->fog ) R_FreeTexture(s->fog );s->fog = NULL; + if (s->merged == s->base) + s->merged = NULL; + // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black] + R_PurgeTexture(s->stain );s->stain = NULL; + R_PurgeTexture(s->merged);s->merged = NULL; + R_PurgeTexture(s->base );s->base = NULL; + R_PurgeTexture(s->pants );s->pants = NULL; + R_PurgeTexture(s->shirt );s->shirt = NULL; + R_PurgeTexture(s->nmap );s->nmap = NULL; + R_PurgeTexture(s->gloss );s->gloss = NULL; + R_PurgeTexture(s->glow );s->glow = NULL; + R_PurgeTexture(s->fog );s->fog = NULL; s->loadsequence = 0; } } } } +skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) { + skinframe_t *item; + char basename[MAX_QPATH]; + + Image_StripImageExtension(name, basename, sizeof(basename)); + + if( last == NULL ) { + int hashindex; + hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1); + item = r_skinframe.hash[hashindex]; + } else { + item = last->next; + } + + // linearly search through the hash bucket + for( ; item ; item = item->next ) { + if( !strcmp( item->basename, basename ) ) { + return item; + } + } + return NULL; +} + skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add) { skinframe_t *item; @@ -1460,13 +1829,17 @@ skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewid for (item = r_skinframe.hash[hashindex];item;item = item->next) if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc) break; - if (!item) - { - if (!add) + + if (!item) { + rtexture_t *dyntexture; + // check whether its a dynamic texture + dyntexture = CL_GetDynTexture( basename ); + if (!add && !dyntexture) return NULL; item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array); memset(item, 0, sizeof(*item)); strlcpy(item->basename, basename, sizeof(item->basename)); + item->base = dyntexture; // either NULL or dyntexture handle item->textureflags = textureflags; item->comparewidth = comparewidth; item->compareheight = compareheight; @@ -1474,6 +1847,15 @@ skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewid item->next = r_skinframe.hash[hashindex]; r_skinframe.hash[hashindex] = item; } + else if( item->base == NULL ) + { + rtexture_t *dyntexture; + // check whether its a dynamic texture + // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black] + dyntexture = CL_GetDynTexture( basename ); + item->base = dyntexture; // either NULL or dyntexture handle + } + R_SkinFrame_MarkUsed(item); return item; } @@ -1505,7 +1887,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole if (skinframe && skinframe->base) return skinframe; - basepixels = loadimagepixels(name, complain, 0, 0); + basepixels = loadimagepixelsbgra(name, complain, true); if (basepixels == NULL) return NULL; @@ -1524,7 +1906,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole basepixels_width = image_width; basepixels_height = image_height; - skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL); + skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL); if (textureflags & TEXF_ALPHA) { @@ -1542,7 +1924,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole pixels[j+2] = 255; pixels[j+3] = basepixels[j+3]; } - skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL); + skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL); Mem_Free(pixels); } } @@ -1550,35 +1932,35 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole // _norm is the name used by tenebrae and has been adopted as standard if (loadnormalmap) { - if ((pixels = loadimagepixels(va("%s_norm", skinframe->basename), false, 0, 0)) != NULL) + if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL) { - skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL); + skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL); Mem_Free(pixels); pixels = NULL; } - else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixels(va("%s_bump", skinframe->basename), false, 0, 0)) != NULL) + else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL) { pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4); - Image_HeightmapToNormalmap(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value); - skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL); + Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value); + skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL); Mem_Free(pixels); Mem_Free(bumppixels); } else if (r_shadow_bumpscale_basetexture.value > 0) { pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4); - Image_HeightmapToNormalmap(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value); - skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL); + Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value); + skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL); Mem_Free(pixels); } } // _luma is supported for tenebrae compatibility // (I think it's a very stupid name, but oh well) // _glow is the preferred name - if (loadglow && ((pixels = loadimagepixels(va("%s_glow", skinframe->basename), false, 0, 0)) != NULL || (pixels = loadimagepixels(va("%s_luma", skinframe->basename), false, 0, 0)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;} - if (loadgloss && (pixels = loadimagepixels(va("%s_gloss", skinframe->basename), false, 0, 0)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;} - if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_pants", skinframe->basename), false, 0, 0)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;} - if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_shirt", skinframe->basename), false, 0, 0)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;} + if (loadglow && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) != NULL || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;} + if (loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;} + if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;} + if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;} if (basepixels) Mem_Free(basepixels); @@ -1600,7 +1982,8 @@ static rtexture_t *R_SkinFrame_TextureForSkinLayer(const unsigned char *in, int return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette); } -skinframe_t *R_SkinFrame_LoadInternal(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height, int bitsperpixel, const unsigned int *palette, const unsigned int *alphapalette) +// this is only used by .spr32 sprites, HL .spr files, HL .bsp files +skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height) { int i; unsigned char *temp1, *temp2; @@ -1610,7 +1993,7 @@ skinframe_t *R_SkinFrame_LoadInternal(const char *name, int textureflags, int lo return NULL; // if already loaded just return it, otherwise make a new skinframe - skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*bitsperpixel/8) : 0, true); + skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true); if (skinframe && skinframe->base) return skinframe; @@ -1628,77 +2011,95 @@ skinframe_t *R_SkinFrame_LoadInternal(const char *name, int textureflags, int lo if (!skindata) return NULL; - if (bitsperpixel == 32) + if (r_shadow_bumpscale_basetexture.value > 0) { - if (r_shadow_bumpscale_basetexture.value > 0) - { - temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8); - temp2 = temp1 + width * height * 4; - Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value); - skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, skinframe->textureflags | TEXF_ALPHA, NULL); - Mem_Free(temp1); - } - skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_RGBA, skinframe->textureflags, NULL); - if (textureflags & TEXF_ALPHA) - { - for (i = 3;i < width * height * 4;i += 4) - if (skindata[i] < 255) - break; - if (i < width * height * 4) - { - unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4); - memcpy(fogpixels, skindata, width * height * 4); - for (i = 0;i < width * height * 4;i += 4) - fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255; - skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_RGBA, skinframe->textureflags, NULL); - Mem_Free(fogpixels); - } - } + temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8); + temp2 = temp1 + width * height * 4; + Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value); + skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL); + Mem_Free(temp1); } - else if (bitsperpixel == 8) + skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL); + if (textureflags & TEXF_ALPHA) { - if (r_shadow_bumpscale_basetexture.value > 0) - { - temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8); - temp2 = temp1 + width * height * 4; - if (bitsperpixel == 32) - Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value); - else - { - // use either a custom palette or the quake palette - Image_Copy8bitRGBA(skindata, temp1, width * height, palette ? palette : palette_complete); - Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value); - } - skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, skinframe->textureflags | TEXF_ALPHA, NULL); - Mem_Free(temp1); - } - // use either a custom palette, or the quake palette - skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette ? palette : (loadglowtexture ? palette_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_transparent : palette_complete)), skinframe->textureflags, true); // all - if (!palette && loadglowtexture) - skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_onlyfullbrights, skinframe->textureflags, false); // glow - if (!palette && loadpantsandshirt) - { - skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_pantsaswhite, skinframe->textureflags, false); // pants - skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_shirtaswhite, skinframe->textureflags, false); // shirt - } - if (skinframe->pants || skinframe->shirt) - skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename),loadglowtexture ? palette_nocolormapnofullbrights : palette_nocolormap, skinframe->textureflags, false); // no special colors - if (textureflags & TEXF_ALPHA) + for (i = 3;i < width * height * 4;i += 4) + if (skindata[i] < 255) + break; + if (i < width * height * 4) { - // if not using a custom alphapalette, use the quake one - if (!alphapalette) - alphapalette = palette_alpha; - for (i = 0;i < width * height;i++) - if (((unsigned char *)alphapalette)[skindata[i]*4+3] < 255) - break; - if (i < width * height) - skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), alphapalette, skinframe->textureflags, true); // fog mask + unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4); + memcpy(fogpixels, skindata, width * height * 4); + for (i = 0;i < width * height * 4;i += 4) + fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255; + skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL); + Mem_Free(fogpixels); } } return skinframe; } +skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height) +{ + int i; + unsigned char *temp1, *temp2; + skinframe_t *skinframe; + + if (cls.state == ca_dedicated) + return NULL; + + // if already loaded just return it, otherwise make a new skinframe + skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true); + if (skinframe && skinframe->base) + return skinframe; + + skinframe->stain = NULL; + skinframe->merged = NULL; + skinframe->base = r_texture_notexture; + skinframe->pants = NULL; + skinframe->shirt = NULL; + skinframe->nmap = r_texture_blanknormalmap; + skinframe->gloss = NULL; + skinframe->glow = NULL; + skinframe->fog = NULL; + + // if no data was provided, then clearly the caller wanted to get a blank skinframe + if (!skindata) + return NULL; + + if (r_shadow_bumpscale_basetexture.value > 0) + { + temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8); + temp2 = temp1 + width * height * 4; + // use either a custom palette or the quake palette + Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete); + Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value); + skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL); + Mem_Free(temp1); + } + // use either a custom palette, or the quake palette + skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete)), skinframe->textureflags, true); // all + if (loadglowtexture) + skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow + if (loadpantsandshirt) + { + skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants + skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt + } + if (skinframe->pants || skinframe->shirt) + skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename), loadglowtexture ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap, skinframe->textureflags, false); // no special colors + if (textureflags & TEXF_ALPHA) + { + for (i = 0;i < width * height;i++) + if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255) + break; + if (i < width * height) + skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask + } + + return skinframe; +} + skinframe_t *R_SkinFrame_LoadMissing(void) { skinframe_t *skinframe; @@ -1722,18 +2123,6 @@ skinframe_t *R_SkinFrame_LoadMissing(void) void gl_main_start(void) { - int x; - double r, alpha; - - r = (-1.0/256.0) * (FOGMASKTABLEWIDTH * FOGMASKTABLEWIDTH); - for (x = 0;x < FOGMASKTABLEWIDTH;x++) - { - alpha = 1 - exp(r / ((double)x*(double)x)); - if (x == FOGMASKTABLEWIDTH - 1) - alpha = 0; - r_refdef.fogmasktable[x] = bound(0, alpha, 1); - } - memset(r_qwskincache, 0, sizeof(r_qwskincache)); memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe)); @@ -1750,11 +2139,14 @@ void gl_main_start(void) R_BuildWhiteCube(); R_BuildNormalizationCube(); } - R_BuildFogTexture(); + r_texture_fogattenuation = NULL; + //r_texture_fogintensity = NULL; memset(&r_bloomstate, 0, sizeof(r_bloomstate)); memset(&r_waterstate, 0, sizeof(r_waterstate)); memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations)); memset(&r_svbsp, 0, sizeof (r_svbsp)); + + r_refdef.fogmasktable_density = 0; } void gl_main_shutdown(void) @@ -1776,6 +2168,8 @@ void gl_main_shutdown(void) r_texture_black = NULL; r_texture_whitecube = NULL; r_texture_normalizationcube = NULL; + r_texture_fogattenuation = NULL; + //r_texture_fogintensity = NULL; memset(&r_bloomstate, 0, sizeof(r_bloomstate)); memset(&r_waterstate, 0, sizeof(r_waterstate)); R_GLSL_Restart_f(); @@ -1822,6 +2216,7 @@ void GL_Main_Init(void) Cvar_RegisterVariable (&gl_fogblue); Cvar_RegisterVariable (&gl_fogstart); Cvar_RegisterVariable (&gl_fogend); + Cvar_RegisterVariable (&gl_skyclip); } Cvar_RegisterVariable(&r_depthfirst); Cvar_RegisterVariable(&r_nearclip); @@ -1852,12 +2247,18 @@ void GL_Main_Init(void) Cvar_RegisterVariable(&r_q1bsp_skymasking); Cvar_RegisterVariable(&r_polygonoffset_submodel_factor); Cvar_RegisterVariable(&r_polygonoffset_submodel_offset); + Cvar_RegisterVariable(&r_fog_exp2); Cvar_RegisterVariable(&r_textureunits); Cvar_RegisterVariable(&r_glsl); + Cvar_RegisterVariable(&r_glsl_contrastboost); + Cvar_RegisterVariable(&r_glsl_deluxemapping); Cvar_RegisterVariable(&r_glsl_offsetmapping); Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping); Cvar_RegisterVariable(&r_glsl_offsetmapping_scale); - Cvar_RegisterVariable(&r_glsl_deluxemapping); + Cvar_RegisterVariable(&r_glsl_postprocess); + Cvar_RegisterVariable(&r_glsl_postprocess_contrastboost); + Cvar_RegisterVariable(&r_glsl_postprocess_gamma); + Cvar_RegisterVariable(&r_glsl_usegeneric); Cvar_RegisterVariable(&r_water); Cvar_RegisterVariable(&r_water_resolutionmultiplier); Cvar_RegisterVariable(&r_water_clippingplanebias); @@ -1865,6 +2266,7 @@ void GL_Main_Init(void) Cvar_RegisterVariable(&r_water_reflectdistort); Cvar_RegisterVariable(&r_lerpsprites); Cvar_RegisterVariable(&r_lerpmodels); + Cvar_RegisterVariable(&r_lerplightstyles); Cvar_RegisterVariable(&r_waterscroll); Cvar_RegisterVariable(&r_bloom); Cvar_RegisterVariable(&r_bloom_colorscale); @@ -1875,7 +2277,6 @@ void GL_Main_Init(void) Cvar_RegisterVariable(&r_bloom_colorsubtract); Cvar_RegisterVariable(&r_hdr); Cvar_RegisterVariable(&r_hdr_scenebrightness); - Cvar_RegisterVariable(&r_glsl_contrastboost); Cvar_RegisterVariable(&r_hdr_glowintensity); Cvar_RegisterVariable(&r_hdr_range); Cvar_RegisterVariable(&r_smoothnormals_areaweighting); @@ -1886,6 +2287,11 @@ void GL_Main_Init(void) if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE) Cvar_SetValue("r_fullbrights", 0); R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap); + + Cvar_RegisterVariable(&r_track_sprites); + Cvar_RegisterVariable(&r_track_sprites_flags); + Cvar_RegisterVariable(&r_track_sprites_scalew); + Cvar_RegisterVariable(&r_track_sprites_scaleh); } extern void R_Textures_Init(void); @@ -1894,7 +2300,6 @@ 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_Light_Init(void); extern void R_Particles_Init(void); extern void R_Explosion_Init(void); extern void gl_backend_init(void); @@ -1912,7 +2317,6 @@ void Render_Init(void) R_Sky_Init(); GL_Surf_Init(); Sbar_Init(); - R_Light_Init(); R_Particles_Init(); R_Explosion_Init(); R_LightningBeams_Init(); @@ -1942,12 +2346,12 @@ int R_CullBox(const vec3_t mins, const vec3_t maxs) { int i; mplane_t *p; - for (i = 0;i < r_view.numfrustumplanes;i++) + for (i = 0;i < r_refdef.view.numfrustumplanes;i++) { // skip nearclip plane, it often culls portals when you are very close, and is almost never useful if (i == 4) continue; - p = r_view.frustum + i; + p = r_refdef.view.frustum + i; switch(p->signbits) { default: @@ -2037,43 +2441,6 @@ int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, c //================================================================================== -static void R_UpdateEntityLighting(entity_render_t *ent) -{ - vec3_t tempdiffusenormal; - - // fetch the lighting from the worldmodel data - VectorSet(ent->modellight_ambient, r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f)); - VectorClear(ent->modellight_diffuse); - VectorClear(tempdiffusenormal); - if ((ent->flags & RENDER_LIGHT) && r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint) - { - vec3_t org; - Matrix4x4_OriginFromMatrix(&ent->matrix, org); - r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal); - } - else // highly rare - VectorSet(ent->modellight_ambient, 1, 1, 1); - - // move the light direction into modelspace coordinates for lighting code - Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir); - if(VectorLength2(ent->modellight_lightdir) > 0) - { - VectorNormalize(ent->modellight_lightdir); - } - else - { - VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here - } - - // scale ambient and directional light contributions according to rendering variables - 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_View_UpdateEntityVisible (void) { int i, renderimask; @@ -2083,25 +2450,26 @@ static void R_View_UpdateEntityVisible (void) return; renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL); - if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs) + if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs) { // worldmodel can check visibility - for (i = 0;i < r_refdef.numentities;i++) + for (i = 0;i < r_refdef.scene.numentities;i++) { - ent = r_refdef.entities[i]; - r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs)); + ent = r_refdef.scene.entities[i]; + r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs)) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs)); + } - if(r_cullentities_trace.integer) + if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight) { - for (i = 0;i < r_refdef.numentities;i++) + for (i = 0;i < r_refdef.scene.numentities;i++) { - ent = r_refdef.entities[i]; - if(r_viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*'))) + ent = r_refdef.scene.entities[i]; + if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*'))) { - if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.worldmodel, r_view.origin, ent->mins, ent->maxs)) + if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.scene.worldmodel, r_refdef.view.origin, ent->mins, ent->maxs)) ent->last_trace_visibility = realtime; if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value) - r_viewcache.entityvisible[i] = 0; + r_refdef.viewcache.entityvisible[i] = 0; } } } @@ -2109,16 +2477,12 @@ static void R_View_UpdateEntityVisible (void) else { // no worldmodel or it can't check visibility - for (i = 0;i < r_refdef.numentities;i++) + for (i = 0;i < r_refdef.scene.numentities;i++) { - ent = r_refdef.entities[i]; - r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs); + ent = r_refdef.scene.entities[i]; + r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs)); } } - - // update entity lighting (even on hidden entities for r_shadows) - for (i = 0;i < r_refdef.numentities;i++) - R_UpdateEntityLighting(r_refdef.entities[i]); } // only used if skyrendermasked, and normally returns false @@ -2131,11 +2495,11 @@ int R_DrawBrushModelsSky (void) return false; sky = false; - for (i = 0;i < r_refdef.numentities;i++) + for (i = 0;i < r_refdef.scene.numentities;i++) { - if (!r_viewcache.entityvisible[i]) + if (!r_refdef.viewcache.entityvisible[i]) continue; - ent = r_refdef.entities[i]; + ent = r_refdef.scene.entities[i]; if (!ent->model || !ent->model->DrawSky) continue; ent->model->DrawSky(ent); @@ -2153,11 +2517,11 @@ static void R_DrawModels(void) if (!r_drawentities.integer) return; - for (i = 0;i < r_refdef.numentities;i++) + for (i = 0;i < r_refdef.scene.numentities;i++) { - if (!r_viewcache.entityvisible[i]) + if (!r_refdef.viewcache.entityvisible[i]) continue; - ent = r_refdef.entities[i]; + ent = r_refdef.scene.entities[i]; r_refdef.stats.entities++; if (ent->model && ent->model->Draw != NULL) ent->model->Draw(ent); @@ -2174,12 +2538,11 @@ static void R_DrawModelsDepth(void) if (!r_drawentities.integer) return; - for (i = 0;i < r_refdef.numentities;i++) + for (i = 0;i < r_refdef.scene.numentities;i++) { - if (!r_viewcache.entityvisible[i]) + if (!r_refdef.viewcache.entityvisible[i]) continue; - ent = r_refdef.entities[i]; - r_refdef.stats.entities++; + ent = r_refdef.scene.entities[i]; if (ent->model && ent->model->DrawDepth != NULL) ent->model->DrawDepth(ent); } @@ -2193,12 +2556,11 @@ static void R_DrawModelsDebug(void) if (!r_drawentities.integer) return; - for (i = 0;i < r_refdef.numentities;i++) + for (i = 0;i < r_refdef.scene.numentities;i++) { - if (!r_viewcache.entityvisible[i]) + if (!r_refdef.viewcache.entityvisible[i]) continue; - ent = r_refdef.entities[i]; - r_refdef.stats.entities++; + ent = r_refdef.scene.entities[i]; if (ent->model && ent->model->DrawDebug != NULL) ent->model->DrawDebug(ent); } @@ -2212,12 +2574,11 @@ static void R_DrawModelsAddWaterPlanes(void) if (!r_drawentities.integer) return; - for (i = 0;i < r_refdef.numentities;i++) + for (i = 0;i < r_refdef.scene.numentities;i++) { - if (!r_viewcache.entityvisible[i]) + if (!r_refdef.viewcache.entityvisible[i]) continue; - ent = r_refdef.entities[i]; - r_refdef.stats.entities++; + ent = r_refdef.scene.entities[i]; if (ent->model && ent->model->DrawAddWaterPlanes != NULL) ent->model->DrawAddWaterPlanes(ent); } @@ -2227,195 +2588,196 @@ static void R_View_SetFrustum(void) { int i; double slopex, slopey; + vec3_t forward, left, up, origin; - // break apart the view matrix into vectors for various purposes - Matrix4x4_ToVectors(&r_view.matrix, r_view.forward, r_view.left, r_view.up, r_view.origin); - VectorNegate(r_view.left, r_view.right); + // we can't trust r_refdef.view.forward and friends in reflected scenes + Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin); #if 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; + r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x; + r_refdef.view.frustum[0].normal[1] = 0 - 0; + r_refdef.view.frustum[0].normal[2] = -1 - 0; + r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x; + r_refdef.view.frustum[1].normal[1] = 0 + 0; + r_refdef.view.frustum[1].normal[2] = -1 + 0; + r_refdef.view.frustum[2].normal[0] = 0 - 0; + r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y; + r_refdef.view.frustum[2].normal[2] = -1 - 0; + r_refdef.view.frustum[3].normal[0] = 0 + 0; + r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y; + r_refdef.view.frustum[3].normal[2] = -1 + 0; #endif #if 0 zNear = r_refdef.nearclip; nudge = 1.0 - 1.0 / (1<<23); - 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; + r_refdef.view.frustum[4].normal[0] = 0 - 0; + r_refdef.view.frustum[4].normal[1] = 0 - 0; + r_refdef.view.frustum[4].normal[2] = -1 - -nudge; + r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge; + r_refdef.view.frustum[5].normal[0] = 0 + 0; + r_refdef.view.frustum[5].normal[1] = 0 + 0; + r_refdef.view.frustum[5].normal[2] = -1 + -nudge; + r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge; #endif #if 0 - 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]; + r_refdef.view.frustum[0].normal[0] = m[3] - m[0]; + r_refdef.view.frustum[0].normal[1] = m[7] - m[4]; + r_refdef.view.frustum[0].normal[2] = m[11] - m[8]; + r_refdef.view.frustum[0].dist = m[15] - m[12]; + + r_refdef.view.frustum[1].normal[0] = m[3] + m[0]; + r_refdef.view.frustum[1].normal[1] = m[7] + m[4]; + r_refdef.view.frustum[1].normal[2] = m[11] + m[8]; + r_refdef.view.frustum[1].dist = m[15] + m[12]; + + r_refdef.view.frustum[2].normal[0] = m[3] - m[1]; + r_refdef.view.frustum[2].normal[1] = m[7] - m[5]; + r_refdef.view.frustum[2].normal[2] = m[11] - m[9]; + r_refdef.view.frustum[2].dist = m[15] - m[13]; + + r_refdef.view.frustum[3].normal[0] = m[3] + m[1]; + r_refdef.view.frustum[3].normal[1] = m[7] + m[5]; + r_refdef.view.frustum[3].normal[2] = m[11] + m[9]; + r_refdef.view.frustum[3].dist = m[15] + m[13]; + + r_refdef.view.frustum[4].normal[0] = m[3] - m[2]; + r_refdef.view.frustum[4].normal[1] = m[7] - m[6]; + r_refdef.view.frustum[4].normal[2] = m[11] - m[10]; + r_refdef.view.frustum[4].dist = m[15] - m[14]; + + r_refdef.view.frustum[5].normal[0] = m[3] + m[2]; + r_refdef.view.frustum[5].normal[1] = m[7] + m[6]; + r_refdef.view.frustum[5].normal[2] = m[11] + m[10]; + r_refdef.view.frustum[5].dist = m[15] + m[14]; #endif - - - if (r_view.useperspective) + if (r_refdef.view.useperspective) { - slopex = 1.0 / r_view.frustum_x; - slopey = 1.0 / r_view.frustum_y; - VectorMA(r_view.forward, -slopex, r_view.left, r_view.frustum[0].normal); - VectorMA(r_view.forward, slopex, r_view.left, r_view.frustum[1].normal); - VectorMA(r_view.forward, -slopey, r_view.up , r_view.frustum[2].normal); - VectorMA(r_view.forward, slopey, r_view.up , r_view.frustum[3].normal); - VectorCopy(r_view.forward, r_view.frustum[4].normal); + slopex = 1.0 / r_refdef.view.frustum_x; + slopey = 1.0 / r_refdef.view.frustum_y; + VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal); + VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal); + VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal); + VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal); + VectorCopy(forward, r_refdef.view.frustum[4].normal); + + // Leaving those out was a mistake, those were in the old code, and they + // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix + // I couldn't reproduce it after adding those normalizations. --blub + VectorNormalize(r_refdef.view.frustum[0].normal); + VectorNormalize(r_refdef.view.frustum[1].normal); + VectorNormalize(r_refdef.view.frustum[2].normal); + VectorNormalize(r_refdef.view.frustum[3].normal); // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling - VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]); - VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, 1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[1]); - VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, 1024 * slopey, r_view.up, r_view.frustumcorner[2]); - VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, 1024 * slopex, r_view.left, 1024 * slopey, r_view.up, r_view.frustumcorner[3]); + VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[0]); + VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[1]); + VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[2]); + VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[3]); - 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; + r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal); + r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal); + r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal); + r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal); + r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip; } else { - VectorScale(r_view.left, -r_view.ortho_x, r_view.frustum[0].normal); - VectorScale(r_view.left, r_view.ortho_x, r_view.frustum[1].normal); - VectorScale(r_view.up, -r_view.ortho_y, r_view.frustum[2].normal); - VectorScale(r_view.up, r_view.ortho_y, r_view.frustum[3].normal); - VectorCopy(r_view.forward, r_view.frustum[4].normal); - r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal) + r_view.ortho_x; - r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal) + r_view.ortho_x; - r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal) + r_view.ortho_y; - r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal) + r_view.ortho_y; - r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip; + VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal); + VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal); + VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal); + VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal); + VectorCopy(forward, r_refdef.view.frustum[4].normal); + r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x; + r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x; + r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y; + r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y; + r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip; } - r_view.numfrustumplanes = 5; + r_refdef.view.numfrustumplanes = 5; - if (r_view.useclipplane) + if (r_refdef.view.useclipplane) { - r_view.numfrustumplanes = 6; - r_view.frustum[5] = r_view.clipplane; + r_refdef.view.numfrustumplanes = 6; + r_refdef.view.frustum[5] = r_refdef.view.clipplane; } - for (i = 0;i < r_view.numfrustumplanes;i++) - PlaneClassify(r_view.frustum + i); + for (i = 0;i < r_refdef.view.numfrustumplanes;i++) + PlaneClassify(r_refdef.view.frustum + i); // 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( 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); + //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2)); + //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal); //PlaneClassify(&frustum[0]); // rotate R_VIEWFORWARD left by FOV_X/2 degrees - //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); + //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2)); + //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal); //PlaneClassify(&frustum[1]); // rotate R_VIEWFORWARD up by FOV_X/2 degrees - //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); + //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2)); + //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal); //PlaneClassify(&frustum[2]); // rotate R_VIEWFORWARD down by FOV_X/2 degrees - //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); + //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2)); + //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal); //PlaneClassify(&frustum[3]); // nearclip plane - //VectorCopy(r_view.forward, r_view.frustum[4].normal); - //r_view.frustum[4].dist = DotProduct (r_view.origin, frustum[4].normal) + r_nearclip.value; + //VectorCopy(forward, r_refdef.view.frustum[4].normal); + //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value; //PlaneClassify(&frustum[4]); } void R_View_Update(void) { R_View_SetFrustum(); - R_View_WorldVisibility(r_view.useclipplane); + R_View_WorldVisibility(r_refdef.view.useclipplane); R_View_UpdateEntityVisible(); } -void R_SetupView(void) +void R_SetupView(qboolean allowwaterclippingplane) { - if (!r_view.useperspective) - GL_SetupView_Mode_Ortho(-r_view.ortho_x, -r_view.ortho_y, r_view.ortho_x, r_view.ortho_y, -r_refdef.farclip, r_refdef.farclip); + if (!r_refdef.view.useperspective) + GL_SetupView_Mode_Ortho(-r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip); else if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows) - GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip); + GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip); else - GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip); + GL_SetupView_Mode_Perspective(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip); - GL_SetupView_Orientation_FromEntity(&r_view.matrix); + GL_SetupView_Orientation_FromEntity(&r_refdef.view.matrix); - if (r_view.useclipplane) + if (r_refdef.view.useclipplane && allowwaterclippingplane) { // LordHavoc: couldn't figure out how to make this approach the - vec_t dist = r_view.clipplane.dist - r_water_clippingplanebias.value; - vec_t viewdist = DotProduct(r_view.origin, r_view.clipplane.normal); - if (viewdist < r_view.clipplane.dist + r_water_clippingplanebias.value) - dist = r_view.clipplane.dist; - GL_SetupView_ApplyCustomNearClipPlane(r_view.clipplane.normal[0], r_view.clipplane.normal[1], r_view.clipplane.normal[2], dist); + vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value; + vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal); + if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value) + dist = r_refdef.view.clipplane.dist; + GL_SetupView_ApplyCustomNearClipPlane(r_refdef.view.clipplane.normal[0], r_refdef.view.clipplane.normal[1], r_refdef.view.clipplane.normal[2], dist); } } void R_ResetViewRendering2D(void) { - if (gl_support_fragment_shader) - { - qglUseProgramObjectARB(0);CHECKGLERROR - } - DrawQ_Finish(); - // 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 is weird because it's bottom to top, r_refdef.view.y is top to bottom + qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.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_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height); GL_Color(1, 1, 1, 1); - GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1); + GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1); GL_BlendFunc(GL_ONE, GL_ZERO); GL_AlphaTest(false); GL_ScissorTest(false); @@ -2432,23 +2794,19 @@ void R_ResetViewRendering2D(void) qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces + R_SetupGenericShader(true); } void R_ResetViewRendering3D(void) { - if (gl_support_fragment_shader) - { - qglUseProgramObjectARB(0);CHECKGLERROR - } - DrawQ_Finish(); - // 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 - R_SetupView(); - GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height); + // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom + qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR + R_SetupView(true); + GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height); GL_Color(1, 1, 1, 1); - GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1); + GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1); GL_BlendFunc(GL_ONE, GL_ZERO); GL_AlphaTest(false); GL_ScissorTest(true); @@ -2464,70 +2822,10 @@ void R_ResetViewRendering3D(void) qglStencilMask(~0);CHECKGLERROR qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR - GL_CullFace(r_view.cullface_back); + GL_CullFace(r_refdef.view.cullface_back); + R_SetupGenericShader(true); } -/* - R_Bloom_SetupShader( -"// bloom shader\n" -"// written by Forest 'LordHavoc' Hale\n" -"\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 ScreenTexCoord;\n" -"varying vec2 BloomTexCoord;\n" -"\n" -"\n" -"\n" -"\n" -"// vertex shader specific:\n" -"#ifdef VERTEX_SHADER\n" -"\n" -"void main(void)\n" -"{\n" -" ScreenTexCoord = vec2(gl_MultiTexCoord0);\n" -" BloomTexCoord = vec2(gl_MultiTexCoord1);\n" -" // transform vertex to camera space, using ftransform to match non-VS\n" -" // rendering\n" -" gl_Position = ftransform();\n" -"}\n" -"\n" -"#endif // VERTEX_SHADER\n" -"\n" -"\n" -"\n" -"\n" -"// fragment shader specific:\n" -"#ifdef FRAGMENT_SHADER\n" -"\n" -"void main(void)\n" -"{\n" -" int x, y; -" myhvec3 color = myhvec3(texture2D(Texture_Screen, ScreenTexCoord));\n" -" for (x = -BLUR_X;x <= BLUR_X;x++) -" color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n" -" color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n" -" color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n" -" color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n" - -" gl_FragColor = vec4(color);\n" -"}\n" -"\n" -"#endif // FRAGMENT_SHADER\n" -*/ - void R_RenderScene(qboolean addwaterplanes); static void R_Water_StartFrame(void) @@ -2538,12 +2836,12 @@ static void R_Water_StartFrame(void) // set waterwidth and waterheight to the water resolution that will be // used (often less than the screen resolution for faster rendering) - waterwidth = (int)bound(1, r_view.width * r_water_resolutionmultiplier.value, r_view.width); - waterheight = (int)bound(1, r_view.height * r_water_resolutionmultiplier.value, r_view.height); + waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width); + waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height); // calculate desired texture sizes // can't use water if the card does not support the texture size - if (!r_water.integer || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size) + if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size) texturewidth = textureheight = waterwidth = waterheight = 0; else if (gl_support_arb_texture_non_power_of_two) { @@ -2595,14 +2893,12 @@ static void R_Water_AddWaterPlane(msurface_t *surface) { int triangleindex, planeindex; const int *e; - vec_t f; vec3_t vert[3]; vec3_t normal; vec3_t center; r_waterstate_waterplane_t *p; // just use the first triangle with a valid normal for any decisions VectorClear(normal); - VectorClear(center); for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3) { Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]); @@ -2612,14 +2908,6 @@ static void R_Water_AddWaterPlane(msurface_t *surface) if (VectorLength2(normal) >= 0.001) break; } - // now find the center of this surface - for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles*3;triangleindex++, e++) - { - Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]); - VectorAdd(center, vert[0], center); - } - f = 1.0 / surface->num_triangles*3; - VectorScale(center, f, center); // find a matching plane if there is one for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++) @@ -2638,7 +2926,7 @@ static void R_Water_AddWaterPlane(msurface_t *surface) p->plane.dist = DotProduct(vert[0], p->plane.normal); PlaneClassify(&p->plane); // flip the plane if it does not face the viewer - if (PlaneDiff(r_view.origin, &p->plane) < 0) + if (PlaneDiff(r_refdef.view.origin, &p->plane) < 0) { VectorNegate(p->plane.normal, p->plane.normal); p->plane.dist *= -1; @@ -2651,20 +2939,22 @@ static void R_Water_AddWaterPlane(msurface_t *surface) // merge this surface's materialflags into the waterplane p->materialflags |= surface->texture->currentframe->currentmaterialflags; // merge this surface's PVS into the waterplane - if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.worldmodel && r_refdef.worldmodel->brush.FatPVS) + VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center); + if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS + && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0) { - r_refdef.worldmodel->brush.FatPVS(r_refdef.worldmodel, r_view.origin, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid); + r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid); p->pvsvalid = true; } } static void R_Water_ProcessPlanes(void) { - r_view_t originalview; + r_refdef_view_t originalview; int planeindex; r_waterstate_waterplane_t *p; - originalview = r_view; + originalview = r_refdef.view; // make sure enough textures are allocated for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++) @@ -2672,7 +2962,7 @@ static void R_Water_ProcessPlanes(void) if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) { if (!p->texture_refraction) - p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL); + p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL); if (!p->texture_refraction) goto error; } @@ -2680,7 +2970,7 @@ static void R_Water_ProcessPlanes(void) if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)) { if (!p->texture_reflection) - p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL); + p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL); if (!p->texture_reflection) goto error; } @@ -2689,20 +2979,20 @@ static void R_Water_ProcessPlanes(void) // render views for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++) { - r_view.showdebug = false; - r_view.width = r_waterstate.waterwidth; - r_view.height = r_waterstate.waterheight; - r_view.useclipplane = true; + r_refdef.view.showdebug = false; + r_refdef.view.width = r_waterstate.waterwidth; + r_refdef.view.height = r_waterstate.waterheight; + r_refdef.view.useclipplane = true; r_waterstate.renderingscene = true; // render the normal view scene and copy into texture // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted) if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) { - r_view.clipplane = p->plane; - VectorNegate(r_view.clipplane.normal, r_view.clipplane.normal); - r_view.clipplane.dist = -r_view.clipplane.dist; - PlaneClassify(&r_view.clipplane); + r_refdef.view.clipplane = p->plane; + VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal); + r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist; + PlaneClassify(&r_refdef.view.clipplane); R_RenderScene(false); @@ -2710,46 +3000,53 @@ static void R_Water_ProcessPlanes(void) R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction)); 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 + qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR } if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)) { // render reflected scene and copy into texture - Matrix4x4_Reflect(&r_view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2); - r_view.clipplane = p->plane; + Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2); + // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems) + Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin); + r_refdef.view.clipplane = p->plane; // reverse the cullface settings for this render - r_view.cullface_front = GL_FRONT; - r_view.cullface_back = GL_BACK; - if (r_refdef.worldmodel && r_refdef.worldmodel->brush.num_pvsclusterbytes) + r_refdef.view.cullface_front = GL_FRONT; + r_refdef.view.cullface_back = GL_BACK; + if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes) { - r_view.usecustompvs = true; + r_refdef.view.usecustompvs = true; if (p->pvsvalid) - memcpy(r_viewcache.world_pvsbits, p->pvsbits, r_refdef.worldmodel->brush.num_pvsclusterbytes); + memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes); else - memset(r_viewcache.world_pvsbits, 0xFF, r_refdef.worldmodel->brush.num_pvsclusterbytes); + memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes); } R_ResetViewRendering3D(); - R_ClearScreen(); + R_ClearScreen(r_refdef.fogenabled); + if (r_timereport_active) + R_TimeReport("viewclear"); R_RenderScene(false); R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection)); 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 + qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR R_ResetViewRendering3D(); - R_ClearScreen(); + R_ClearScreen(r_refdef.fogenabled); + if (r_timereport_active) + R_TimeReport("viewclear"); } - r_view = originalview; + r_refdef.view = originalview; + r_refdef.view.clear = true; r_waterstate.renderingscene = false; } return; error: - r_view = originalview; + r_refdef.view = originalview; r_waterstate.renderingscene = false; Cvar_SetValueQuick(&r_water, 0); Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n"); @@ -2762,15 +3059,17 @@ void R_Bloom_StartFrame(void) // set bloomwidth and bloomheight to the bloom resolution that will be // used (often less than the screen resolution for faster rendering) - r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_view.width); - r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_view.height / r_view.width; - r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_view.height); + r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width); + r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width; + r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height); + r_bloomstate.bloomwidth = min(r_bloomstate.bloomwidth, gl_max_texture_size); + r_bloomstate.bloomheight = min(r_bloomstate.bloomheight, gl_max_texture_size); // calculate desired texture sizes if (gl_support_arb_texture_non_power_of_two) { - screentexturewidth = r_view.width; - screentextureheight = r_view.height; + screentexturewidth = r_refdef.view.width; + screentextureheight = r_refdef.view.height; bloomtexturewidth = r_bloomstate.bloomwidth; bloomtextureheight = r_bloomstate.bloomheight; } @@ -2782,33 +3081,16 @@ void R_Bloom_StartFrame(void) for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2); } - if (r_hdr.integer) - { - screentexturewidth = screentextureheight = 0; - } - else if (r_bloom.integer) + if ((r_hdr.integer || r_bloom.integer) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > gl_max_texture_size || r_refdef.view.height > gl_max_texture_size)) { + Cvar_SetValueQuick(&r_hdr, 0); + Cvar_SetValueQuick(&r_bloom, 0); } - else - { + + if (!(r_glsl.integer && (r_glsl_postprocess.integer || r_bloom.integer || r_hdr.integer)) && !r_bloom.integer) screentexturewidth = screentextureheight = 0; + if (!r_hdr.integer && !r_bloom.integer) bloomtexturewidth = bloomtextureheight = 0; - } - - if ((!bloomtexturewidth && !bloomtextureheight) || r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512 || screentexturewidth > gl_max_texture_size || screentextureheight > gl_max_texture_size || bloomtexturewidth > gl_max_texture_size || bloomtextureheight > gl_max_texture_size) - { - // can't use bloom if the parameters are too weird - // can't use bloom if the card does not support the texture size - if (r_bloomstate.texture_screen) - R_FreeTexture(r_bloomstate.texture_screen); - if (r_bloomstate.texture_bloom) - R_FreeTexture(r_bloomstate.texture_bloom); - memset(&r_bloomstate, 0, sizeof(r_bloomstate)); - return; - } - - r_bloomstate.enabled = true; - r_bloomstate.hdr = r_hdr.integer != 0; // allocate textures as needed if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight) @@ -2819,7 +3101,7 @@ void R_Bloom_StartFrame(void) r_bloomstate.screentexturewidth = screentexturewidth; r_bloomstate.screentextureheight = screentextureheight; if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight) - r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL); + r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL); } if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight) { @@ -2829,16 +3111,16 @@ void R_Bloom_StartFrame(void) r_bloomstate.bloomtexturewidth = bloomtexturewidth; r_bloomstate.bloomtextureheight = bloomtextureheight; if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight) - r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL); + r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL); } // set up a texcoord array for the full resolution screen image // (we have to keep this around to copy back during final render) r_bloomstate.screentexcoord2f[0] = 0; - r_bloomstate.screentexcoord2f[1] = (float)r_view.height / (float)r_bloomstate.screentextureheight; - r_bloomstate.screentexcoord2f[2] = (float)r_view.width / (float)r_bloomstate.screentexturewidth; - r_bloomstate.screentexcoord2f[3] = (float)r_view.height / (float)r_bloomstate.screentextureheight; - r_bloomstate.screentexcoord2f[4] = (float)r_view.width / (float)r_bloomstate.screentexturewidth; + r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight; + r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth; + r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight; + r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth; r_bloomstate.screentexcoord2f[5] = 0; r_bloomstate.screentexcoord2f[6] = 0; r_bloomstate.screentexcoord2f[7] = 0; @@ -2847,36 +3129,33 @@ void R_Bloom_StartFrame(void) // (which will be additive blended over the screen image) r_bloomstate.bloomtexcoord2f[0] = 0; r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight; - r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth; + r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth; r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight; - r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth; + r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth; r_bloomstate.bloomtexcoord2f[5] = 0; r_bloomstate.bloomtexcoord2f[6] = 0; r_bloomstate.bloomtexcoord2f[7] = 0; + + if (r_hdr.integer || r_bloom.integer) + { + r_bloomstate.enabled = true; + r_bloomstate.hdr = r_hdr.integer != 0; + } } -void R_Bloom_CopyScreenTexture(float colorscale) +void R_Bloom_CopyBloomTexture(float colorscale) { r_refdef.stats.bloom++; - R_ResetViewRendering2D(); - R_Mesh_VertexPointer(r_screenvertex3f, 0, 0); - R_Mesh_ColorPointer(NULL, 0, 0); - R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0); - R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.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 + // scale down screen texture to the bloom texture size CHECKGLERROR - qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR + qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR GL_BlendFunc(GL_ONE, GL_ZERO); GL_Color(colorscale, colorscale, colorscale, 1); // TODO: optimize with multitexture or GLSL + R_SetupGenericShader(true); + R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0); + R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen)); R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0); r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; @@ -2885,7 +3164,7 @@ void R_Bloom_CopyScreenTexture(float colorscale) R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom)); GL_ActiveTexture(0); CHECKGLERROR - qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR + qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; } @@ -2894,8 +3173,8 @@ void R_Bloom_CopyHDRTexture(void) R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom)); 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; + qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR + r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height; } void R_Bloom_MakeTexture(void) @@ -2908,10 +3187,11 @@ void R_Bloom_MakeTexture(void) R_ResetViewRendering2D(); R_Mesh_VertexPointer(r_screenvertex3f, 0, 0); R_Mesh_ColorPointer(NULL, 0, 0); + R_SetupGenericShader(true); // we have a bloom image in the framebuffer CHECKGLERROR - qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR + qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR for (x = 1;x < min(r_bloom_colorexponent.value, 32);) { @@ -2927,7 +3207,7 @@ void R_Bloom_MakeTexture(void) // 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 + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR + qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; } @@ -2973,7 +3253,7 @@ void R_Bloom_MakeTexture(void) // 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 + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR + qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; } @@ -3001,7 +3281,7 @@ void R_Bloom_MakeTexture(void) R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom)); GL_ActiveTexture(0); CHECKGLERROR - qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR + qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; } } @@ -3009,44 +3289,103 @@ void R_Bloom_MakeTexture(void) void R_HDR_RenderBloomTexture(void) { int oldwidth, oldheight; + float oldcolorscale; - oldwidth = r_view.width; - oldheight = r_view.height; - r_view.width = r_bloomstate.bloomwidth; - r_view.height = r_bloomstate.bloomheight; + oldcolorscale = r_refdef.view.colorscale; + oldwidth = r_refdef.view.width; + oldheight = r_refdef.view.height; + r_refdef.view.width = r_bloomstate.bloomwidth; + r_refdef.view.height = r_bloomstate.bloomheight; // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance. // TODO: add exposure compensation features // TODO: add fp16 framebuffer support - r_view.showdebug = false; - r_view.colorscale = r_bloom_colorscale.value * r_hdr_scenebrightness.value; - if (r_hdr.integer) - r_view.colorscale /= r_hdr_range.value; + r_refdef.view.showdebug = false; + r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16); + + R_ClearScreen(r_refdef.fogenabled); + if (r_timereport_active) + R_TimeReport("HDRclear"); + r_waterstate.numwaterplanes = 0; R_RenderScene(r_waterstate.enabled); - r_view.showdebug = true; + r_refdef.view.showdebug = true; R_ResetViewRendering2D(); R_Bloom_CopyHDRTexture(); R_Bloom_MakeTexture(); + // restore the view settings + r_refdef.view.width = oldwidth; + r_refdef.view.height = oldheight; + r_refdef.view.colorscale = oldcolorscale; + R_ResetViewRendering3D(); - R_ClearScreen(); + R_ClearScreen(r_refdef.fogenabled); if (r_timereport_active) - R_TimeReport("clear"); + R_TimeReport("viewclear"); +} + +static void R_BlendView(void) +{ + if (r_bloomstate.texture_screen) + { + // copy view into the screen texture + R_ResetViewRendering2D(); + R_Mesh_VertexPointer(r_screenvertex3f, 0, 0); + R_Mesh_ColorPointer(NULL, 0, 0); + R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen)); + GL_ActiveTexture(0);CHECKGLERROR + qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR + r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height; + } + if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom)) + { + unsigned int permutation = + (r_bloomstate.texture_bloom ? SHADERPERMUTATION_GLOW : 0) + | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0); + if(r_glsl_postprocess.value) + permutation |= + (r_glsl_postprocess_contrastboost.value != 1 ? SHADERPERMUTATION_CONTRASTBOOST : 0) + | (r_glsl_postprocess_gamma.value != 1 ? SHADERPERMUTATION_GAMMA : 0); + + if (r_bloomstate.texture_bloom && !r_bloomstate.hdr) + { + // render simple bloom effect + // copy the screen and shrink it and darken it for the bloom process + R_Bloom_CopyBloomTexture(r_bloom_colorscale.value); + // make the bloom texture + R_Bloom_MakeTexture(); + } + + R_ResetViewRendering2D(); + R_Mesh_VertexPointer(r_screenvertex3f, 0, 0); + R_Mesh_ColorPointer(NULL, 0, 0); + GL_Color(1, 1, 1, 1); + GL_BlendFunc(GL_ONE, GL_ZERO); + R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation); + R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen)); + R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0); + R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom)); + R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0); + if (r_glsl_permutation->loc_TintColor >= 0) + qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]); + if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0) + qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_postprocess_contrastboost.value - 1); + if (r_glsl_permutation->loc_GammaCoeff >= 0) + qglUniform1fARB(r_glsl_permutation->loc_GammaCoeff, 1 / r_glsl_postprocess_gamma.value); + R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0); + r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height; + return; + } - // restore the view settings - r_view.width = oldwidth; - r_view.height = oldheight; -} -static void R_BlendView(void) -{ - if (r_bloomstate.enabled && r_bloomstate.hdr) + + if (r_bloomstate.texture_bloom && r_bloomstate.hdr) { // render high dynamic range bloom effect // the bloom texture was made earlier this render, so we just need to @@ -3054,18 +3393,19 @@ static void R_BlendView(void) R_ResetViewRendering2D(); R_Mesh_VertexPointer(r_screenvertex3f, 0, 0); R_Mesh_ColorPointer(NULL, 0, 0); + R_SetupGenericShader(true); GL_Color(1, 1, 1, 1); GL_BlendFunc(GL_ONE, GL_ONE); R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom)); R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0); R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0); - r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height; + r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height; } - else if (r_bloomstate.enabled) + else if (r_bloomstate.texture_bloom) { // render simple bloom effect // copy the screen and shrink it and darken it for the bloom process - R_Bloom_CopyScreenTexture(r_bloom_colorscale.value); + R_Bloom_CopyBloomTexture(r_bloom_colorscale.value); // make the bloom texture R_Bloom_MakeTexture(); // put the original screen image back in place and blend the bloom @@ -3080,21 +3420,22 @@ static void R_BlendView(void) R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0); if (r_textureunits.integer >= 2 && gl_combine.integer) { - R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1); + R_SetupGenericTwoTextureShader(GL_ADD); R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen)); R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0); } else { + R_SetupGenericShader(true); R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0); - r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height; + r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height; // now blend on the bloom texture GL_BlendFunc(GL_ONE, GL_ONE); R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen)); R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0); } R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0); - r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height; + r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height; } if (r_refdef.viewblend[3] >= (1.0f / 256.0f)) { @@ -3102,6 +3443,7 @@ static void R_BlendView(void) R_ResetViewRendering2D(); R_Mesh_VertexPointer(r_screenvertex3f, 0, 0); R_Mesh_ColorPointer(NULL, 0, 0); + R_SetupGenericShader(false); 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, 0, 0); @@ -3112,13 +3454,40 @@ void R_RenderScene(qboolean addwaterplanes); matrix4x4_t r_waterscrollmatrix; +void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale! +{ + if (r_refdef.fog_density) + { + r_refdef.fogcolor[0] = r_refdef.fog_red; + r_refdef.fogcolor[1] = r_refdef.fog_green; + r_refdef.fogcolor[2] = r_refdef.fog_blue; + + { + vec3_t fogvec; + VectorCopy(r_refdef.fogcolor, fogvec); + if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost + { + // color.rgb /= ((ContrastBoost - 1) * color.rgb + 1); + fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1); + fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1); + fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1); + } + // color.rgb *= ContrastBoost * SceneBrightness; + VectorScale(fogvec, r_refdef.view.colorscale, fogvec); + r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f); + r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f); + r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f); + } + } +} + void R_UpdateVariables(void) { R_Textures_Frame(); r_refdef.farclip = 4096; - if (r_refdef.worldmodel) - r_refdef.farclip += VectorDistance(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs); + if (r_refdef.scene.worldmodel) + r_refdef.farclip += VectorDistance(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs); r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f); if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1) @@ -3151,6 +3520,9 @@ void R_UpdateVariables(void) r_refdef.fog_red = gl_fogred.value; r_refdef.fog_green = gl_foggreen.value; r_refdef.fog_blue = gl_fogblue.value; + r_refdef.fog_alpha = 1; + r_refdef.fog_start = 0; + r_refdef.fog_end = gl_skyclip.value; } else if (r_refdef.oldgl_fogenable) { @@ -3159,29 +3531,72 @@ void R_UpdateVariables(void) r_refdef.fog_red = 0; r_refdef.fog_green = 0; r_refdef.fog_blue = 0; + r_refdef.fog_alpha = 0; + r_refdef.fog_start = 0; + r_refdef.fog_end = 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); - } + + r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1); + r_refdef.fog_start = max(0, r_refdef.fog_start); + r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end); + + // R_UpdateFogColor(); // why? R_RenderScene does it anyway + 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; + if (r_fog_exp2.integer) + r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start; + else + r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start; + r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end); r_refdef.fograngerecip = 1.0f / r_refdef.fogrange; r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip; // fog color was already set + // update the fog texture + if (r_refdef.fogmasktable_start != r_refdef.fog_start || r_refdef.fogmasktable_alpha != r_refdef.fog_alpha || r_refdef.fogmasktable_density != r_refdef.fog_density || r_refdef.fogmasktable_range != r_refdef.fogrange) + R_BuildFogTexture(); } else r_refdef.fogenabled = false; } +static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT; +static r_refdef_scene_t r_scenes_store[ RST_COUNT ]; +/* +================ +R_SelectScene +================ +*/ +void R_SelectScene( r_refdef_scene_type_t scenetype ) { + if( scenetype != r_currentscenetype ) { + // store the old scenetype + r_scenes_store[ r_currentscenetype ] = r_refdef.scene; + r_currentscenetype = scenetype; + // move in the new scene + r_refdef.scene = r_scenes_store[ r_currentscenetype ]; + } +} + +/* +================ +R_GetScenePointer +================ +*/ +r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype ) +{ + // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function.. + if( scenetype == r_currentscenetype ) { + return &r_refdef.scene; + } else { + return &r_scenes_store[ scenetype ]; + } +} + /* ================ R_RenderView @@ -3189,9 +3604,19 @@ R_RenderView */ void R_RenderView(void) { - if (!r_refdef.entities/* || !r_refdef.worldmodel*/) + if (!r_refdef.scene.entities/* || !r_refdef.scene.worldmodel*/) return; //Host_Error ("R_RenderView: NULL worldmodel"); + r_refdef.view.colorscale = r_hdr_scenebrightness.value; + + // break apart the view matrix into vectors for various purposes + // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong + // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc + Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin); + VectorNegate(r_refdef.view.left, r_refdef.view.right); + // make an inverted copy of the view matrix for tracking sprites + Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix); + R_Shadow_UpdateWorldLightSelection(); R_Bloom_StartFrame(); @@ -3199,21 +3624,24 @@ void R_RenderView(void) CHECKGLERROR if (r_timereport_active) - R_TimeReport("setup"); + R_TimeReport("viewsetup"); R_ResetViewRendering3D(); - R_ClearScreen(); - if (r_timereport_active) - R_TimeReport("clear"); + if (r_refdef.view.clear || r_refdef.fogenabled) + { + R_ClearScreen(r_refdef.fogenabled); + if (r_timereport_active) + R_TimeReport("viewclear"); + } + r_refdef.view.clear = true; - r_view.showdebug = true; + r_refdef.view.showdebug = true; // 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_waterstate.numwaterplanes = 0; R_RenderScene(r_waterstate.enabled); @@ -3234,23 +3662,27 @@ static void R_DrawLocs(void); static void R_DrawEntityBBoxes(void); void R_RenderScene(qboolean addwaterplanes) { + r_refdef.stats.renders++; + + R_UpdateFogColor(); + if (addwaterplanes) { R_ResetViewRendering3D(); R_View_Update(); if (r_timereport_active) - R_TimeReport("watervisibility"); + R_TimeReport("watervis"); - if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawAddWaterPlanes) + if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes) { - r_refdef.worldmodel->DrawAddWaterPlanes(r_refdef.worldentity); + r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity); if (r_timereport_active) R_TimeReport("waterworld"); } // don't let sound skip if going slow - if (r_refdef.extraupdate) + if (r_refdef.scene.extraupdate) S_ExtraUpdate (); R_DrawModelsAddWaterPlanes(); @@ -3265,7 +3697,7 @@ void R_RenderScene(qboolean addwaterplanes) R_ResetViewRendering3D(); // don't let sound skip if going slow - if (r_refdef.extraupdate) + if (r_refdef.scene.extraupdate) S_ExtraUpdate (); R_MeshQueue_BeginScene(); @@ -3276,17 +3708,17 @@ void R_RenderScene(qboolean addwaterplanes) if (r_timereport_active) R_TimeReport("visibility"); - 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); + Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.scene.time) * 0.025 * r_waterscroll.value, sin(r_refdef.scene.time * 0.8f) * 0.025 * r_waterscroll.value, 0); if (cl.csqc_vidvars.drawworld) { // don't let sound skip if going slow - if (r_refdef.extraupdate) + if (r_refdef.scene.extraupdate) S_ExtraUpdate (); - if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky) + if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky) { - r_refdef.worldmodel->DrawSky(r_refdef.worldentity); + r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity); if (r_timereport_active) R_TimeReport("worldsky"); } @@ -3295,9 +3727,9 @@ void R_RenderScene(qboolean addwaterplanes) R_TimeReport("bmodelsky"); } - if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawDepth) + if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth) { - r_refdef.worldmodel->DrawDepth(r_refdef.worldentity); + r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity); if (r_timereport_active) R_TimeReport("worlddepth"); } @@ -3308,15 +3740,15 @@ void R_RenderScene(qboolean addwaterplanes) R_TimeReport("modeldepth"); } - if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->Draw) + if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw) { - r_refdef.worldmodel->Draw(r_refdef.worldentity); + r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity); if (r_timereport_active) R_TimeReport("world"); } // don't let sound skip if going slow - if (r_refdef.extraupdate) + if (r_refdef.scene.extraupdate) S_ExtraUpdate (); R_DrawModels(); @@ -3324,7 +3756,7 @@ void R_RenderScene(qboolean addwaterplanes) R_TimeReport("models"); // don't let sound skip if going slow - if (r_refdef.extraupdate) + if (r_refdef.scene.extraupdate) S_ExtraUpdate (); if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0) @@ -3334,7 +3766,7 @@ void R_RenderScene(qboolean addwaterplanes) R_ResetViewRendering3D(); // don't let sound skip if going slow - if (r_refdef.extraupdate) + if (r_refdef.scene.extraupdate) S_ExtraUpdate (); } @@ -3343,7 +3775,7 @@ void R_RenderScene(qboolean addwaterplanes) R_TimeReport("rtlights"); // don't let sound skip if going slow - if (r_refdef.extraupdate) + if (r_refdef.scene.extraupdate) S_ExtraUpdate (); if (cl.csqc_vidvars.drawworld) @@ -3352,6 +3784,10 @@ void R_RenderScene(qboolean addwaterplanes) if (r_timereport_active) R_TimeReport("lightning"); + R_DrawDecals(); + if (r_timereport_active) + R_TimeReport("decals"); + R_DrawParticles(); if (r_timereport_active) R_TimeReport("particles"); @@ -3361,13 +3797,10 @@ void R_RenderScene(qboolean addwaterplanes) R_TimeReport("explosions"); } - if (gl_support_fragment_shader) - { - qglUseProgramObjectARB(0);CHECKGLERROR - } + R_SetupGenericShader(true); VM_CL_AddPolygonsToMeshQueue(); - if (r_view.showdebug) + if (r_refdef.view.showdebug) { if (cl_locs_show.integer) { @@ -3391,22 +3824,16 @@ void R_RenderScene(qboolean addwaterplanes) } } - if (gl_support_fragment_shader) - { - qglUseProgramObjectARB(0);CHECKGLERROR - } + R_SetupGenericShader(true); R_MeshQueue_RenderTransparent(); if (r_timereport_active) R_TimeReport("drawtrans"); - if (gl_support_fragment_shader) - { - qglUseProgramObjectARB(0);CHECKGLERROR - } + R_SetupGenericShader(true); - if (r_view.showdebug && r_refdef.worldmodel && r_refdef.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value > 0 || r_showcollisionbrushes.value > 0)) + if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value > 0 || r_showcollisionbrushes.value > 0)) { - r_refdef.worldmodel->DrawDebug(r_refdef.worldentity); + r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity); if (r_timereport_active) R_TimeReport("worlddebug"); R_DrawModelsDebug(); @@ -3414,10 +3841,7 @@ void R_RenderScene(qboolean addwaterplanes) R_TimeReport("modeldebug"); } - if (gl_support_fragment_shader) - { - qglUseProgramObjectARB(0);CHECKGLERROR - } + R_SetupGenericShader(true); if (cl.csqc_vidvars.drawworld) { @@ -3427,7 +3851,7 @@ void R_RenderScene(qboolean addwaterplanes) } // don't let sound skip if going slow - if (r_refdef.extraupdate) + if (r_refdef.scene.extraupdate) S_ExtraUpdate (); R_ResetViewRendering2D(); @@ -3477,6 +3901,7 @@ void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, floa R_Mesh_VertexPointer(vertex3f, 0, 0); R_Mesh_ColorPointer(color4f, 0, 0); R_Mesh_ResetTextureState(); + R_SetupGenericShader(false); R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0); } @@ -3488,6 +3913,7 @@ static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtligh // this function draws bounding boxes of server entities if (!sv.active) return; + R_SetupGenericShader(false); SV_VM_Begin(); for (i = 0;i < numsurfaces;i++) { @@ -3504,7 +3930,7 @@ static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtligh color[3] *= r_showbboxes.value; color[3] = bound(0, color[3], 1); GL_DepthTest(!r_showdisabledepthtest.integer); - GL_CullFace(r_view.cullface_front); + GL_CullFace(r_refdef.view.cullface_front); R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]); } SV_VM_End(); @@ -3589,7 +4015,8 @@ void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1); GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset); GL_DepthTest(!(ent->effects & EF_NODEPTHTEST)); - GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_view.cullface_back); + GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back); + R_SetupGenericShader(false); R_Mesh_VertexPointer(nomodelvertex3f, 0, 0); if (r_refdef.fogenabled) { @@ -3625,7 +4052,7 @@ void R_DrawNoModel(entity_render_t *ent) vec3_t org; Matrix4x4_OriginFromMatrix(&ent->matrix, org); //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1)) - R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight); + R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight); //else // R_DrawNoModelCallback(ent, 0); } @@ -3637,12 +4064,12 @@ 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_view.origin, org1, diff); + VectorSubtract (r_refdef.view.origin, org1, diff); CrossProduct (normal, diff, right1); VectorNormalize (right1); // calculate 'right' vector for end - VectorSubtract (r_view.origin, org2, diff); + VectorSubtract (r_refdef.view.origin, org2, diff); CrossProduct (normal, diff, right2); VectorNormalize (right2); @@ -3667,7 +4094,7 @@ void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_ float fog = 1.0f; float vertex3f[12]; - if (r_refdef.fogenabled) + if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag? fog = FogPoint_World(origin); R_Mesh_Matrix(&identitymatrix); @@ -3677,10 +4104,11 @@ void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_ { scalex1 = -scalex1; scalex2 = -scalex2; - GL_CullFace(r_view.cullface_front); + GL_CullFace(r_refdef.view.cullface_front); } else - GL_CullFace(r_view.cullface_back); + GL_CullFace(r_refdef.view.cullface_back); + GL_CullFace(GL_NONE); GL_DepthMask(false); GL_DepthRange(0, depthshort ? 0.0625 : 1); @@ -3703,10 +4131,11 @@ void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_ R_Mesh_VertexPointer(vertex3f, 0, 0); R_Mesh_ColorPointer(NULL, 0, 0); R_Mesh_ResetTextureState(); + R_SetupGenericShader(true); R_Mesh_TexBind(0, R_GetTexture(texture)); R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0); - // FIXME: fixed function path can't properly handle r_view.colorscale > 1 - GL_Color(cr * fog * r_view.colorscale, cg * fog * r_view.colorscale, cb * fog * r_view.colorscale, ca); + // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1 + GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca); R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0); if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA) @@ -3714,7 +4143,7 @@ void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_ R_Mesh_TexBind(0, R_GetTexture(fogtexture)); GL_BlendFunc(blendfunc1, GL_ONE); fog = 1 - fog; - 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); + GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca); R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0); } } @@ -3827,16 +4256,16 @@ 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 * r_view.colorscale; - layer->color[1] = g * r_view.colorscale; - layer->color[2] = b * r_view.colorscale; + layer->color[0] = r * r_refdef.view.colorscale; + layer->color[1] = g * r_refdef.view.colorscale; + layer->color[2] = b * r_refdef.view.colorscale; layer->color[3] = a; } static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms) { double index, f; - index = parms[2] + r_refdef.time * parms[3]; + index = parms[2] + r_refdef.scene.time * parms[3]; index -= floor(index); switch (func) { @@ -3883,7 +4312,7 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t) if (model->skinscenes) { if (model->skinscenes[s].framecount > 1) - s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount; + s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount; else s = model->skinscenes[s].firstframe; } @@ -3894,9 +4323,9 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t) // use an alternate animation if the entity's frame is not 0, // and only if the texture has an alternate animation if (ent->frame2 != 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]; + t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.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]; + t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0]; } texture->currentframe = t; } @@ -3931,10 +4360,20 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t) t->currentmaterialflags |= MATERIALFLAG_WATERSHADER; */ } + if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled) + t->currentalpha *= t->r_water_wateralpha; if(!r_waterstate.enabled) t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION); if (!(ent->flags & RENDER_LIGHT)) t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT; + else if (rsurface.modeltexcoordlightmap2f == NULL) + { + // pick a model lighting mode + if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f)) + t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL; + else + t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT; + } if (ent->effects & EF_ADDITIVE) t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; else if (t->currentalpha < 1) @@ -3945,10 +4384,21 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t) t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE; if (ent->flags & RENDER_VIEWMODEL) t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE; - if (t->backgroundnumskinframes && !(t->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)) + if (t->backgroundnumskinframes) t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND; + if (t->currentmaterialflags & MATERIALFLAG_BLENDED) + { + if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER)) + t->currentmaterialflags &= ~MATERIALFLAG_BLENDED; + } + else + t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER); + + // there is no tcmod + if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0) + t->currenttexmatrix = r_waterscrollmatrix; - for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && (tcmod->tcmod || i < 1);i++, tcmod++) + for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++) { matrix4x4_t matrix; switch(tcmod->tcmod) @@ -3967,14 +4417,14 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t) break; case Q3TCMOD_ROTATE: Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0); - Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.time, 0, 0, 1); + Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1); Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0); break; case Q3TCMOD_SCALE: Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1); break; case Q3TCMOD_SCROLL: - Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.time, tcmod->parms[1] * r_refdef.time, 0); + Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0); break; case Q3TCMOD_STRETCH: f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms); @@ -4032,23 +4482,16 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t) // lightmaps mode looks bad with dlights using actual texturing, so turn // off the colormap and glossmap, but leave the normalmap on as it still // accurately represents the shading involved - if (gl_lightmaps.integer && !(t->currentmaterialflags & MATERIALFLAG_BLENDED)) + if (gl_lightmaps.integer) { - t->basetexture = r_texture_white; + t->basetexture = r_texture_grey128; + t->backgroundbasetexture = NULL; t->specularscale = 0; + t->currentmaterialflags &= ~(MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_WATERALPHA | MATERIALFLAG_WATER | MATERIALFLAG_SKY | MATERIALFLAG_ALPHATEST | MATERIALFLAG_BLENDED | MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION); + t->currentmaterialflags |= MATERIALFLAG_WALL; } - t->currentpolygonfactor = r_refdef.polygonfactor + t->basepolygonfactor; - t->currentpolygonoffset = r_refdef.polygonoffset + t->basepolygonoffset; - // submodels are biased to avoid z-fighting with world surfaces that they - // may be exactly overlapping (avoids z-fighting artifacts on certain - // doors and things in Quake maps) - if (ent->model->brush.submodel) - { - t->currentpolygonfactor += r_polygonoffset_submodel_factor.value; - t->currentpolygonoffset += r_polygonoffset_submodel_offset.value; - } - + Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha); VectorClear(t->dlightcolor); t->currentnumlayers = 0; if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW)) @@ -4079,51 +4522,53 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t) depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED); if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL)) { - rtexture_t *currentbasetexture; int layerflags = 0; 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->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base; if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) { // 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); + R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]); if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants) - R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->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); + R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]); if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt) - R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0], ent->colormap_shirtcolor[1] * ent->colormod[1], ent->colormap_shirtcolor[2] * ent->colormod[2], t->currentalpha); + R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]); } else { + vec3_t ambientcolor; float colorscale; // set the color tint used for lights affecting this surface - VectorSet(t->dlightcolor, ent->colormod[0] * t->currentalpha, ent->colormod[1] * t->currentalpha, ent->colormod[2] * t->currentalpha); + VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]); colorscale = 2; // q3bsp has no lightmap updates, so the lightstylevalue that // would normally be baked into the lightmap must be // applied to the color // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright) if (ent->model->type == mod_brushq3) - colorscale *= r_refdef.lightstylevalue[0] * (1.0f / 256.0f); + colorscale *= r_refdef.scene.rtlightstylevalue[0]; 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); + VectorScale(t->lightmapcolor, r_ambient.value * (1.0f / 64.0f), ambientcolor); + VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor); + // basic lit geometry + R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]); + // add pants/shirt if needed if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants) - { - R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * colorscale, ent->colormap_pantscolor[1] * ent->colormod[1] * colorscale, ent->colormap_pantscolor[2] * 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, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha); - } + R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]); if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt) + R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]); + // now add ambient passes if needed + if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f)) { - R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * colorscale, ent->colormap_shirtcolor[1] * ent->colormod[1] * colorscale, ent->colormap_shirtcolor[2] * 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, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha); + R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]); + if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants) + R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ambientcolor[0], ent->colormap_pantscolor[1] * ambientcolor[1], ent->colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]); + if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt) + R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ambientcolor[0], ent->colormap_shirtcolor[1] * ambientcolor[1], ent->colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]); } } - if (t->currentskinframe->glow != NULL) - R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->currentalpha); + if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer) + R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->lightmapcolor[3]); if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD)) { // if this is opaque use alpha blend which will darken the earlier @@ -4137,7 +4582,7 @@ 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->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.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->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0] / r_refdef.view.colorscale, r_refdef.fogcolor[1] / r_refdef.view.colorscale, r_refdef.fogcolor[2] / r_refdef.view.colorscale, t->lightmapcolor[3]); } } } @@ -4176,29 +4621,15 @@ void R_Mesh_ResizeArrays(int newvertices) rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31; } -void RSurf_CleanUp(void) -{ - CHECKGLERROR - if (rsurface.mode == RSURFMODE_GLSL) - { - qglUseProgramObjectARB(0);CHECKGLERROR - } - GL_AlphaTest(false); - rsurface.mode = RSURFMODE_NONE; - rsurface.uselightmaptexture = false; - rsurface.texture = NULL; -} - void RSurf_ActiveWorldEntity(void) { - model_t *model = r_refdef.worldmodel; - RSurf_CleanUp(); + model_t *model = r_refdef.scene.worldmodel; if (rsurface.array_size < model->surfmesh.num_vertices) R_Mesh_ResizeArrays(model->surfmesh.num_vertices); rsurface.matrix = identitymatrix; rsurface.inversematrix = identitymatrix; R_Mesh_Matrix(&identitymatrix); - VectorCopy(r_view.origin, rsurface.modelorg); + VectorCopy(r_refdef.view.origin, rsurface.modelorg); VectorSet(rsurface.modellight_ambient, 0, 0, 0); VectorSet(rsurface.modellight_diffuse, 0, 0, 0); VectorSet(rsurface.modellight_lightdir, 0, 0, 1); @@ -4212,6 +4643,8 @@ void RSurf_ActiveWorldEntity(void) rsurface.frameblend[2].lerp = 0; rsurface.frameblend[3].frame = 0; rsurface.frameblend[3].lerp = 0; + rsurface.basepolygonfactor = r_refdef.polygonfactor; + rsurface.basepolygonoffset = r_refdef.polygonoffset; rsurface.modelvertex3f = model->surfmesh.data_vertex3f; rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo; rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f; @@ -4258,14 +4691,18 @@ void RSurf_ActiveWorldEntity(void) void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents) { model_t *model = ent->model; - RSurf_CleanUp(); if (rsurface.array_size < model->surfmesh.num_vertices) R_Mesh_ResizeArrays(model->surfmesh.num_vertices); rsurface.matrix = ent->matrix; rsurface.inversematrix = ent->inversematrix; R_Mesh_Matrix(&rsurface.matrix); - Matrix4x4_Transform(&rsurface.inversematrix, r_view.origin, rsurface.modelorg); - VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient); + Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg); + rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0]; + rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1]; + rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2]; + rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0]; + rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1]; + rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2]; VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse); VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir); VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor); @@ -4274,6 +4711,13 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q rsurface.frameblend[1] = ent->frameblend[1]; rsurface.frameblend[2] = ent->frameblend[2]; rsurface.frameblend[3] = ent->frameblend[3]; + rsurface.basepolygonfactor = r_refdef.polygonfactor; + rsurface.basepolygonoffset = r_refdef.polygonoffset; + if (ent->model->brush.submodel) + { + rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value; + rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value; + } if (model->surfmesh.isanimated && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0)) { if (wanttangents) @@ -4437,9 +4881,9 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta case Q3DEFORM_NONE: break; case Q3DEFORM_AUTOSPRITE: - Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward); - Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright); - Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup); + Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward); + Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright); + Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup); VectorNormalize(newforward); VectorNormalize(newright); VectorNormalize(newup); @@ -4480,9 +4924,9 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta rsurface.normal3f_bufferoffset = 0; break; case Q3DEFORM_AUTOSPRITE2: - Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward); - Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright); - Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup); + Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward); + Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright); + Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup); VectorNormalize(newforward); VectorNormalize(newright); VectorNormalize(newup); @@ -4515,7 +4959,7 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]); v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]); #if 0 - Debug_PolygonBegin(NULL, 0, false, 0); + Debug_PolygonBegin(NULL, 0); Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1); Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1); Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1); @@ -4542,7 +4986,7 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start); VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end); #if 0 - Debug_PolygonBegin(NULL, 0, false, 0); + Debug_PolygonBegin(NULL, 0); Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1); Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1); Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1); @@ -4556,21 +5000,21 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta VectorNormalize(up); // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector) //VectorSubtract(rsurface.modelorg, center, forward); - Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, forward); + Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward); VectorNegate(forward, forward); VectorReflect(forward, 0, up, forward); VectorNormalize(forward); CrossProduct(up, forward, newright); VectorNormalize(newright); #if 0 - Debug_PolygonBegin(NULL, 0, false, 0); + Debug_PolygonBegin(NULL, 0); Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1); Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1); Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1); Debug_PolygonEnd(); #endif #if 0 - Debug_PolygonBegin(NULL, 0, false, 0); + Debug_PolygonBegin(NULL, 0); Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1); Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1); Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1); @@ -4621,9 +5065,9 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3; VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex); VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal); - normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]); - normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]); - normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]); + normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]); + normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]); + normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]); VectorNormalize(normal); } Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer); @@ -4674,7 +5118,7 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; for (j = 0;j < surface->num_vertices;j++) { - scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.time * deform->parms[2])) * deform->parms[1]; + scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1]; VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j)); } } @@ -4757,7 +5201,7 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT) { amplitude = rsurface.texture->tcmods[0].parms[1]; - animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.time * rsurface.texture->tcmods[0].parms[3]; + animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3]; for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; @@ -5021,7 +5465,7 @@ static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **te const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; for (j = 0;j < surface->num_triangles;j++) { - float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_view.colorscale; + float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale; GL_Color(f, f, f, 1); R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface.modelelement3i + 3 * (j + surface->num_firsttriangle)), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * (j + surface->num_firsttriangle))); } @@ -5033,7 +5477,7 @@ 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) * r_view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_view.colorscale, 1); + GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1); GL_LockArrays(surface->num_firstvertex, surface->num_vertices); R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle)); } @@ -5149,23 +5593,23 @@ static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t if (surface->lightmapinfo->samples) { const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i]; - float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f); + float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f); VectorScale(lm, scale, c); if (surface->lightmapinfo->styles[1] != 255) { int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3; lm += size3; - scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f); + scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f); VectorMA(c, scale, lm, c); if (surface->lightmapinfo->styles[2] != 255) { lm += size3; - scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f); + scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f); VectorMA(c, scale, lm, c); if (surface->lightmapinfo->styles[3] != 255) { lm += size3; - scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f); + scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f); VectorMA(c, scale, lm, c); } } @@ -5205,12 +5649,13 @@ static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t // TODO: optimize // model lighting VectorCopy(rsurface.modellight_lightdir, lightdir); - ambientcolor[0] = rsurface.modellight_ambient[0] * r * 0.5f; - ambientcolor[1] = rsurface.modellight_ambient[1] * g * 0.5f; - ambientcolor[2] = rsurface.modellight_ambient[2] * b * 0.5f; - diffusecolor[0] = rsurface.modellight_diffuse[0] * r * 0.5f; - diffusecolor[1] = rsurface.modellight_diffuse[1] * g * 0.5f; - diffusecolor[2] = rsurface.modellight_diffuse[2] * b * 0.5f; + f = 0.5f * r_refdef.lightmapintensity; + ambientcolor[0] = rsurface.modellight_ambient[0] * r * f; + ambientcolor[1] = rsurface.modellight_ambient[1] * g * f; + ambientcolor[2] = rsurface.modellight_ambient[2] * b * f; + diffusecolor[0] = rsurface.modellight_diffuse[0] * r * f; + diffusecolor[1] = rsurface.modellight_diffuse[1] * g * f; + diffusecolor[2] = rsurface.modellight_diffuse[2] * b * f; if (VectorLength2(diffusecolor) > 0) { // generate color arrays for the surfaces in this list @@ -5256,48 +5701,34 @@ static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); } -static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist) +void RSurf_SetupDepthAndCulling(void) { + // submodels are biased to avoid z-fighting with world surfaces that they + // may be exactly overlapping (avoids z-fighting artifacts on certain + // doors and things in Quake maps) GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1); - GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset); + GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset); GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST)); - GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back); - if (rsurface.mode != RSURFMODE_SHOWSURFACES) - { - rsurface.mode = RSURFMODE_SHOWSURFACES; - GL_DepthMask(true); - GL_BlendFunc(GL_ONE, GL_ZERO); - R_Mesh_ColorPointer(NULL, 0, 0); - R_Mesh_ResetTextureState(); - } - RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); - RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist); + GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back); } static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist) { // transparent sky would be ridiculous - if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)) + if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) return; - if (rsurface.mode != RSURFMODE_SKY) - { - if (rsurface.mode == RSURFMODE_GLSL) - { - qglUseProgramObjectARB(0);CHECKGLERROR - } - rsurface.mode = RSURFMODE_SKY; - } + R_SetupGenericShader(false); if (skyrendernow) { skyrendernow = false; + // we have to force off the water clipping plane while rendering sky + R_SetupView(false); R_Sky(); + R_SetupView(true); // restore entity matrix R_Mesh_Matrix(&rsurface.matrix); } - GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1); - GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset); - GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST)); - GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back); + RSurf_SetupDepthAndCulling(); GL_DepthMask(true); // LordHavoc: HalfLife maps have freaky skypolys so don't use // skymasking on them, and Quake3 never did sky masking (unlike @@ -5305,13 +5736,14 @@ 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 (r_refdef.worldmodel && r_refdef.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_viewcache.world_novis) + if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis) { - GL_Color(r_refdef.fogcolor[0] * r_view.colorscale, r_refdef.fogcolor[1] * r_view.colorscale, r_refdef.fogcolor[2] * r_view.colorscale, 1); + GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1); R_Mesh_ColorPointer(NULL, 0, 0); R_Mesh_ResetTextureState(); if (skyrendermasked) { + R_SetupDepthOrShadowShader(); // depth-only (masking) GL_ColorMask(0,0,0,0); // just to make sure that braindead drivers don't draw @@ -5320,55 +5752,43 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **te } else { + R_SetupGenericShader(false); // fog sky GL_BlendFunc(GL_ONE, GL_ZERO); } RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); if (skyrendermasked) - GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1); + GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1); } + R_Mesh_ResetTextureState(); + GL_Color(1, 1, 1, 1); } -static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist) +static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth) { if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))) return; - if (rsurface.mode != RSURFMODE_GLSL) - { - rsurface.mode = RSURFMODE_GLSL; - R_Mesh_ResetTextureState(); - } - R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix); - R_Mesh_TexBind(0, R_GetTexture(rsurface.texture->currentskinframe->nmap)); - R_Mesh_TexBind(1, R_GetTexture(rsurface.texture->basetexture)); - R_Mesh_TexBind(2, R_GetTexture(rsurface.texture->glosstexture)); - R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation)); - R_Mesh_TexBind(5, R_GetTexture(rsurface.texture->currentskinframe->pants)); - R_Mesh_TexBind(6, R_GetTexture(rsurface.texture->currentskinframe->shirt)); - if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) - { - R_Mesh_TexBind(7, R_GetTexture(r_texture_grey128)); - R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); - R_Mesh_ColorPointer(NULL, 0, 0); - } - else if (rsurface.uselightmaptexture) - { - R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture)); - R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture)); + R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap)); + R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture)); + R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture)); + R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow)); + if (rsurface.texture->backgroundcurrentskinframe) + { + R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap)); + R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture)); + R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture)); + R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow)); + } + R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants)); + R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt)); + R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation)); + if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)) R_Mesh_ColorPointer(NULL, 0, 0); - } else - { - R_Mesh_TexBind(7, R_GetTexture(r_texture_white)); - R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset); - } - R_Mesh_TexBind(9, R_GetTexture(rsurface.texture->currentskinframe->glow)); - R_Mesh_TexBind(11, R_GetTexture(r_texture_white)); // changed per surface - R_Mesh_TexBind(12, R_GetTexture(r_texture_white)); // changed per surface if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) { @@ -5380,7 +5800,7 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **t GL_Color(1, 1, 1, 1); R_Mesh_ColorPointer(NULL, 0, 0); - R_SetupSurfaceShader(vec3_origin, rsurface.lightmode == 2, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND); + R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND); if (r_glsl_permutation) { RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist); @@ -5389,48 +5809,30 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **t R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset); R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset); R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset); - RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection ? 12 : -1); + RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1); } + GL_LockArrays(0, 0); GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2); GL_DepthMask(false); - GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0); - if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) - { - R_Mesh_TexBind(7, R_GetTexture(r_texture_grey128)); - R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); + if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)) R_Mesh_ColorPointer(NULL, 0, 0); - } - else if (rsurface.uselightmaptexture) - { - R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture)); - R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture)); - R_Mesh_ColorPointer(NULL, 0, 0); - } else - { - R_Mesh_TexBind(7, R_GetTexture(r_texture_white)); - R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset); - } - R_Mesh_TexBind(11, R_GetTexture(r_texture_white)); // changed per surface - R_Mesh_TexBind(12, R_GetTexture(r_texture_white)); // changed per surface + R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface + R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface } - R_SetupSurfaceShader(vec3_origin, rsurface.lightmode == 2, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE); + R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE); if (!r_glsl_permutation) return; - if (rsurface.lightmode == 2) - RSurf_PrepareVerticesForBatch(true, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist); - else - RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist); + RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist); R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset); R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset); R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset); R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset); R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset); - GL_Color(rsurface.texture->currentlayers[0].color[0], rsurface.texture->currentlayers[0].color[1], rsurface.texture->currentlayers[0].color[2], rsurface.texture->currentlayers[0].color[3]); if (r_glsl_permutation->loc_Texture_Refraction >= 0) { @@ -5438,27 +5840,31 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **t GL_DepthMask(true); GL_AlphaTest(false); } + else + { + GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2); + GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED)); + GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0); + } if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) { if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0) - RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? 12 : -1); + RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1); else - RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1); + RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1); } else { if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0) - RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? 12 : -1); + RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1); else RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); } - if (rsurface.texture->backgroundnumskinframes && !(rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)) - { - } + GL_LockArrays(0, 0); } -static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist) +static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth) { // OpenGL 1.3 path - anything not completely ancient int texturesurfaceindex; @@ -5467,8 +5873,6 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **t rmeshstate_t m; int layerindex; const texturelayer_t *layer; - if (rsurface.mode != RSURFMODE_MULTIPASS) - rsurface.mode = RSURFMODE_MULTIPASS; RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist); for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++) @@ -5485,14 +5889,14 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **t qglDepthFunc(GL_EQUAL);CHECKGLERROR } } - GL_DepthMask(layer->depthmask); + GL_DepthMask(layer->depthmask && writedepth); GL_BlendFunc(layer->blendfunc1, layer->blendfunc2); - if ((layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2) && (gl_combine.integer || layer->depthmask)) + if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2) { layertexrgbscale = 4; VectorScale(layer->color, 0.25f, layercolor); } - else if ((layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) && (gl_combine.integer || layer->depthmask)) + else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) { layertexrgbscale = 2; VectorScale(layer->color, 0.5f, layercolor); @@ -5521,7 +5925,7 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **t m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject; m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset; R_Mesh_TextureState(&m); - if (rsurface.lightmode == 2) + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog); else if (rsurface.uselightmaptexture) RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog); @@ -5582,7 +5986,7 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **t } } -static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist) +static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth) { // OpenGL 1.1 - crusty old voodoo path int texturesurfaceindex; @@ -5590,8 +5994,6 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t rmeshstate_t m; int layerindex; const texturelayer_t *layer; - if (rsurface.mode != RSURFMODE_MULTIPASS) - rsurface.mode = RSURFMODE_MULTIPASS; RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist); for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++) @@ -5606,7 +6008,7 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t qglDepthFunc(GL_EQUAL);CHECKGLERROR } } - GL_DepthMask(layer->depthmask); + GL_DepthMask(layer->depthmask && writedepth); GL_BlendFunc(layer->blendfunc1, layer->blendfunc2); R_Mesh_ColorPointer(NULL, 0, 0); applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0; @@ -5623,7 +6025,7 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject; m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset; R_Mesh_TextureState(&m); - if (rsurface.lightmode == 2) + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false); else if (rsurface.uselightmaptexture) RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false); @@ -5651,7 +6053,7 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; R_Mesh_TextureState(&m); - if (rsurface.lightmode == 2) + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 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(texturenumsurfaces, texturesurfacelist, 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); @@ -5713,131 +6115,17 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t } } -static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly) +static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth) { - if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW) - return; - rsurface.rtlight = NULL; CHECKGLERROR - if (depthonly) - { - if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST))) - return; - if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))) - return; - if (rsurface.mode != RSURFMODE_MULTIPASS) - rsurface.mode = RSURFMODE_MULTIPASS; - if (r_depthfirst.integer == 3) - { - int i = (int)(texturesurfacelist[0] - rsurface.modelsurfaces); - if (!r_view.showdebug) - GL_Color(0, 0, 0, 1); - else - GL_Color(((i >> 6) & 7) / 7.0f, ((i >> 3) & 7) / 7.0f, (i & 7) / 7.0f,1); - } - else - { - GL_ColorMask(0,0,0,0); - GL_Color(1,1,1,1); - } - GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1); - GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset); - GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back); - GL_DepthTest(true); - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_DepthMask(true); - GL_AlphaTest(false); - R_Mesh_ColorPointer(NULL, 0, 0); - R_Mesh_ResetTextureState(); - RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); - RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); - GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1); - r_refdef.stats.entities_surfaces += texturenumsurfaces; - } - else if (r_depthfirst.integer == 3) - return; - else if (!r_view.showdebug && (r_showsurfaces.integer || gl_lightmaps.integer)) - { - GL_Color(0, 0, 0, 1); - RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); - } - else if (r_showsurfaces.integer) - { - if (rsurface.mode != RSURFMODE_MULTIPASS) - rsurface.mode = RSURFMODE_MULTIPASS; - GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1); - GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset); - GL_DepthTest(true); - GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back); - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_DepthMask(writedepth); - GL_Color(1,1,1,1); - GL_AlphaTest(false); - R_Mesh_ColorPointer(NULL, 0, 0); - R_Mesh_ResetTextureState(); - RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); - R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist); - r_refdef.stats.entities_surfaces += texturenumsurfaces; - } - else if (gl_lightmaps.integer) - { - rmeshstate_t m; - if (rsurface.mode != RSURFMODE_MULTIPASS) - rsurface.mode = RSURFMODE_MULTIPASS; - GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1); - GL_DepthTest(true); - GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back); - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_DepthMask(writedepth); - GL_Color(1,1,1,1); - GL_AlphaTest(false); - // use lightmode 0 (fullbright or lightmap) or 2 (model lighting) - rsurface.lightmode = ((rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || rsurface.modeltexcoordlightmap2f != NULL) ? 0 : 2; - R_Mesh_ColorPointer(NULL, 0, 0); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(r_texture_white); - m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f; - m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject; - m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset; - R_Mesh_TextureState(&m); - RSurf_PrepareVerticesForBatch(rsurface.lightmode == 2, false, texturenumsurfaces, texturesurfacelist); - if (rsurface.lightmode == 2) - RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false); - else if (rsurface.uselightmaptexture) - RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false); - else - RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false); - r_refdef.stats.entities_surfaces += texturenumsurfaces; - } - else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) - { - R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist); - r_refdef.stats.entities_surfaces += texturenumsurfaces; - } - else if (rsurface.texture->currentnumlayers) - { - // write depth for anything we skipped on the depth-only pass earlier - if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) - writedepth = true; - GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1); - GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset); - GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST)); - GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back); - GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2); - GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED)); - GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0); - // use lightmode 0 (fullbright or lightmap) or 2 (model lighting) - rsurface.lightmode = ((rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || rsurface.modeltexcoordlightmap2f != NULL) ? 0 : 2; - if (r_glsl.integer && gl_support_fragment_shader) - R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist); - else if (gl_combine.integer && r_textureunits.integer >= 2) - R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist); - else - R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist); - r_refdef.stats.entities_surfaces += texturenumsurfaces; - } + RSurf_SetupDepthAndCulling(); + if (r_glsl.integer && gl_support_fragment_shader) + R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth); + else if (gl_combine.integer && r_textureunits.integer >= 2) + R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth); + else + R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth); CHECKGLERROR - GL_LockArrays(0, 0); } static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) @@ -5851,7 +6139,7 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const // if the model is static it doesn't matter what value we give for // wantnormals and wanttangents, so this logic uses only rules applicable // to a model, knowing that they are meaningless otherwise - if (ent == r_refdef.worldentity) + if (ent == r_refdef.scene.worldentity) RSurf_ActiveWorldEntity(); else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f)) RSurf_ActiveModelEntity(ent, false, false); @@ -5878,16 +6166,74 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const texturesurfacelist[texturenumsurfaces++] = surface; } // render the range of surfaces - R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, true, false); + R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false); } + GL_AlphaTest(false); +} - RSurf_CleanUp(); +static void R_ProcessTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity) +{ + CHECKGLERROR + if (depthonly) + { + if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST))) + return; + if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))) + return; + RSurf_SetupDepthAndCulling(); + RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); + RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); + } + else if (r_showsurfaces.integer) + { + RSurf_SetupDepthAndCulling(); + GL_DepthTest(true); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); + GL_AlphaTest(false); + R_Mesh_ColorPointer(NULL, 0, 0); + R_Mesh_ResetTextureState(); + R_SetupGenericShader(false); + RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); + if (!r_refdef.view.showdebug) + { + GL_Color(0, 0, 0, 1); + RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); + } + else + RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist); + } + else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) + R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist); + else if (!rsurface.texture->currentnumlayers) + return; + else if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) && queueentity) + { + // transparent surfaces get pushed off into the transparent queue + int surfacelistindex; + const msurface_t *surface; + vec3_t tempcenter, center; + for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++) + { + surface = texturesurfacelist[surfacelistindex]; + tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f; + tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f; + tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f; + Matrix4x4_Transform(&rsurface.matrix, tempcenter, center); + R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight); + } + } + else + { + // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier + R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)); + } + CHECKGLERROR } void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes) { int i, j; - vec3_t tempcenter, center; texture_t *texture; // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one if (addwaterplanes) @@ -5908,33 +6254,18 @@ void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surf texture = surfacelist[i]->texture; rsurface.texture = texture->currentframe; rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL; - if (!(rsurface.texture->currentmaterialflags & flagsmask)) + if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW)) { // if this texture is not the kind we want, skip ahead to the next one for (;j < numsurfaces && texture == surfacelist[j]->texture;j++) ; continue; } - if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) - { - // transparent surfaces get pushed off into the transparent queue - const msurface_t *surface = surfacelist[i]; - if (depthonly) - continue; - tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f; - tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f; - tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f; - Matrix4x4_Transform(&rsurface.matrix, tempcenter, center); - R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_DrawSurface_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight); - } - else - { - // simply scan ahead until we find a different texture or lightmap state - for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++) - ; - // render the range of surfaces - R_DrawTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly); - } + // simply scan ahead until we find a different texture or lightmap state + for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++) + ; + // render the range of surfaces + R_ProcessTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent); } } @@ -5976,11 +6307,12 @@ void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, in R_Mesh_VertexPointer(vertex3f, 0, 0); R_Mesh_ColorPointer(NULL, 0, 0); R_Mesh_ResetTextureState(); + R_SetupGenericShader(false); i = surfacelist[0]; - GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_view.colorscale, - ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_view.colorscale, - ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_view.colorscale, + GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale, + ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale, + ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale, surfacelist[0] < 0 ? 0.5f : 0.125f); if (VectorCompare(loc->mins, loc->maxs)) @@ -6027,6 +6359,7 @@ void R_DrawDebugModel(entity_render_t *ent) R_Mesh_ColorPointer(NULL, 0, 0); R_Mesh_ResetTextureState(); + R_SetupGenericShader(false); GL_DepthRange(0, 1); GL_DepthTest(!r_showdisabledepthtest.integer); GL_DepthMask(false); @@ -6040,7 +6373,7 @@ void R_DrawDebugModel(entity_render_t *ent) if (brush->colbrushf && brush->colbrushf->numtriangles) { R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0); - 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, r_showcollisionbrushes.value); + GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value); R_Mesh_Draw(0, brush->colbrushf->numpoints, brush->colbrushf->numtriangles, brush->colbrushf->elements, 0, 0); } } @@ -6049,7 +6382,7 @@ void R_DrawDebugModel(entity_render_t *ent) if (surface->num_collisiontriangles) { R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0); - 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, r_showcollisionbrushes.value); + GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value); R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0); } } @@ -6071,7 +6404,7 @@ void R_DrawDebugModel(entity_render_t *ent) } for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++) { - if (ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[j]) + if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j]) continue; rsurface.texture = surface->texture->currentframe; if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles) @@ -6080,11 +6413,11 @@ void R_DrawDebugModel(entity_render_t *ent) if (r_showtris.value > 0) { if (!rsurface.texture->currentlayers->depthmask) - GL_Color(r_view.colorscale, 0, 0, r_showtris.value); - else if (ent == r_refdef.worldentity) - GL_Color(r_view.colorscale, r_view.colorscale, r_view.colorscale, r_showtris.value); + GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value); + else if (ent == r_refdef.scene.worldentity) + GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value); else - GL_Color(0, r_view.colorscale, 0, r_showtris.value); + GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value); elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle); CHECKGLERROR qglBegin(GL_LINES); @@ -6100,35 +6433,38 @@ void R_DrawDebugModel(entity_render_t *ent) } if (r_shownormals.value > 0) { - GL_Color(r_view.colorscale, 0, 0, r_shownormals.value); qglBegin(GL_LINES); for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++) { VectorCopy(rsurface.vertex3f + l * 3, v); + GL_Color(r_refdef.view.colorscale, 0, 0, 1); qglVertex3f(v[0], v[1], v[2]); - VectorMA(v, 8, rsurface.svector3f + l * 3, v); + VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v); + GL_Color(r_refdef.view.colorscale, 1, 1, 1); qglVertex3f(v[0], v[1], v[2]); } qglEnd(); CHECKGLERROR - GL_Color(0, 0, r_view.colorscale, r_shownormals.value); qglBegin(GL_LINES); for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++) { VectorCopy(rsurface.vertex3f + l * 3, v); + GL_Color(0, r_refdef.view.colorscale, 0, 1); qglVertex3f(v[0], v[1], v[2]); - VectorMA(v, 8, rsurface.tvector3f + l * 3, v); + VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v); + GL_Color(r_refdef.view.colorscale, 1, 1, 1); qglVertex3f(v[0], v[1], v[2]); } qglEnd(); CHECKGLERROR - GL_Color(0, r_view.colorscale, 0, r_shownormals.value); qglBegin(GL_LINES); for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++) { VectorCopy(rsurface.vertex3f + l * 3, v); + GL_Color(0, 0, r_refdef.view.colorscale, 1); qglVertex3f(v[0], v[1], v[2]); - VectorMA(v, 8, rsurface.normal3f + l * 3, v); + VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v); + GL_Color(r_refdef.view.colorscale, 1, 1, 1); qglVertex3f(v[0], v[1], v[2]); } qglEnd(); @@ -6144,10 +6480,9 @@ extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface); void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug) { int i, j, endj, f, flagsmask; - int counttriangles = 0; - msurface_t *surface, **surfacechain; + msurface_t *surface; texture_t *t; - model_t *model = r_refdef.worldmodel; + model_t *model = r_refdef.scene.worldmodel; const int maxsurfacelist = 1024; int numsurfacelist = 0; msurface_t *surfacelist[1024]; @@ -6156,27 +6491,29 @@ void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean dep RSurf_ActiveWorldEntity(); - // update light styles - if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.light_styleupdatechains) + // update light styles on this submodel + if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0) { - for (i = 0;i < model->brushq1.light_styles;i++) + model_brush_lightstyleinfo_t *style; + for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++) { - if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]]) + if (style->value != r_refdef.scene.lightstylevalue[style->style]) { - model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]]; - if ((surfacechain = model->brushq1.light_styleupdatechains[i])) - for (;(surface = *surfacechain);surfacechain++) - surface->cached_dlight = true; + msurface_t *surfaces = model->data_surfaces; + int *list = style->surfacelist; + style->value = r_refdef.scene.lightstylevalue[style->style]; + for (j = 0;j < style->numsurfaces;j++) + surfaces[list[j]].cached_dlight = true; } } } - R_UpdateAllTextureInfo(r_refdef.worldentity); + R_UpdateAllTextureInfo(r_refdef.scene.worldentity); flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL)); if (debug) { - R_DrawDebugModel(r_refdef.worldentity); + R_DrawDebugModel(r_refdef.scene.worldentity); return; } @@ -6184,16 +6521,17 @@ void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean dep t = NULL; rsurface.uselightmaptexture = false; rsurface.texture = NULL; + rsurface.rtlight = NULL; numsurfacelist = 0; j = model->firstmodelsurface; endj = j + model->nummodelsurfaces; while (j < endj) { // quickly skip over non-visible surfaces - for (;j < endj && !r_viewcache.world_surfacevisible[j];j++) + for (;j < endj && !r_refdef.viewcache.world_surfacevisible[j];j++) ; // quickly iterate over visible surfaces - for (;j < endj && r_viewcache.world_surfacevisible[j];j++) + for (;j < endj && r_refdef.viewcache.world_surfacevisible[j];j++) { // process this surface surface = model->data_surfaces + j; @@ -6202,29 +6540,29 @@ void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean dep { // if lightmap parameters changed, rebuild lightmap texture if (surface->cached_dlight) - R_BuildLightMap(r_refdef.worldentity, surface); + R_BuildLightMap(r_refdef.scene.worldentity, surface); // add face to draw list surfacelist[numsurfacelist++] = surface; - counttriangles += surface->num_triangles; + r_refdef.stats.world_triangles += surface->num_triangles; if (numsurfacelist >= maxsurfacelist) { - R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes); + r_refdef.stats.world_surfaces += numsurfacelist; + R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes); numsurfacelist = 0; } } } } + r_refdef.stats.world_surfaces += numsurfacelist; if (numsurfacelist) - R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes); - r_refdef.stats.entities_triangles += counttriangles; - RSurf_CleanUp(); + R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes); + GL_AlphaTest(false); } void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug) { - int i, f, flagsmask; - int counttriangles = 0; - msurface_t *surface, *endsurface, **surfacechain; + int i, j, f, flagsmask; + msurface_t *surface, *endsurface; texture_t *t; model_t *model = ent->model; const int maxsurfacelist = 1024; @@ -6236,7 +6574,7 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr // if the model is static it doesn't matter what value we give for // wantnormals and wanttangents, so this logic uses only rules applicable // to a model, knowing that they are meaningless otherwise - if (ent == r_refdef.worldentity) + if (ent == r_refdef.scene.worldentity) RSurf_ActiveWorldEntity(); else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f)) RSurf_ActiveModelEntity(ent, false, false); @@ -6244,16 +6582,18 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly); // update light styles - if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.light_styleupdatechains) + if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0) { - for (i = 0;i < model->brushq1.light_styles;i++) + model_brush_lightstyleinfo_t *style; + for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++) { - if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]]) + if (style->value != r_refdef.scene.lightstylevalue[style->style]) { - model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]]; - if ((surfacechain = model->brushq1.light_styleupdatechains[i])) - for (;(surface = *surfacechain);surfacechain++) - surface->cached_dlight = true; + msurface_t *surfaces = model->data_surfaces; + int *list = style->surfacelist; + style->value = r_refdef.scene.lightstylevalue[style->style]; + for (j = 0;j < style->numsurfaces;j++) + surfaces[list[j]].cached_dlight = true; } } } @@ -6271,6 +6611,7 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr t = NULL; rsurface.uselightmaptexture = false; rsurface.texture = NULL; + rsurface.rtlight = NULL; numsurfacelist = 0; surface = model->data_surfaces + model->firstmodelsurface; endsurface = surface + model->nummodelsurfaces; @@ -6284,16 +6625,17 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr R_BuildLightMap(ent, surface); // add face to draw list surfacelist[numsurfacelist++] = surface; - counttriangles += surface->num_triangles; + r_refdef.stats.entities_triangles += surface->num_triangles; if (numsurfacelist >= maxsurfacelist) { + r_refdef.stats.entities_surfaces += numsurfacelist; R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes); numsurfacelist = 0; } } } + r_refdef.stats.entities_surfaces += numsurfacelist; if (numsurfacelist) R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes); - r_refdef.stats.entities_triangles += counttriangles; - RSurf_CleanUp(); + GL_AlphaTest(false); }