X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_rmain.c;h=f3d2e6c20498d669cde0d03afc657a4a9d9690be;hp=0e258b5b34c9a960ea70c5dab3a515b716ca393e;hb=3732bafde8584fef3be2bcdeaf5a4fcd40c1353f;hpb=af9648d01a52a553e418f7383fe0c237fba34511 diff --git a/gl_rmain.c b/gl_rmain.c index 0e258b5b..f3d2e6c2 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -27,6 +27,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "ft2.h" #include "csprogs.h" #include "cl_video.h" +#include "dpsoftrast.h" #ifdef SUPPORTD3D #include @@ -170,13 +171,13 @@ cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright t cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"}; cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"}; cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"}; -cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"}; +cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"}; cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"}; cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"}; cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"}; cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"}; -cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"}; +cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivalent to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"}; cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"}; @@ -186,16 +187,18 @@ 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_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_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accordingly, 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"}; -cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"}; -cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "16", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"}; +cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "5", "fake perspective effect for SPR_OVERHEAD sprites"}; +cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "15", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"}; +cvar_t r_overheadsprites_scalex = {CVAR_SAVE, "r_overheadsprites_scalex", "1", "additional scale for overhead sprites for x axis"}; +cvar_t r_overheadsprites_scaley = {CVAR_SAVE, "r_overheadsprites_scaley", "1", "additional scale for overhead sprites for y axis"}; cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"}; cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"}; -cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "1", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"}; +cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"}; extern cvar_t v_glslgamma; @@ -809,7 +812,11 @@ static const char *builtinshaderstring = "\n" "void main(void)\n" "{\n" +"#ifdef USEVIEWTINT\n" " gl_FragColor = gl_Color;\n" +"#else\n" +" gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n" +"#endif\n" "#ifdef USEDIFFUSE\n" " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n" "#endif\n" @@ -970,19 +977,18 @@ static const char *builtinshaderstring = " // content.\n" " // Remove this 'ack once we have a better way to stop this thing from\n" " // 'appening.\n" -" float f1 = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);\n" -" f1 *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);\n" -" f1 *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);\n" -" f1 *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);\n" -" ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f1);\n" -" float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);\n" -" f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);\n" -" f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);\n" -" f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);\n" +" float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);\n" +" f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);\n" +" f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);\n" +" f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);\n" +" ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n" +" f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);\n" +" f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);\n" +" f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);\n" +" f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);\n" " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n" " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n" " gl_FragColor = mix(vec4(texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, vec4(texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n" -" gl_FragColor.a = f1 + 0.5;\n" "}\n" "#endif\n" "#else // !MODE_WATER\n" @@ -1673,6 +1679,7 @@ static const char *builtinshaderstring = " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n" " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n" " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n" +" lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this\n" " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n" " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n" " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n" @@ -2089,7 +2096,11 @@ const char *builtincgshaderstring = "out float4 gl_FragColor : COLOR\n" ")\n" "{\n" +"#ifdef USEVIEWTINT\n" " gl_FragColor = gl_FrontColor;\n" +"#else\n" +" gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n" +"#endif\n" "#ifdef USEDIFFUSE\n" " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n" "#endif\n" @@ -2274,10 +2285,10 @@ const char *builtincgshaderstring = " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n" " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n" " ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n" -" f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n" +" f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n" +" f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n" +" f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n" +" f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n" " ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n" " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n" " gl_FragColor = lerp(float4(tex2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, float4(tex2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n" @@ -3332,40 +3343,6 @@ typedef struct shadermodeinfo_s } 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_VIEWTINT = 1<<2, ///< view tint (postprocessing only) - SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin - SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only) - SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode - SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode - SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis - SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only) - SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter - SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture - SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only) - SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects - SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only) - SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface - SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface - SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!) - SHADERPERMUTATION_SHADOWMAP2D = 1<<17, ///< (lightsource) use shadowmap texture as light filter - SHADERPERMUTATION_SHADOWMAPPCF = 1<<18, ///< (lightsource) use percentage closer filtering on shadowmap test results - SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<19, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results - SHADERPERMUTATION_SHADOWSAMPLER = 1<<20, ///< (lightsource) use hardware shadowmap test - SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<21, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing - SHADERPERMUTATION_SHADOWMAPORTHO = 1<<22, //< (lightsource) use orthographic shadowmap projection - SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<23, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping - SHADERPERMUTATION_ALPHAKILL = 1<<24, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5 - SHADERPERMUTATION_REFLECTCUBE = 1<<25, ///< fake reflections using global cubemap (not HDRI light probe) - SHADERPERMUTATION_NORMALMAPSCROLLBLEND = 1<<26, // (water) counter-direction normalmaps scrolling - SHADERPERMUTATION_LIMIT = 1<<27, ///< size of permutations array - SHADERPERMUTATION_COUNT = 27 ///< size of shaderpermutationinfo array -} -shaderpermutation_t; - // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES! shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] = { @@ -3398,29 +3375,6 @@ shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] = {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"}, }; -// this enum selects which of the glslshadermodeinfo entries should be used -typedef enum shadermode_e -{ - 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_FAKELIGHT, ///< (fakelight) modulate texture by "fake" lighting (no lightmaps, no nothing) - 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) - SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass) - SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color - SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers - SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers - SHADERMODE_COUNT -} -shadermode_t; - // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS! shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] = { @@ -3793,122 +3747,122 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode if (p->program) { CHECKGLERROR - qglUseProgramObjectARB(p->program);CHECKGLERROR + qglUseProgram(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_First = qglGetUniformLocationARB(p->program, "Texture_First"); - p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second"); - p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps"); - 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_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants"); - p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt"); - p->loc_Texture_FogHeightTexture = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture"); - p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask"); - p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap"); - p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap"); - p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation"); - p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube"); - p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction"); - p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection"); - p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D"); - p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection"); - p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth"); - p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap"); - p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse"); - p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular"); - p->loc_Texture_ReflectMask = qglGetUniformLocationARB(p->program, "Texture_ReflectMask"); - p->loc_Texture_ReflectCube = qglGetUniformLocationARB(p->program, "Texture_ReflectCube"); - p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha"); - p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters"); - p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime"); - p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient"); - p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse"); - p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular"); - p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow"); - p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants"); - p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt"); - p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient"); - p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse"); - p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular"); - p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse"); - p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular"); - p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect"); - p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition"); - p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor"); - p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade"); - p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane"); - p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist"); - p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip"); - p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor"); - p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir"); - p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition"); - p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale"); - p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize"); - 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_Saturation = qglGetUniformLocationARB(p->program, "Saturation"); - p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect"); - p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect"); - p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth"); - p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters"); - p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale"); - p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower"); - p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1"); - p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2"); - p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3"); - p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4"); - p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor"); - p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight"); - p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight"); - p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix"); - p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix"); - p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix"); - p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix"); - p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord"); - p->loc_ModelToReflectCube = qglGetUniformLocationARB(p->program, "ModelToReflectCube"); - p->loc_ShadowMapMatrix = qglGetUniformLocationARB(p->program, "ShadowMapMatrix"); - p->loc_BloomColorSubtract = qglGetUniformLocationARB(p->program, "BloomColorSubtract"); - p->loc_NormalmapScrollBlend = qglGetUniformLocationARB(p->program, "NormalmapScrollBlend"); + p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First"); + p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second"); + p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps"); + p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal"); + p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color"); + p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss"); + p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow"); + p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal"); + p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor"); + p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss"); + p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow"); + p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants"); + p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt"); + p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture"); + p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask"); + p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap"); + p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap"); + p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation"); + p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube"); + p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction"); + p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection"); + p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D"); + p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection"); + p->loc_Texture_ScreenDepth = qglGetUniformLocation(p->program, "Texture_ScreenDepth"); + p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap"); + p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse"); + p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular"); + p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask"); + p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube"); + p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha"); + p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters"); + p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime"); + p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient"); + p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse"); + p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular"); + p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow"); + p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants"); + p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt"); + p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient"); + p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse"); + p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular"); + p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse"); + p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular"); + p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect"); + p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition"); + p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor"); + p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade"); + p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane"); + p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist"); + p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip"); + p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor"); + p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir"); + p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition"); + p->loc_OffsetMapping_Scale = qglGetUniformLocation(p->program, "OffsetMapping_Scale"); + p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize"); + p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor"); + p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor"); + p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset"); + p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor"); + p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation"); + p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect"); + p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect"); + p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth"); + p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters"); + p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale"); + p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower"); + p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1"); + p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2"); + p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3"); + p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4"); + p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor"); + p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight"); + p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight"); + p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix"); + p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix"); + p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix"); + p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix"); + p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord"); + p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube"); + p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix"); + p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract"); + p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend"); // initialize the samplers to refer to the texture units we use - 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_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS); - 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_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE); - 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); - if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , GL20TU_SHADOWMAP2D); - if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION); - if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH); - if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP); - if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE); - if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR); - if (p->loc_Texture_ReflectMask >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask , GL20TU_REFLECTMASK); - if (p->loc_Texture_ReflectCube >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube , GL20TU_REFLECTCUBE); + if (p->loc_Texture_First >= 0) qglUniform1i(p->loc_Texture_First , GL20TU_FIRST); + if (p->loc_Texture_Second >= 0) qglUniform1i(p->loc_Texture_Second , GL20TU_SECOND); + if (p->loc_Texture_GammaRamps >= 0) qglUniform1i(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS); + if (p->loc_Texture_Normal >= 0) qglUniform1i(p->loc_Texture_Normal , GL20TU_NORMAL); + if (p->loc_Texture_Color >= 0) qglUniform1i(p->loc_Texture_Color , GL20TU_COLOR); + if (p->loc_Texture_Gloss >= 0) qglUniform1i(p->loc_Texture_Gloss , GL20TU_GLOSS); + if (p->loc_Texture_Glow >= 0) qglUniform1i(p->loc_Texture_Glow , GL20TU_GLOW); + if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1i(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL); + if (p->loc_Texture_SecondaryColor >= 0) qglUniform1i(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR); + if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1i(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS); + if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1i(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW); + if (p->loc_Texture_Pants >= 0) qglUniform1i(p->loc_Texture_Pants , GL20TU_PANTS); + if (p->loc_Texture_Shirt >= 0) qglUniform1i(p->loc_Texture_Shirt , GL20TU_SHIRT); + if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1i(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE); + if (p->loc_Texture_FogMask >= 0) qglUniform1i(p->loc_Texture_FogMask , GL20TU_FOGMASK); + if (p->loc_Texture_Lightmap >= 0) qglUniform1i(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP); + if (p->loc_Texture_Deluxemap >= 0) qglUniform1i(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP); + if (p->loc_Texture_Attenuation >= 0) qglUniform1i(p->loc_Texture_Attenuation , GL20TU_ATTENUATION); + if (p->loc_Texture_Cube >= 0) qglUniform1i(p->loc_Texture_Cube , GL20TU_CUBE); + if (p->loc_Texture_Refraction >= 0) qglUniform1i(p->loc_Texture_Refraction , GL20TU_REFRACTION); + if (p->loc_Texture_Reflection >= 0) qglUniform1i(p->loc_Texture_Reflection , GL20TU_REFLECTION); + if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1i(p->loc_Texture_ShadowMap2D , GL20TU_SHADOWMAP2D); + if (p->loc_Texture_CubeProjection >= 0) qglUniform1i(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION); + if (p->loc_Texture_ScreenDepth >= 0) qglUniform1i(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH); + if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1i(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP); + if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1i(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE); + if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1i(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR); + if (p->loc_Texture_ReflectMask >= 0) qglUniform1i(p->loc_Texture_ReflectMask , GL20TU_REFLECTMASK); + if (p->loc_Texture_ReflectCube >= 0) qglUniform1i(p->loc_Texture_ReflectCube , GL20TU_REFLECTCUBE); CHECKGLERROR Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname); } @@ -3955,17 +3909,17 @@ void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutatio { //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext); r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation); - qglUseProgramObjectARB(0);CHECKGLERROR + qglUseProgram(0);CHECKGLERROR return; // no bit left to clear, entire mode is broken } } } CHECKGLERROR - qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR + qglUseProgram(r_glsl_permutation->program);CHECKGLERROR } - if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f); - if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f); - if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time); + if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f); + if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f); + if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time); } #ifdef SUPPORTCG @@ -4980,6 +4934,14 @@ void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutatio } #endif +void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation) +{ + DPSOFTRAST_SetShader(mode, permutation); + DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f); + DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f); + DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time); +} + void R_GLSL_Restart_f(void) { unsigned int i, limit; @@ -5069,6 +5031,8 @@ void R_GLSL_Restart_f(void) case RENDERPATH_GL13: case RENDERPATH_GL11: break; + case RENDERPATH_SOFT: + break; } } @@ -5141,7 +5105,7 @@ void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemod { case RENDERPATH_D3D9: #ifdef SUPPORTD3D - R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)))); + R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, SHADERPERMUTATION_VIEWTINT | (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)))); R_Mesh_TexBind(GL20TU_FIRST , first ); R_Mesh_TexBind(GL20TU_SECOND, second); #endif @@ -5153,14 +5117,14 @@ void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemod Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); break; case RENDERPATH_GL20: - R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)))); + R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, SHADERPERMUTATION_VIEWTINT | (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)))); R_Mesh_TexBind(GL20TU_FIRST , first ); R_Mesh_TexBind(GL20TU_SECOND, second); break; case RENDERPATH_CGGL: #ifdef SUPPORTCG CHECKCGERROR - R_SetupShader_SetPermutationCG(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)))); + R_SetupShader_SetPermutationCG(SHADERMODE_GENERIC, SHADERPERMUTATION_VIEWTINT | (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)))); if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR #endif @@ -5175,6 +5139,11 @@ void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemod case RENDERPATH_GL11: R_Mesh_TexBind(0, first ); break; + case RENDERPATH_SOFT: + R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, SHADERPERMUTATION_VIEWTINT | (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)))); + R_Mesh_TexBind(GL20TU_FIRST , first ); + R_Mesh_TexBind(GL20TU_SECOND, second); + break; } } @@ -5208,6 +5177,9 @@ void R_SetupShader_DepthOrShadow(void) case RENDERPATH_GL11: R_Mesh_TexBind(0, 0); break; + case RENDERPATH_SOFT: + R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, 0); + break; } } @@ -5238,6 +5210,9 @@ void R_SetupShader_ShowDepth(void) break; case RENDERPATH_GL11: break; + case RENDERPATH_SOFT: + R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, 0); + break; } } @@ -5265,7 +5240,6 @@ extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture; extern rtexture_t *r_shadow_prepassgeometrydepthcolortexture; extern rtexture_t *r_shadow_prepasslightingdiffusetexture; extern rtexture_t *r_shadow_prepasslightingspeculartexture; -extern cvar_t gl_mesh_separatearrays; static qboolean R_BlendFuncAllowsColormod(int src, int dst) { // a blendfunc allows colormod if: @@ -5382,8 +5356,18 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, mode = SHADERMODE_WATER; if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1]) permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)) + { + // this is the right thing to do for wateralpha + GL_BlendFunc(GL_ONE, GL_ZERO); + allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO); + } + else + { + // this is the right thing to do for entity alpha + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + } } else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION) { @@ -5720,7 +5704,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, } else { - if (mode == SHADERMODE_LIGHTDIRECTION) + if (mode == SHADERMODE_LIGHTDIRECTION) { hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]); } @@ -5853,7 +5837,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); break; case RENDERPATH_GL20: - if (gl_mesh_separatearrays.integer) + if (!vid.useinterleavedarrays) { RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist); R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset); @@ -5870,93 +5854,93 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer); } R_SetupShader_SetPermutationGLSL(mode, permutation); - if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);} + if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);} if (mode == SHADERMODE_LIGHTSOURCE) { - if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);} - if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]); - if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]); - if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale); - if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale); - if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale); + if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);} + if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]); + if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]); + if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale); + if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale); + if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale); // 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); - if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f)); + qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0); + if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f)); } else { if (mode == SHADERMODE_FLATCOLOR) { - if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]); + if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]); } else if (mode == SHADERMODE_LIGHTDIRECTION) { - if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]); - if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]); - if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale); - if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value); - if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value); - if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]); - if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]); + if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]); + if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]); + if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale); + if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value); + if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value); + if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]); + if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]); } else { - if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]); - if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]); - if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale); - if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value); - if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value); + if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]); + if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]); + if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale); + if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value); + if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value); } // 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); + qglUniform3f(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]); + qglUniform3f(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) qglUniform4fARB(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]); - if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]); - 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_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f)); - if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2fARB(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]); - } - if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);} - if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);} - if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);} - if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]); - if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]); - - if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]); - if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1)); - if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]); + if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(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) qglUniform4f(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) qglUniform4f(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) qglUniform4f(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]); + if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]); + if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin); + if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin); + if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f)); + if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]); + } + if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);} + if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);} + if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);} + if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]); + if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]); + + if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]); + if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1)); + if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]); if (r_glsl_permutation->loc_Color_Pants >= 0) { if (rsurface.texture->pantstexture) - qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]); + qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]); else - qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0); + qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0); } if (r_glsl_permutation->loc_Color_Shirt >= 0) { if (rsurface.texture->shirttexture) - qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]); + qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]); else - qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0); + qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0); } - if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4fARB(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]); - if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist); - if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip); - if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade); - if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale); - if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2fARB(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]); - if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height); + if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4f(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]); + if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist); + if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip); + if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade); + if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale); + if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]); + if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height); // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white ); // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white ); @@ -6005,7 +5989,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, break; case RENDERPATH_CGGL: #ifdef SUPPORTCG - if (gl_mesh_separatearrays.integer) + if (!vid.useinterleavedarrays) { RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist); R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset); @@ -6090,8 +6074,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, if (r_cg_permutation->fp_DistortScaleRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_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);CHECKCGERROR if (r_cg_permutation->fp_ScreenScaleRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);CHECKCGERROR if (r_cg_permutation->fp_ScreenCenterRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);CHECKCGERROR - if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);CHECKCGERROR - if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);CHECKCGERROR + if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4f(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);CHECKCGERROR + if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4f(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);CHECKCGERROR if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));CHECKCGERROR @@ -6176,6 +6160,135 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, case RENDERPATH_GL13: case RENDERPATH_GL11: break; + case RENDERPATH_SOFT: + RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist); + R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f); + R_SetupShader_SetPermutationSoft(mode, permutation); + {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);} + if (mode == SHADERMODE_LIGHTSOURCE) + { + {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);} + DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]); + DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]); + DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale); + DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale); + DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale); + + // additive passes are only darkened by fog, not tinted + DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0); + DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f)); + } + else + { + if (mode == SHADERMODE_FLATCOLOR) + { + DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]); + } + else if (mode == SHADERMODE_LIGHTDIRECTION) + { + DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]); + DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]); + DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale); + DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value); + DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value); + DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]); + DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]); + } + else + { + DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]); + DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]); + DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale); + DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value); + DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value); + } + // additive passes are only darkened by fog, not tinted + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD) + DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0); + else + DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]); + DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_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); + DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]); + DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]); + DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]); + DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]); + DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin); + DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin); + DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f)); + DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]); + } + {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);} + {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);} + {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);} + DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]); + DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]); + + DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]); + DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1)); + DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]); + if (DPSOFTRAST_UNIFORM_Color_Pants >= 0) + { + if (rsurface.texture->pantstexture) + DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]); + else + DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0); + } + if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0) + { + if (rsurface.texture->shirttexture) + DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]); + else + DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0); + } + DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]); + DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist); + DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip); + DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade); + DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale); + DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]); + DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height); + + R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture ); + R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture ); + R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture ); + R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture ); + if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture ); + if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture ); + if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture ); + if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture ); + if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture ); + if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture ); + if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture ); + if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube); + if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture ); + if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation ); + R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white); + R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap); + if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture ); + if (rsurfacepass == RSURFPASS_BACKGROUND) + { + R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black); + if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black); + R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black); + } + else + { + if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black); + } +// if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture ); +// if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture ); + if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture ); + if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture ); + if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))) + { + R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture); + if (rsurface.rtlight) + { + if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap ); + if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture ); + } + } + break; } } @@ -6255,16 +6368,16 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight) break; case RENDERPATH_GL20: R_SetupShader_SetPermutationGLSL(mode, permutation); - if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]); - if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f); - if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3fARB( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range); - if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3fARB( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range); - if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3fARB( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range); - if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]); - if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]); - if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f)); - if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2fARB( r_glsl_permutation->loc_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]); - if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height); + if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]); + if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f); + if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range); + if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range); + if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range); + if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]); + if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]); + if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f)); + if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f( r_glsl_permutation->loc_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]); + if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height); if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture ); if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture ); @@ -6298,6 +6411,26 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight) case RENDERPATH_GL13: case RENDERPATH_GL11: break; + case RENDERPATH_SOFT: + R_SetupShader_SetPermutationGLSL(mode, permutation); + DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]); + DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1 , 1, false, viewtolight16f); + DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range); + DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range); + DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range); + DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]); + DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]); + DPSOFTRAST_Uniform1f( DPSOFTRAST_UNIFORM_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f)); + DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]); + DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height); + + R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture ); + R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture ); + R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture ); + R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap ); + R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture ); + R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture ); + break; } } @@ -6766,7 +6899,7 @@ skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, i Con_Printf("loading quake skin \"%s\"\n", name); // we actually don't upload anything until the first use, because mdl skins frequently go unused, and are almost never used in both modes (colormapped and non-colormapped) - skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); + skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK memcpy(skinframe->qpixels, skindata, width*height); skinframe->qwidth = width; skinframe->qheight = height; @@ -7131,7 +7264,7 @@ void gl_main_start(void) r_texture_gammaramps = NULL; r_texture_numcubemaps = 0; - r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer; + r_loaddds = r_texture_dds_load.integer != 0; r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer; switch(vid.renderpath) @@ -7141,6 +7274,7 @@ void gl_main_start(void) case RENDERPATH_D3D9: case RENDERPATH_D3D10: case RENDERPATH_D3D11: + case RENDERPATH_SOFT: Cvar_SetValueQuick(&r_textureunits, vid.texunits); Cvar_SetValueQuick(&gl_combine, 1); Cvar_SetValueQuick(&r_glsl, 1); @@ -7241,6 +7375,8 @@ void gl_main_shutdown(void) case RENDERPATH_D3D11: Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); break; + case RENDERPATH_SOFT: + break; } r_numqueries = 0; @@ -7273,6 +7409,23 @@ void gl_main_shutdown(void) memset(&r_bloomstate, 0, sizeof(r_bloomstate)); memset(&r_waterstate, 0, sizeof(r_waterstate)); R_GLSL_Restart_f(); + + r_glsl_permutation = NULL; + memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash)); + Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray); + glslshaderstring = NULL; +#ifdef SUPPORTCG + r_cg_permutation = NULL; + memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash)); + Mem_ExpandableArray_FreeArray(&r_cg_permutationarray); + cgshaderstring = NULL; +#endif +#ifdef SUPPORTD3D + r_hlsl_permutation = NULL; + memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash)); + Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray); + hlslshaderstring = NULL; +#endif } extern void CL_ParseEntityLump(char *entitystring); @@ -7442,6 +7595,8 @@ void GL_Main_Init(void) Cvar_RegisterVariable(&r_track_sprites_scaleh); Cvar_RegisterVariable(&r_overheadsprites_perspective); Cvar_RegisterVariable(&r_overheadsprites_pushback); + Cvar_RegisterVariable(&r_overheadsprites_scalex); + Cvar_RegisterVariable(&r_overheadsprites_scaley); } extern void R_Textures_Init(void); @@ -7609,67 +7764,112 @@ int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, c // LordHavoc: this stores temporary data used within the same frame -qboolean r_framedata_failed; -static size_t r_framedata_size; -static size_t r_framedata_current; -static void *r_framedata_base; +typedef struct r_framedata_mem_s +{ + struct r_framedata_mem_s *purge; // older mem block to free on next frame + size_t size; // how much usable space + size_t current; // how much space in use + size_t mark; // last "mark" location, temporary memory can be freed by returning to this + size_t wantedsize; // how much space was allocated + unsigned char *data; // start of real data (16byte aligned) +} +r_framedata_mem_t; + +static r_framedata_mem_t *r_framedata_mem; void R_FrameData_Reset(void) { - if (r_framedata_base) - Mem_Free(r_framedata_base); - r_framedata_base = NULL; - r_framedata_size = 0; - r_framedata_current = 0; - r_framedata_failed = false; + while (r_framedata_mem) + { + r_framedata_mem_t *next = r_framedata_mem->purge; + Mem_Free(r_framedata_mem); + r_framedata_mem = next; + } } -void R_FrameData_NewFrame(void) +void R_FrameData_Resize(void) { size_t wantedsize; - if (r_framedata_failed) - Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f); wantedsize = (size_t)(r_framedatasize.value * 1024*1024); - wantedsize = bound(65536, wantedsize, 128*1024*1024); - if (r_framedata_size != wantedsize) + wantedsize = bound(65536, wantedsize, 1000*1024*1024); + if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize) { - r_framedata_size = wantedsize; - if (r_framedata_base) - Mem_Free(r_framedata_base); - r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size); + r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize); + newmem->wantedsize = wantedsize; + newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15); + newmem->size = (unsigned char *)newmem + wantedsize - newmem->data; + newmem->current = 0; + newmem->mark = 0; + newmem->purge = r_framedata_mem; + r_framedata_mem = newmem; } - r_framedata_current = 0; - r_framedata_failed = false; +} + +void R_FrameData_NewFrame(void) +{ + R_FrameData_Resize(); + if (!r_framedata_mem) + return; + // if we ran out of space on the last frame, free the old memory now + while (r_framedata_mem->purge) + { + // repeatedly remove the second item in the list, leaving only head + r_framedata_mem_t *next = r_framedata_mem->purge->purge; + Mem_Free(r_framedata_mem->purge); + r_framedata_mem->purge = next; + } + // reset the current mem pointer + r_framedata_mem->current = 0; + r_framedata_mem->mark = 0; } void *R_FrameData_Alloc(size_t size) { void *data; - // align to 16 byte boundary + // align to 16 byte boundary - the data pointer is already aligned, so we + // only need to ensure the size of every allocation is also aligned size = (size + 15) & ~15; - data = (void *)((unsigned char*)r_framedata_base + r_framedata_current); - r_framedata_current += size; - // check overflow - if (r_framedata_current > r_framedata_size) - r_framedata_failed = true; + while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size) + { + // emergency - we ran out of space, allocate more memory + Cvar_SetValueQuick(&r_framedatasize, bound(0.25f, r_framedatasize.value * 2.0f, 128.0f)); + R_FrameData_Resize(); + } - // return NULL on everything after a failure - if (r_framedata_failed) - return NULL; + data = r_framedata_mem->data + r_framedata_mem->current; + r_framedata_mem->current += size; - return data; + // count the usage for stats + r_refdef.stats.framedatacurrent = max(r_refdef.stats.framedatacurrent, (int)r_framedata_mem->current); + r_refdef.stats.framedatasize = max(r_refdef.stats.framedatasize, (int)r_framedata_mem->size); + + return (void *)data; } void *R_FrameData_Store(size_t size, void *data) { void *d = R_FrameData_Alloc(size); - if (d) + if (d && data) memcpy(d, data, size); return d; } +void R_FrameData_SetMark(void) +{ + if (!r_framedata_mem) + return; + r_framedata_mem->mark = r_framedata_mem->current; +} + +void R_FrameData_ReturnToMark(void) +{ + if (!r_framedata_mem) + return; + r_framedata_mem->current = r_framedata_mem->mark; +} + //================================================================================== // LordHavoc: animcache originally written by Echon, rewritten since then @@ -7695,9 +7895,8 @@ void R_AnimCache_ClearCache(void) ent->animcache_normal3f = NULL; ent->animcache_svector3f = NULL; ent->animcache_tvector3f = NULL; - ent->animcache_vertexposition = NULL; ent->animcache_vertexmesh = NULL; - ent->animcache_vertexpositionbuffer = NULL; + ent->animcache_vertex3fbuffer = NULL; ent->animcache_vertexmeshbuffer = NULL; } } @@ -7706,53 +7905,13 @@ void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices) { int i; - // identical memory layout, so no need to allocate... - // this also provides the vertexposition structure to everything, e.g. - // depth masked rendering currently uses it even if having separate - // arrays - // NOTE: get rid of this optimization if changing it to e.g. 4f - ent->animcache_vertexposition = (r_vertexposition_t *)ent->animcache_vertex3f; - - // TODO: - // get rid of following uses of VERTEXPOSITION, change to the array: - // R_DrawTextureSurfaceList_Sky if skyrendermasked - // R_DrawSurface_TransparentCallback if r_transparentdepthmasking.integer - // R_DrawTextureSurfaceList_DepthOnly - // R_Q1BSP_DrawShadowMap - - switch(vid.renderpath) - { - case RENDERPATH_GL20: - case RENDERPATH_CGGL: - // need the meshbuffers if !gl_mesh_separatearrays.integer - if (gl_mesh_separatearrays.integer) - return; - break; - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - // always need the meshbuffers - break; - case RENDERPATH_GL13: - case RENDERPATH_GL11: - // never need the meshbuffers + // check if we need the meshbuffers + if (!vid.useinterleavedarrays) return; - } if (!ent->animcache_vertexmesh && ent->animcache_normal3f) ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices); - /* - if (!ent->animcache_vertexposition) - ent->animcache_vertexposition = (r_vertexposition_t *)R_FrameData_Alloc(sizeof(r_vertexposition_t)*numvertices); - */ - if (ent->animcache_vertexposition) - { - /* - for (i = 0;i < numvertices;i++) - memcpy(ent->animcache_vertexposition[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3])); - */ - // TODO: upload vertex buffer? - } + // TODO: upload vertex3f buffer? if (ent->animcache_vertexmesh) { memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices); @@ -7767,7 +7926,7 @@ void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices) if (ent->animcache_normal3f) for (i = 0;i < numvertices;i++) memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3])); - // TODO: upload vertex buffer? + // TODO: upload vertexmeshbuffer? } } @@ -7795,11 +7954,8 @@ qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qbool ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices); ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices); } - if (!r_framedata_failed) - { - model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL); - R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices); - } + model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL); + R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices); } } } @@ -7818,13 +7974,10 @@ qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qbool ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices); ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices); } - if (!r_framedata_failed) - { - model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f); - R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices); - } + model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f); + R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices); } - return !r_framedata_failed; + return true; } void R_AnimCache_CacheVisibleEntities(void) @@ -7845,6 +7998,8 @@ void R_AnimCache_CacheVisibleEntities(void) case RENDERPATH_GL11: wanttangents = false; break; + case RENDERPATH_SOFT: + break; } if (r_shownormals.integer) @@ -7901,7 +8056,7 @@ static void R_View_UpdateEntityLighting (void) { if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites org[2] = org[2] + r_overheadsprites_pushback.value; - R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, ent->modellight_lightdir, org, true, true); + R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, ent->modellight_lightdir, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT); } else r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal); @@ -7937,13 +8092,16 @@ static void R_View_UpdateEntityLighting (void) if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0) { - VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg); - f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2]; + fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]; + fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2]; + f = fa + 0.25 * fd; if(f > 0) { - f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value); - VectorScale(ent->modellight_ambient, f, ent->modellight_ambient); - VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse); + // adjust brightness and saturation to target + avg[0] = avg[1] = avg[2] = fa / f; + VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient); + avg[0] = avg[1] = avg[2] = fd / f; + VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse); } } } @@ -8161,6 +8319,7 @@ static void R_View_SetFrustum(const int *scissor) case RENDERPATH_D3D9: case RENDERPATH_D3D10: case RENDERPATH_D3D11: + case RENDERPATH_SOFT: // non-flipped y coordinates fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height); fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height); @@ -8415,8 +8574,8 @@ void R_EntityMatrix(const matrix4x4_t *matrix) Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__); break; case RENDERPATH_GL20: - if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f); - if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f); + if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f); + if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f); qglLoadMatrixf(gl_modelview16f);CHECKGLERROR break; case RENDERPATH_CGGL: @@ -8431,6 +8590,10 @@ void R_EntityMatrix(const matrix4x4_t *matrix) case RENDERPATH_GL11: qglLoadMatrixf(gl_modelview16f);CHECKGLERROR break; + case RENDERPATH_SOFT: + DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f); + DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f); + break; } } } @@ -8468,6 +8631,7 @@ void R_ResetViewRendering2D(void) case RENDERPATH_D3D9: case RENDERPATH_D3D10: case RENDERPATH_D3D11: + case RENDERPATH_SOFT: break; } GL_CullFace(GL_NONE); @@ -8503,6 +8667,7 @@ void R_ResetViewRendering3D(void) case RENDERPATH_D3D9: case RENDERPATH_D3D10: case RENDERPATH_D3D11: + case RENDERPATH_SOFT: break; } GL_CullFace(r_refdef.view.cullface_back); @@ -8543,6 +8708,7 @@ static void R_Water_StartFrame(void) case RENDERPATH_D3D9: case RENDERPATH_D3D10: case RENDERPATH_D3D11: + case RENDERPATH_SOFT: break; case RENDERPATH_GL13: case RENDERPATH_GL11: @@ -8908,6 +9074,7 @@ void R_Bloom_StartFrame(void) case RENDERPATH_D3D9: case RENDERPATH_D3D10: case RENDERPATH_D3D11: + case RENDERPATH_SOFT: break; case RENDERPATH_GL13: case RENDERPATH_GL11: @@ -9008,6 +9175,7 @@ void R_Bloom_StartFrame(void) case RENDERPATH_GL13: case RENDERPATH_GL20: case RENDERPATH_CGGL: + case RENDERPATH_SOFT: break; case RENDERPATH_D3D9: case RENDERPATH_D3D10: @@ -9050,6 +9218,7 @@ void R_Bloom_CopyBloomTexture(float colorscale) case RENDERPATH_GL13: case RENDERPATH_GL20: case RENDERPATH_CGGL: + case RENDERPATH_SOFT: R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f); break; case RENDERPATH_D3D9: @@ -9159,13 +9328,18 @@ void R_HDR_RenderBloomTexture(void) { int oldwidth, oldheight; float oldcolorscale; + qboolean oldwaterstate; + oldwaterstate = r_waterstate.enabled; 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; + if(r_hdr.integer < 2) + r_waterstate.enabled = false; + // 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 (using GL_EXT_framebuffer_object) @@ -9185,7 +9359,7 @@ void R_HDR_RenderBloomTexture(void) // only do secondary renders with HDR if r_hdr is 2 or higher r_waterstate.numwaterplanes = 0; - if (r_waterstate.enabled && r_hdr.integer >= 2) + if (r_waterstate.enabled) R_RenderWaterPlanes(); r_refdef.view.showdebug = true; @@ -9198,6 +9372,7 @@ void R_HDR_RenderBloomTexture(void) R_Bloom_MakeTexture(); // restore the view settings + r_waterstate.enabled = oldwaterstate; r_refdef.view.width = oldwidth; r_refdef.view.height = oldheight; r_refdef.view.colorscale = oldcolorscale; @@ -9221,6 +9396,7 @@ static void R_BlendView(void) case RENDERPATH_D3D9: case RENDERPATH_D3D10: case RENDERPATH_D3D11: + case RENDERPATH_SOFT: permutation = (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0) | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0) @@ -9274,6 +9450,7 @@ static void R_BlendView(void) case RENDERPATH_GL13: case RENDERPATH_GL20: case RENDERPATH_CGGL: + case RENDERPATH_SOFT: R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f); break; case RENDERPATH_D3D9: @@ -9342,15 +9519,15 @@ static void R_BlendView(void) if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen); if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom ); if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps ); - if (r_glsl_permutation->loc_ViewTintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]); - if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight); - if (r_glsl_permutation->loc_UserVec1 >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]); - if (r_glsl_permutation->loc_UserVec2 >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]); - if (r_glsl_permutation->loc_UserVec3 >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]); - if (r_glsl_permutation->loc_UserVec4 >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]); - if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value); - if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height); - if (r_glsl_permutation->loc_BloomColorSubtract >= 0) qglUniform4fARB(r_glsl_permutation->loc_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f); + if (r_glsl_permutation->loc_ViewTintColor >= 0) qglUniform4f(r_glsl_permutation->loc_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]); + if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight); + if (r_glsl_permutation->loc_UserVec1 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]); + if (r_glsl_permutation->loc_UserVec2 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]); + if (r_glsl_permutation->loc_UserVec3 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]); + if (r_glsl_permutation->loc_UserVec4 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]); + if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value); + if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height); + if (r_glsl_permutation->loc_BloomColorSubtract >= 0) qglUniform4f(r_glsl_permutation->loc_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f); break; case RENDERPATH_CGGL: #ifdef SUPPORTCG @@ -9395,6 +9572,22 @@ static void R_BlendView(void) case RENDERPATH_D3D11: Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); break; + case RENDERPATH_SOFT: + R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f); + R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation); + R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen); + R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom ); + R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps ); + DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]); + DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight); + DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]); + DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]); + DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]); + DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]); + DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation , r_glsl_saturation.value); + DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height); + DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f); + break; default: break; } @@ -9464,7 +9657,7 @@ void R_UpdateVariables(void) r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0; r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil; - r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer; + r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer; r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil; r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1; if (FAKELIGHT_ENABLED) @@ -9548,6 +9741,7 @@ void R_UpdateVariables(void) case RENDERPATH_D3D9: case RENDERPATH_D3D10: case RENDERPATH_D3D11: + case RENDERPATH_SOFT: if(v_glslgamma.integer && !vid_gammatables_trivial) { if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial) @@ -9626,8 +9820,13 @@ r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype ) R_RenderView ================ */ +int dpsoftrast_test; void R_RenderView(void) { + matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix; + + dpsoftrast_test = r_test.integer; + if (r_timereport_active) R_TimeReport("start"); r_textureframe++; // used only by R_GetCurrentTexture @@ -9642,6 +9841,13 @@ void R_RenderView(void) R_AnimCache_ClearCache(); R_FrameData_NewFrame(); + /* adjust for stereo display */ + if(R_Stereo_Active()) + { + Matrix4x4_CreateFromQuakeEntity(&offsetmatrix, 0, r_stereo_separation.value * (0.5f - r_stereo_side), 0, 0, r_stereo_angle.value * (0.5f - r_stereo_side), 0, 1); + Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix); + } + if (r_refdef.view.isoverlay) { // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas] @@ -9655,12 +9861,17 @@ void R_RenderView(void) R_RenderScene(); + r_refdef.view.matrix = originalmatrix; + CHECKGLERROR return; } if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/) + { + r_refdef.view.matrix = originalmatrix; return; //Host_Error ("R_RenderView: NULL worldmodel"); + } r_refdef.view.colorscale = r_hdr_scenebrightness.value; @@ -9713,6 +9924,8 @@ void R_RenderView(void) GL_Scissor(0, 0, vid.width, vid.height); GL_ScissorTest(false); + r_refdef.view.matrix = originalmatrix; + CHECKGLERROR } @@ -10809,58 +11022,8 @@ texture_t *R_GetCurrentTexture(texture_t *t) rsurfacestate_t rsurface; -void R_Mesh_ResizeArrays(int newvertices) -{ - unsigned char *base; - size_t size; - if (rsurface.array_size >= newvertices) - return; - if (rsurface.array_base) - Mem_Free(rsurface.array_base); - rsurface.array_size = (newvertices + 1023) & ~1023; - size = 0; - size += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh); - size += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh); - size += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition); - size += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition); - size += rsurface.array_size * sizeof(float[3]); - size += rsurface.array_size * sizeof(float[3]); - size += rsurface.array_size * sizeof(float[3]); - size += rsurface.array_size * sizeof(float[3]); - size += rsurface.array_size * sizeof(float[3]); - size += rsurface.array_size * sizeof(float[3]); - size += rsurface.array_size * sizeof(float[3]); - size += rsurface.array_size * sizeof(float[3]); - size += rsurface.array_size * sizeof(float[4]); - size += rsurface.array_size * sizeof(float[2]); - size += rsurface.array_size * sizeof(float[2]); - size += rsurface.array_size * sizeof(float[4]); - size += rsurface.array_size * sizeof(int[3]); - size += rsurface.array_size * sizeof(unsigned short[3]); - rsurface.array_base = base = (unsigned char *)Mem_Alloc(r_main_mempool, size); - rsurface.array_modelvertexmesh = (r_vertexmesh_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh); - rsurface.array_batchvertexmesh = (r_vertexmesh_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh); - rsurface.array_modelvertexposition = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition); - rsurface.array_batchvertexposition = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition); - rsurface.array_modelvertex3f = (float *)base;base += rsurface.array_size * sizeof(float[3]); - rsurface.array_modelsvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]); - rsurface.array_modeltvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]); - rsurface.array_modelnormal3f = (float *)base;base += rsurface.array_size * sizeof(float[3]); - rsurface.array_batchvertex3f = (float *)base;base += rsurface.array_size * sizeof(float[3]); - rsurface.array_batchsvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]); - rsurface.array_batchtvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]); - rsurface.array_batchnormal3f = (float *)base;base += rsurface.array_size * sizeof(float[3]); - rsurface.array_batchlightmapcolor4f = (float *)base;base += rsurface.array_size * sizeof(float[4]); - rsurface.array_batchtexcoordtexture2f = (float *)base;base += rsurface.array_size * sizeof(float[2]); - rsurface.array_batchtexcoordlightmap2f = (float *)base;base += rsurface.array_size * sizeof(float[2]); - rsurface.array_passcolor4f = (float *)base;base += rsurface.array_size * sizeof(float[4]); - rsurface.array_batchelement3i = (int *)base;base += rsurface.array_size * sizeof(int[3]); - rsurface.array_batchelement3s = (unsigned short *)base;base += rsurface.array_size * sizeof(unsigned short[3]); -} - void RSurf_ActiveWorldEntity(void) { - int newvertices; dp_model_t *model = r_refdef.scene.worldmodel; //if (rsurface.entity == r_refdef.scene.worldentity) // return; @@ -10871,9 +11034,6 @@ void RSurf_ActiveWorldEntity(void) rsurface.ent_qwskin = -1; rsurface.ent_shadertime = 0; rsurface.ent_flags = r_refdef.scene.worldentity->flags; - newvertices = max(model->surfmesh.num_vertices, model->surfmesh.num_triangles); - if (rsurface.array_size < newvertices) - R_Mesh_ResizeArrays(newvertices); rsurface.matrix = identitymatrix; rsurface.inversematrix = identitymatrix; rsurface.matrixscale = 1; @@ -10931,8 +11091,7 @@ void RSurf_ActiveWorldEntity(void) rsurface.modelsurfaces = model->data_surfaces; rsurface.modelvertexmesh = model->surfmesh.vertexmesh; rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer; - rsurface.modelvertexposition = model->surfmesh.vertexposition; - rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer; + rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer; rsurface.modelgeneratedvertex = false; rsurface.batchgeneratedvertex = false; rsurface.batchfirstvertex = 0; @@ -10962,8 +11121,7 @@ void RSurf_ActiveWorldEntity(void) rsurface.batchtexcoordlightmap2f_bufferoffset = 0; rsurface.batchvertexmesh = NULL; rsurface.batchvertexmeshbuffer = NULL; - rsurface.batchvertexposition = NULL; - rsurface.batchvertexpositionbuffer = NULL; + rsurface.batchvertex3fbuffer = NULL; rsurface.batchelement3i = NULL; rsurface.batchelement3i_indexbuffer = NULL; rsurface.batchelement3i_bufferoffset = 0; @@ -10977,7 +11135,6 @@ void RSurf_ActiveWorldEntity(void) void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass) { - int newvertices; dp_model_t *model = ent->model; //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents))) // return; @@ -10988,9 +11145,6 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q rsurface.ent_qwskin = (ent->entitynumber <= cl.maxclients && ent->entitynumber >= 1 && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[ent->entitynumber - 1].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl")) ? (ent->entitynumber - 1) : -1; rsurface.ent_shadertime = ent->shadertime; rsurface.ent_flags = ent->flags; - newvertices = max(model->surfmesh.num_vertices, model->surfmesh.num_triangles); - if (rsurface.array_size < newvertices) - R_Mesh_ResizeArrays(newvertices); rsurface.matrix = ent->matrix; rsurface.inversematrix = ent->inversematrix; rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix); @@ -11021,7 +11175,7 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q } if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0)) { - if (ent->animcache_vertex3f && !r_framedata_failed) + if (ent->animcache_vertex3f) { rsurface.modelvertex3f = ent->animcache_vertex3f; rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL; @@ -11029,44 +11183,40 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL; rsurface.modelvertexmesh = ent->animcache_vertexmesh; rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer; - rsurface.modelvertexposition = ent->animcache_vertexposition; - rsurface.modelvertexpositionbuffer = ent->animcache_vertexpositionbuffer; + rsurface.modelvertex3fbuffer = ent->animcache_vertex3fbuffer; } else if (wanttangents) { - rsurface.modelvertex3f = rsurface.array_modelvertex3f; - rsurface.modelsvector3f = rsurface.array_modelsvector3f; - rsurface.modeltvector3f = rsurface.array_modeltvector3f; - rsurface.modelnormal3f = rsurface.array_modelnormal3f; - model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f); + rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3])); + rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3])); + rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3])); + rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3])); + model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f); rsurface.modelvertexmesh = NULL; rsurface.modelvertexmeshbuffer = NULL; - rsurface.modelvertexposition = NULL; - rsurface.modelvertexpositionbuffer = NULL; + rsurface.modelvertex3fbuffer = NULL; } else if (wantnormals) { - rsurface.modelvertex3f = rsurface.array_modelvertex3f; + rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3])); rsurface.modelsvector3f = NULL; rsurface.modeltvector3f = NULL; - rsurface.modelnormal3f = rsurface.array_modelnormal3f; - model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL); + rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3])); + model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL); rsurface.modelvertexmesh = NULL; rsurface.modelvertexmeshbuffer = NULL; - rsurface.modelvertexposition = NULL; - rsurface.modelvertexpositionbuffer = NULL; + rsurface.modelvertex3fbuffer = NULL; } else { - rsurface.modelvertex3f = rsurface.array_modelvertex3f; + rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3])); rsurface.modelsvector3f = NULL; rsurface.modeltvector3f = NULL; rsurface.modelnormal3f = NULL; - model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL); + model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL); rsurface.modelvertexmesh = NULL; rsurface.modelvertexmeshbuffer = NULL; - rsurface.modelvertexposition = NULL; - rsurface.modelvertexpositionbuffer = NULL; + rsurface.modelvertex3fbuffer = NULL; } rsurface.modelvertex3f_vertexbuffer = 0; rsurface.modelvertex3f_bufferoffset = 0; @@ -11094,8 +11244,7 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f; rsurface.modelvertexmesh = model->surfmesh.vertexmesh; rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer; - rsurface.modelvertexposition = model->surfmesh.vertexposition; - rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer; + rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer; rsurface.modelgeneratedvertex = false; } rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f; @@ -11145,8 +11294,7 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q rsurface.batchtexcoordlightmap2f_bufferoffset = 0; rsurface.batchvertexmesh = NULL; rsurface.batchvertexmeshbuffer = NULL; - rsurface.batchvertexposition = NULL; - rsurface.batchvertexpositionbuffer = NULL; + rsurface.batchvertex3fbuffer = NULL; rsurface.batchelement3i = NULL; rsurface.batchelement3i_indexbuffer = NULL; rsurface.batchelement3i_bufferoffset = 0; @@ -11160,8 +11308,6 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents) { - int newvertices; - rsurface.entity = r_refdef.scene.worldentity; rsurface.skeleton = NULL; rsurface.ent_skinnum = 0; @@ -11170,9 +11316,6 @@ void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inve rsurface.ent_flags = entflags; rsurface.modelnumvertices = numvertices; rsurface.modelnumtriangles = numtriangles; - newvertices = max(rsurface.modelnumvertices, rsurface.modelnumtriangles); - if (rsurface.array_size < newvertices) - R_Mesh_ResizeArrays(newvertices); rsurface.matrix = *matrix; rsurface.inversematrix = *inversematrix; rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix); @@ -11198,29 +11341,28 @@ void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inve rsurface.basepolygonoffset = r_refdef.polygonoffset; if (wanttangents) { - rsurface.modelvertex3f = vertex3f; - rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f; - rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f; - rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f; + rsurface.modelvertex3f = (float *)vertex3f; + rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3])); + rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3])); + rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3])); } else if (wantnormals) { - rsurface.modelvertex3f = vertex3f; + rsurface.modelvertex3f = (float *)vertex3f; rsurface.modelsvector3f = NULL; rsurface.modeltvector3f = NULL; - rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f; + rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3])); } else { - rsurface.modelvertex3f = vertex3f; + rsurface.modelvertex3f = (float *)vertex3f; rsurface.modelsvector3f = NULL; rsurface.modeltvector3f = NULL; rsurface.modelnormal3f = NULL; } rsurface.modelvertexmesh = NULL; rsurface.modelvertexmeshbuffer = NULL; - rsurface.modelvertexposition = NULL; - rsurface.modelvertexpositionbuffer = NULL; + rsurface.modelvertex3fbuffer = NULL; rsurface.modelvertex3f_vertexbuffer = 0; rsurface.modelvertex3f_bufferoffset = 0; rsurface.modelsvector3f_vertexbuffer = 0; @@ -11230,19 +11372,19 @@ void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inve rsurface.modelnormal3f_vertexbuffer = 0; rsurface.modelnormal3f_bufferoffset = 0; rsurface.modelgeneratedvertex = true; - rsurface.modellightmapcolor4f = color4f; + rsurface.modellightmapcolor4f = (float *)color4f; rsurface.modellightmapcolor4f_vertexbuffer = 0; rsurface.modellightmapcolor4f_bufferoffset = 0; - rsurface.modeltexcoordtexture2f = texcoord2f; + rsurface.modeltexcoordtexture2f = (float *)texcoord2f; rsurface.modeltexcoordtexture2f_vertexbuffer = 0; rsurface.modeltexcoordtexture2f_bufferoffset = 0; rsurface.modeltexcoordlightmap2f = NULL; rsurface.modeltexcoordlightmap2f_vertexbuffer = 0; rsurface.modeltexcoordlightmap2f_bufferoffset = 0; - rsurface.modelelement3i = element3i; + rsurface.modelelement3i = (int *)element3i; rsurface.modelelement3i_indexbuffer = NULL; rsurface.modelelement3i_bufferoffset = 0; - rsurface.modelelement3s = element3s; + rsurface.modelelement3s = (unsigned short *)element3s; rsurface.modelelement3s_indexbuffer = NULL; rsurface.modelelement3s_bufferoffset = 0; rsurface.modellightmapoffsets = NULL; @@ -11275,8 +11417,7 @@ void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inve rsurface.batchtexcoordlightmap2f_bufferoffset = 0; rsurface.batchvertexmesh = NULL; rsurface.batchvertexmeshbuffer = NULL; - rsurface.batchvertexposition = NULL; - rsurface.batchvertexpositionbuffer = NULL; + rsurface.batchvertex3fbuffer = NULL; rsurface.batchelement3i = NULL; rsurface.batchelement3i_indexbuffer = NULL; rsurface.batchelement3i_bufferoffset = 0; @@ -11291,14 +11432,14 @@ void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inve { if ((wantnormals || wanttangents) && !normal3f) { - Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0); - rsurface.modelnormal3f = rsurface.array_modelnormal3f; + rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3])); + Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0); } if (wanttangents && !svector3f) { - Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0); - rsurface.modelsvector3f = rsurface.array_modelsvector3f; - rsurface.modeltvector3f = rsurface.array_modeltvector3f; + rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3])); + rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3])); + Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0); } } } @@ -11357,6 +11498,8 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const int surfacefirstvertex; int surfaceendvertex; int surfacenumvertices; + int batchnumvertices; + int batchnumtriangles; int needsupdate; int i, j; qboolean gaps; @@ -11368,7 +11511,6 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const float waveparms[4]; q3shaderinfo_deform_t *deform; const msurface_t *surface, *firstsurface; - r_vertexposition_t *vertexposition; r_vertexmesh_t *vertexmesh; if (!texturenumsurfaces) return; @@ -11376,7 +11518,8 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const gaps = false; firstsurface = texturesurfacelist[0]; firsttriangle = firstsurface->num_firsttriangle; - numtriangles = 0; + batchnumvertices = 0; + batchnumtriangles = 0; firstvertex = endvertex = firstsurface->num_firstvertex; for (i = 0;i < texturenumsurfaces;i++) { @@ -11385,29 +11528,37 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const gaps = true; surfacefirstvertex = surface->num_firstvertex; surfaceendvertex = surfacefirstvertex + surface->num_vertices; + surfacenumvertices = surface->num_vertices; surfacenumtriangles = surface->num_triangles; if (firstvertex > surfacefirstvertex) firstvertex = surfacefirstvertex; if (endvertex < surfaceendvertex) endvertex = surfaceendvertex; - numtriangles += surfacenumtriangles; + batchnumvertices += surfacenumvertices; + batchnumtriangles += surfacenumtriangles; } // we now know the vertex range used, and if there are any gaps in it rsurface.batchfirstvertex = firstvertex; rsurface.batchnumvertices = endvertex - firstvertex; rsurface.batchfirsttriangle = firsttriangle; - rsurface.batchnumtriangles = numtriangles; + rsurface.batchnumtriangles = batchnumtriangles; // this variable holds flags for which properties have been updated that - // may require regenerating vertexmesh or vertexposition arrays... + // may require regenerating vertexmesh array... needsupdate = 0; // check if any dynamic vertex processing must occur dynamicvertex = false; + // if there is a chance of animated vertex colors, it's a dynamic batch if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo) - needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_NOGAPS; + { + dynamicvertex = true; + batchneed |= BATCHNEED_NOGAPS; + needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR; + } + for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++) { switch (deform->deform) @@ -11427,12 +11578,12 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const case Q3DEFORM_AUTOSPRITE: dynamicvertex = true; batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS; - needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR; + needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR; break; case Q3DEFORM_AUTOSPRITE2: dynamicvertex = true; batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS; - needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR; + needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR; break; case Q3DEFORM_NORMAL: dynamicvertex = true; @@ -11444,19 +11595,19 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const break; // if wavefunc is a nop, ignore this transform dynamicvertex = true; batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS; - needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR; + needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR; break; case Q3DEFORM_BULGE: dynamicvertex = true; batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS; - needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR; + needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR; break; case Q3DEFORM_MOVE: if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms)) break; // if wavefunc is a nop, ignore this transform dynamicvertex = true; batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS; - needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX; + needsupdate |= BATCHNEED_VERTEXMESH_VERTEX; break; } } @@ -11484,7 +11635,7 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT) { dynamicvertex = true; - batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS; + batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS; needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD; } @@ -11495,13 +11646,6 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)); } - if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION) - { - dynamicvertex = true; - batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS; - needsupdate |= (batchneed & BATCHNEED_VERTEXPOSITION); - } - if (dynamicvertex || gaps || rsurface.batchfirstvertex) { // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set... @@ -11515,7 +11659,7 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const // when the model data has no vertex buffer (dynamic mesh), we need to // eliminate gaps - if (!rsurface.modelvertexmeshbuffer) + if (vid.useinterleavedarrays ? !rsurface.modelvertexmeshbuffer : !rsurface.modelvertex3f_vertexbuffer) batchneed |= BATCHNEED_NOGAPS; // if needsupdate, we have to do a dynamic vertex batch for sure @@ -11526,18 +11670,11 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))) dynamicvertex = true; - // see if we need to build vertexposition from arrays - if (!rsurface.modelvertexposition && (batchneed & BATCHNEED_VERTEXPOSITION)) - dynamicvertex = true; - // if gaps are unacceptable, and there are gaps, it's a dynamic batch... + // also some drivers strongly dislike firstvertex if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex)) dynamicvertex = true; - // if there is a chance of animated vertex colors, it's a dynamic batch - if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo) - dynamicvertex = true; - rsurface.batchvertex3f = rsurface.modelvertex3f; rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer; rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset; @@ -11559,8 +11696,7 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f; rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer; rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset; - rsurface.batchvertexposition = rsurface.modelvertexposition; - rsurface.batchvertexpositionbuffer = rsurface.modelvertexpositionbuffer; + rsurface.batchvertex3fbuffer = rsurface.modelvertex3fbuffer; rsurface.batchvertexmesh = rsurface.modelvertexmesh; rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer; rsurface.batchelement3i = rsurface.modelelement3i; @@ -11591,16 +11727,17 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const // otherwise use the original static buffer with an appropriate offset if (gaps) { - firsttriangle = 0; + // build a new triangle elements array for this batch + rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3])); + rsurface.batchfirsttriangle = 0; numtriangles = 0; for (i = 0;i < texturenumsurfaces;i++) { surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle; surfacenumtriangles = texturesurfacelist[i]->num_triangles; - memcpy(rsurface.array_batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3])); + memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3])); numtriangles += surfacenumtriangles; } - rsurface.batchelement3i = rsurface.array_batchelement3i; rsurface.batchelement3i_indexbuffer = NULL; rsurface.batchelement3i_bufferoffset = 0; rsurface.batchelement3s = NULL; @@ -11608,26 +11745,25 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const rsurface.batchelement3s_bufferoffset = 0; if (endvertex <= 65536) { - rsurface.batchelement3s = rsurface.array_batchelement3s; + // make a 16bit (unsigned short) index array if possible + rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3])); for (i = 0;i < numtriangles*3;i++) - rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i]; + rsurface.batchelement3s[i] = rsurface.batchelement3i[i]; } - rsurface.batchfirsttriangle = firsttriangle; - rsurface.batchnumtriangles = numtriangles; } return; } // something needs software processing, do it for real... - // we only directly handle interleaved array data in this case... + // we only directly handle separate array data in this case and then + // generate interleaved data if needed... rsurface.batchgeneratedvertex = true; // now copy the vertex data into a combined array and make an index array // (this is what Quake3 does all the time) //if (gaps || rsurface.batchfirstvertex) { - rsurface.batchvertexposition = NULL; - rsurface.batchvertexpositionbuffer = NULL; + rsurface.batchvertex3fbuffer = NULL; rsurface.batchvertexmesh = NULL; rsurface.batchvertexmeshbuffer = NULL; rsurface.batchvertex3f = NULL; @@ -11651,32 +11787,30 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const rsurface.batchtexcoordlightmap2f = NULL; rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL; rsurface.batchtexcoordlightmap2f_bufferoffset = 0; - rsurface.batchelement3i = rsurface.array_batchelement3i; + rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3])); rsurface.batchelement3i_indexbuffer = NULL; rsurface.batchelement3i_bufferoffset = 0; rsurface.batchelement3s = NULL; rsurface.batchelement3s_indexbuffer = NULL; rsurface.batchelement3s_bufferoffset = 0; // we'll only be setting up certain arrays as needed - if (batchneed & BATCHNEED_VERTEXPOSITION) - rsurface.batchvertexposition = rsurface.array_batchvertexposition; if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) - rsurface.batchvertexmesh = rsurface.array_batchvertexmesh; + rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t)); if (batchneed & BATCHNEED_ARRAY_VERTEX) - rsurface.batchvertex3f = rsurface.array_batchvertex3f; + rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3])); if (batchneed & BATCHNEED_ARRAY_NORMAL) - rsurface.batchnormal3f = rsurface.array_batchnormal3f; + rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3])); if (batchneed & BATCHNEED_ARRAY_VECTOR) { - rsurface.batchsvector3f = rsurface.array_batchsvector3f; - rsurface.batchtvector3f = rsurface.array_batchtvector3f; + rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3])); + rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3])); } if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) - rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f; + rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4])); if (batchneed & BATCHNEED_ARRAY_TEXCOORD) - rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f; + rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2])); if (batchneed & BATCHNEED_ARRAY_LIGHTMAP) - rsurface.batchtexcoordlightmap2f = rsurface.array_batchtexcoordlightmap2f; + rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2])); numvertices = 0; numtriangles = 0; for (i = 0;i < texturenumsurfaces;i++) @@ -11686,29 +11820,27 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle; surfacenumtriangles = texturesurfacelist[i]->num_triangles; // copy only the data requested - if ((batchneed & BATCHNEED_VERTEXPOSITION) && rsurface.modelvertexposition) - memcpy(rsurface.array_batchvertexposition + numvertices, rsurface.modelvertexposition + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexposition[0])); if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh) - memcpy(rsurface.array_batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0])); + memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0])); if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP)) { if (batchneed & BATCHNEED_ARRAY_VERTEX) - memcpy(rsurface.array_batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3])); + memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3])); if ((batchneed & BATCHNEED_ARRAY_NORMAL) && rsurface.modelnormal3f) - memcpy(rsurface.array_batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3])); + memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3])); if ((batchneed & BATCHNEED_ARRAY_VECTOR) && rsurface.modelsvector3f) { - memcpy(rsurface.array_batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3])); - memcpy(rsurface.array_batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3])); + memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3])); + memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3])); } if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && rsurface.modellightmapcolor4f) - memcpy(rsurface.array_batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4])); + memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4])); if ((batchneed & BATCHNEED_ARRAY_TEXCOORD) && rsurface.modeltexcoordtexture2f) - memcpy(rsurface.array_batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2])); + memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2])); if ((batchneed & BATCHNEED_ARRAY_LIGHTMAP) && rsurface.modeltexcoordlightmap2f) - memcpy(rsurface.array_batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2])); + memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2])); } - RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.array_batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex); + RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex); numvertices += surfacenumvertices; numtriangles += surfacenumtriangles; } @@ -11717,16 +11849,16 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const // (in general, dynamic batches fit) if (numvertices <= 65536) { - rsurface.batchelement3s = rsurface.array_batchelement3s; + rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3])); for (i = 0;i < numtriangles*3;i++) - rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i]; + rsurface.batchelement3s[i] = rsurface.batchelement3i[i]; } // since we've copied everything, the batch now starts at 0 rsurface.batchfirstvertex = 0; - rsurface.batchnumvertices = numvertices; + rsurface.batchnumvertices = batchnumvertices; rsurface.batchfirsttriangle = 0; - rsurface.batchnumtriangles = numtriangles; + rsurface.batchnumtriangles = batchnumtriangles; } // q1bsp surfaces rendered in vertex color mode have to have colors @@ -11739,10 +11871,10 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const int size3; const int *offsets; const unsigned char *lm; - numvertices = 0; - rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f; + rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4])); rsurface.batchlightmapcolor4f_vertexbuffer = NULL; rsurface.batchlightmapcolor4f_bufferoffset = 0; + numvertices = 0; for (i = 0;i < texturenumsurfaces;i++) { surface = texturesurfacelist[i]; @@ -11774,10 +11906,10 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const } } } - c[0] >>= 15; - c[1] >>= 15; - c[2] >>= 15; - Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, min(c[0], 255) * (1.0f / 255.0f), min(c[1], 255) * (1.0f / 255.0f), min(c[2], 255) * (1.0f / 255.0f), 1); + c[0] >>= 7; + c[1] >>= 7; + c[2] >>= 7; + Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, min(c[0], 255) * (1.0f / 255.0f), min(c[1], 255) * (1.0f / 255.0f), min(c[2], 255) * (1.0f / 255.0f), 1); numvertices++; } } @@ -11785,7 +11917,7 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const { for (j = 0;j < surfacenumvertices;j++) { - Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1); + Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1); numvertices++; } } @@ -11818,8 +11950,20 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const VectorNormalize(newforward); VectorNormalize(newright); VectorNormalize(newup); +// rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f); +// rsurface.batchvertex3f_vertexbuffer = NULL; +// rsurface.batchvertex3f_bufferoffset = 0; +// rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f); +// rsurface.batchsvector3f_vertexbuffer = NULL; +// rsurface.batchsvector3f_bufferoffset = 0; +// rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f); +// rsurface.batchtvector3f_vertexbuffer = NULL; +// rsurface.batchtvector3f_bufferoffset = 0; +// rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f); +// rsurface.batchnormal3f_vertexbuffer = NULL; +// rsurface.batchnormal3f_bufferoffset = 0; // a single autosprite surface can contain multiple sprites... - for (j = 0;j < rsurface.batchnumvertices - 3;j += 4) + for (j = 0;j < batchnumvertices - 3;j += 4) { VectorClear(center); for (i = 0;i < 4;i++) @@ -11831,24 +11975,12 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const for (i = 0;i < 4;i++) { VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v); - VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_batchvertex3f + 3*(j+i)); + VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i)); } } // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check - Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true); - Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true); - rsurface.batchvertex3f = rsurface.array_batchvertex3f; - rsurface.batchvertex3f_vertexbuffer = NULL; - rsurface.batchvertex3f_bufferoffset = 0; - rsurface.batchsvector3f = rsurface.array_batchsvector3f; - rsurface.batchsvector3f_vertexbuffer = NULL; - rsurface.batchsvector3f_bufferoffset = 0; - rsurface.batchtvector3f = rsurface.array_batchtvector3f; - rsurface.batchtvector3f_vertexbuffer = NULL; - rsurface.batchtvector3f_bufferoffset = 0; - rsurface.batchnormal3f = rsurface.array_batchnormal3f; - rsurface.batchnormal3f_vertexbuffer = NULL; - rsurface.batchnormal3f_bufferoffset = 0; + Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0); + Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0); break; case Q3DEFORM_AUTOSPRITE2: Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward); @@ -11857,6 +11989,9 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const VectorNormalize(newforward); VectorNormalize(newright); VectorNormalize(newup); +// rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f); +// rsurface.batchvertex3f_vertexbuffer = NULL; +// rsurface.batchvertex3f_bufferoffset = 0; { const float *v1, *v2; vec3_t start, end; @@ -11870,7 +12005,7 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const shortest[2]; memset(shortest, 0, sizeof(shortest)); // a single autosprite surface can contain multiple sprites... - for (j = 0;j < rsurface.batchnumvertices - 3;j += 4) + for (j = 0;j < batchnumvertices - 3;j += 4) { VectorClear(center); for (i = 0;i < 4;i++) @@ -11931,55 +12066,52 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const { v1 = rsurface.batchvertex3f + 3*(j+i); f = DotProduct(right, v1) - l; - VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_batchvertex3f + 3*(j+i)); + VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i)); } } } - rsurface.batchvertex3f = rsurface.array_batchvertex3f; - rsurface.batchvertex3f_vertexbuffer = NULL; - rsurface.batchvertex3f_bufferoffset = 0; if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL { - Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true); - rsurface.batchnormal3f = rsurface.array_batchnormal3f; - rsurface.batchnormal3f_vertexbuffer = NULL; - rsurface.batchnormal3f_bufferoffset = 0; +// rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3])); +// rsurface.batchnormal3f_vertexbuffer = NULL; +// rsurface.batchnormal3f_bufferoffset = 0; + Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0); } if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL { - Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true); - rsurface.batchsvector3f = rsurface.array_batchsvector3f; - rsurface.batchsvector3f_vertexbuffer = NULL; - rsurface.batchsvector3f_bufferoffset = 0; - rsurface.batchtvector3f = rsurface.array_batchtvector3f; - rsurface.batchtvector3f_vertexbuffer = NULL; - rsurface.batchtvector3f_bufferoffset = 0; +// rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3])); +// rsurface.batchsvector3f_vertexbuffer = NULL; +// rsurface.batchsvector3f_bufferoffset = 0; +// rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3])); +// rsurface.batchtvector3f_vertexbuffer = NULL; +// rsurface.batchtvector3f_bufferoffset = 0; + Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0); } break; case Q3DEFORM_NORMAL: // deform the normals to make reflections wavey - for (j = 0;j < rsurface.batchnumvertices;j++) + rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f); + rsurface.batchnormal3f_vertexbuffer = NULL; + rsurface.batchnormal3f_bufferoffset = 0; + for (j = 0;j < batchnumvertices;j++) { float vertex[3]; - float *normal = rsurface.array_batchnormal3f + 3*j; + float *normal = rsurface.batchnormal3f + 3*j; VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex); normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]); normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]); normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]); VectorNormalize(normal); } - rsurface.batchnormal3f = rsurface.array_batchnormal3f; - rsurface.batchnormal3f_vertexbuffer = NULL; - rsurface.batchnormal3f_bufferoffset = 0; if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL { - Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true); - rsurface.batchsvector3f = rsurface.array_batchsvector3f; - rsurface.batchsvector3f_vertexbuffer = NULL; - rsurface.batchsvector3f_bufferoffset = 0; - rsurface.batchtvector3f = rsurface.array_batchtvector3f; - rsurface.batchtvector3f_vertexbuffer = NULL; - rsurface.batchtvector3f_bufferoffset = 0; +// rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3])); +// rsurface.batchsvector3f_vertexbuffer = NULL; +// rsurface.batchsvector3f_bufferoffset = 0; +// rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3])); +// rsurface.batchtvector3f_vertexbuffer = NULL; +// rsurface.batchtvector3f_bufferoffset = 0; + Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0); } break; case Q3DEFORM_WAVE: @@ -11993,7 +12125,13 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const // this is how a divisor of vertex influence on deformation animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f; scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms); - for (j = 0;j < rsurface.batchnumvertices;j++) +// rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f); +// rsurface.batchvertex3f_vertexbuffer = NULL; +// rsurface.batchvertex3f_bufferoffset = 0; +// rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f); +// rsurface.batchnormal3f_vertexbuffer = NULL; +// rsurface.batchnormal3f_bufferoffset = 0; + for (j = 0;j < batchnumvertices;j++) { // if the wavefunc depends on time, evaluate it per-vertex if (waveparms[3]) @@ -12001,51 +12139,45 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos; scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms); } - VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j); + VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j); } // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check - Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true); - rsurface.batchvertex3f = rsurface.array_batchvertex3f; - rsurface.batchvertex3f_vertexbuffer = NULL; - rsurface.batchvertex3f_bufferoffset = 0; - rsurface.batchnormal3f = rsurface.array_batchnormal3f; - rsurface.batchnormal3f_vertexbuffer = NULL; - rsurface.batchnormal3f_bufferoffset = 0; + Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0); if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL { - Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true); - rsurface.batchsvector3f = rsurface.array_batchsvector3f; - rsurface.batchsvector3f_vertexbuffer = NULL; - rsurface.batchsvector3f_bufferoffset = 0; - rsurface.batchtvector3f = rsurface.array_batchtvector3f; - rsurface.batchtvector3f_vertexbuffer = NULL; - rsurface.batchtvector3f_bufferoffset = 0; +// rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3])); +// rsurface.batchsvector3f_vertexbuffer = NULL; +// rsurface.batchsvector3f_bufferoffset = 0; +// rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3])); +// rsurface.batchtvector3f_vertexbuffer = NULL; +// rsurface.batchtvector3f_bufferoffset = 0; + Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0); } break; case Q3DEFORM_BULGE: // deform vertex array to make the surface have moving bulges - for (j = 0;j < rsurface.batchnumvertices;j++) +// rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f); +// rsurface.batchvertex3f_vertexbuffer = NULL; +// rsurface.batchvertex3f_bufferoffset = 0; +// rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f); +// rsurface.batchnormal3f_vertexbuffer = NULL; +// rsurface.batchnormal3f_bufferoffset = 0; + for (j = 0;j < batchnumvertices;j++) { scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + r_refdef.scene.time * deform->parms[2]) * deform->parms[1]; - VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j); + VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j); } // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check - Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true); - rsurface.batchvertex3f = rsurface.array_batchvertex3f; - rsurface.batchvertex3f_vertexbuffer = NULL; - rsurface.batchvertex3f_bufferoffset = 0; - rsurface.batchnormal3f = rsurface.array_batchnormal3f; - rsurface.batchnormal3f_vertexbuffer = NULL; - rsurface.batchnormal3f_bufferoffset = 0; + Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0); if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL { - Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true); - rsurface.batchsvector3f = rsurface.array_batchsvector3f; - rsurface.batchsvector3f_vertexbuffer = NULL; - rsurface.batchsvector3f_bufferoffset = 0; - rsurface.batchtvector3f = rsurface.array_batchtvector3f; - rsurface.batchtvector3f_vertexbuffer = NULL; - rsurface.batchtvector3f_bufferoffset = 0; +// rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3])); +// rsurface.batchsvector3f_vertexbuffer = NULL; +// rsurface.batchsvector3f_bufferoffset = 0; +// rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3])); +// rsurface.batchtvector3f_vertexbuffer = NULL; +// rsurface.batchtvector3f_bufferoffset = 0; + Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0); } break; case Q3DEFORM_MOVE: @@ -12054,11 +12186,11 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const break; // if wavefunc is a nop, don't make a dynamic vertex array scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms); VectorScale(deform->parms, scale, waveparms); - for (j = 0;j < rsurface.batchnumvertices;j++) - VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.array_batchvertex3f + 3*j); - rsurface.batchvertex3f = rsurface.array_batchvertex3f; - rsurface.batchvertex3f_vertexbuffer = NULL; - rsurface.batchvertex3f_bufferoffset = 0; +// rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f); +// rsurface.batchvertex3f_vertexbuffer = NULL; +// rsurface.batchvertex3f_bufferoffset = 0; + for (j = 0;j < batchnumvertices;j++) + VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j); break; } } @@ -12070,25 +12202,28 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const case Q3TCGEN_TEXTURE: break; case Q3TCGEN_LIGHTMAP: +// rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2])); +// rsurface.batchtexcoordtexture2f_vertexbuffer = NULL; +// rsurface.batchtexcoordtexture2f_bufferoffset = 0; if (rsurface.batchtexcoordlightmap2f) - memcpy(rsurface.array_batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, rsurface.batchnumvertices * sizeof(float[2])); - rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f; - rsurface.batchtexcoordtexture2f_vertexbuffer = NULL; - rsurface.batchtexcoordtexture2f_bufferoffset = 0; + memcpy(rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, batchnumvertices * sizeof(float[2])); break; case Q3TCGEN_VECTOR: - for (j = 0;j < rsurface.batchnumvertices;j++) +// rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2])); +// rsurface.batchtexcoordtexture2f_vertexbuffer = NULL; +// rsurface.batchtexcoordtexture2f_bufferoffset = 0; + for (j = 0;j < batchnumvertices;j++) { - rsurface.array_batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms); - rsurface.array_batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3); + rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms); + rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3); } - rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f; - rsurface.batchtexcoordtexture2f_vertexbuffer = NULL; - rsurface.batchtexcoordtexture2f_bufferoffset = 0; break; case Q3TCGEN_ENVIRONMENT: // make environment reflections using a spheremap - for (j = 0;j < rsurface.batchnumvertices;j++) + rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2])); + rsurface.batchtexcoordtexture2f_vertexbuffer = NULL; + rsurface.batchtexcoordtexture2f_bufferoffset = 0; + for (j = 0;j < batchnumvertices;j++) { // identical to Q3A's method, but executed in worldspace so // carried models can be shiny too @@ -12110,12 +12245,9 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const // note: this sphere map only uses world x and z! // so positive and negative y will LOOK THE SAME. - rsurface.array_batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1]; - rsurface.array_batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2]; + rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1]; + rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2]; } - rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f; - rsurface.batchtexcoordtexture2f_vertexbuffer = NULL; - rsurface.batchtexcoordtexture2f_bufferoffset = 0; break; } // the only tcmod that needs software vertex processing is turbulent, so @@ -12127,57 +12259,45 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const { amplitude = rsurface.texture->tcmods[0].parms[1]; animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3]; - for (j = 0;j < rsurface.batchnumvertices;j++) +// rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2])); +// rsurface.batchtexcoordtexture2f_vertexbuffer = NULL; +// rsurface.batchtexcoordtexture2f_bufferoffset = 0; + for (j = 0;j < batchnumvertices;j++) { - rsurface.array_batchtexcoordtexture2f[j*2+0] += amplitude * sin(((rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+2]) * 1.0 / 1024.0f + animpos) * M_PI * 2); - rsurface.array_batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2); + rsurface.batchtexcoordtexture2f[j*2+0] += amplitude * sin(((rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+2]) * 1.0 / 1024.0f + animpos) * M_PI * 2); + rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2); } - rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f; - rsurface.batchtexcoordtexture2f_vertexbuffer = NULL; - rsurface.batchtexcoordtexture2f_bufferoffset = 0; } if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) { // convert the modified arrays to vertex structs - rsurface.batchvertexmesh = rsurface.array_batchvertexmesh; - rsurface.batchvertexmeshbuffer = NULL; +// rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t)); +// rsurface.batchvertexmeshbuffer = NULL; if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) - for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++) + for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++) VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f); if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) - for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++) + for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++) VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f); if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) { - for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++) + for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++) { VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f); VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f); } } if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f) - for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++) + for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++) Vector4Scale(rsurface.batchlightmapcolor4f + 4*j, 255.0f, vertexmesh->color4ub); if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) - for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++) + for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++) Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f); if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f) - for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++) + for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++) Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f); } - - if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION) - { - // convert the modified arrays to vertex structs - rsurface.batchvertexposition = rsurface.array_batchvertexposition; - rsurface.batchvertexpositionbuffer = NULL; - if (sizeof(r_vertexposition_t) == sizeof(float[3])) - memcpy(rsurface.array_batchvertexposition, rsurface.batchvertex3f, rsurface.batchnumvertices * sizeof(r_vertexposition_t)); - else - for (j = 0, vertexposition = rsurface.array_batchvertexposition;j < rsurface.batchnumvertices;j++, vertexposition++) - VectorCopy(rsurface.batchvertex3f + 3*j, vertexposition->vertex3f); - } } void RSurf_DrawBatch(void) @@ -12223,13 +12343,20 @@ static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface) vec3_t vert; const float *v; r_waterstate_waterplane_t *p; + qboolean prepared = false; bestd = 0; for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++) { if(p->camera_entity != rsurface.texture->camera_entity) continue; d = 0; - RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface); + if(!prepared) + { + RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface); + prepared = true; + if(rsurface.batchnumvertices == 0) + break; + } for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3) { Matrix4x4_Transform(&rsurface.matrix, v, vert); @@ -12242,16 +12369,20 @@ static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface) } } return bestplaneindex; + // NOTE: this MAY return a totally unrelated water plane; we can ignore + // this situation though, as it might be better to render single larger + // batches with useless stuff (backface culled for example) than to + // render multiple smaller batches } static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void) { int i; - for (i = 0;i < rsurface.batchnumvertices;i++) - Vector4Set(rsurface.array_passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f); - rsurface.passcolor4f = rsurface.array_passcolor4f; + rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4])); rsurface.passcolor4f_vertexbuffer = 0; rsurface.passcolor4f_bufferoffset = 0; + for (i = 0;i < rsurface.batchnumvertices;i++) + Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f); } static void RSurf_DrawBatch_GL11_ApplyFog(void) @@ -12264,7 +12395,11 @@ static void RSurf_DrawBatch_GL11_ApplyFog(void) if (rsurface.passcolor4f) { // generate color arrays - for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4) + c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4; + rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4])); + rsurface.passcolor4f_vertexbuffer = 0; + rsurface.passcolor4f_bufferoffset = 0; + for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4) { f = RSurf_FogVertex(v); c2[0] = c[0] * f; @@ -12275,7 +12410,10 @@ static void RSurf_DrawBatch_GL11_ApplyFog(void) } else { - for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4) + rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4])); + rsurface.passcolor4f_vertexbuffer = 0; + rsurface.passcolor4f_bufferoffset = 0; + for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4) { f = RSurf_FogVertex(v); c2[0] = f; @@ -12284,9 +12422,6 @@ static void RSurf_DrawBatch_GL11_ApplyFog(void) c2[3] = 1; } } - rsurface.passcolor4f = rsurface.array_passcolor4f; - rsurface.passcolor4f_vertexbuffer = 0; - rsurface.passcolor4f_bufferoffset = 0; } static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void) @@ -12298,7 +12433,11 @@ static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void) float *c2; if (!rsurface.passcolor4f) return; - for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4) + c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4; + rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4])); + rsurface.passcolor4f_vertexbuffer = 0; + rsurface.passcolor4f_bufferoffset = 0; + for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4) { f = RSurf_FogVertex(v); c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f); @@ -12306,9 +12445,6 @@ static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void) c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f); c2[3] = c[3]; } - rsurface.passcolor4f = rsurface.array_passcolor4f; - rsurface.passcolor4f_vertexbuffer = 0; - rsurface.passcolor4f_bufferoffset = 0; } static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a) @@ -12318,16 +12454,17 @@ static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a) float *c2; if (!rsurface.passcolor4f) return; - for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4) + c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4; + rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4])); + rsurface.passcolor4f_vertexbuffer = 0; + rsurface.passcolor4f_bufferoffset = 0; + for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4) { c2[0] = c[0] * r; c2[1] = c[1] * g; c2[2] = c[2] * b; c2[3] = c[3] * a; } - rsurface.passcolor4f = rsurface.array_passcolor4f; - rsurface.passcolor4f_vertexbuffer = 0; - rsurface.passcolor4f_bufferoffset = 0; } static void RSurf_DrawBatch_GL11_ApplyAmbient(void) @@ -12337,16 +12474,17 @@ static void RSurf_DrawBatch_GL11_ApplyAmbient(void) float *c2; if (!rsurface.passcolor4f) return; - for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4) + c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4; + rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4])); + rsurface.passcolor4f_vertexbuffer = 0; + rsurface.passcolor4f_bufferoffset = 0; + for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4) { c2[0] = c[0] + r_refdef.scene.ambient; c2[1] = c[1] + r_refdef.scene.ambient; c2[2] = c[2] + r_refdef.scene.ambient; c2[3] = c[3]; } - rsurface.passcolor4f = rsurface.array_passcolor4f; - rsurface.passcolor4f_vertexbuffer = 0; - rsurface.passcolor4f_bufferoffset = 0; } static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog) @@ -12397,7 +12535,7 @@ static void RSurf_DrawBatch_GL11_ClampColor(void) float *c2; if (!rsurface.passcolor4f) return; - for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.array_passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4) + for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4) { c2[0] = bound(0.0f, c1[0], 1.0f); c2[1] = bound(0.0f, c1[1], 1.0f); @@ -12416,7 +12554,10 @@ static void RSurf_DrawBatch_GL11_ApplyFakeLight(void) //vec3_t eyedir; // fake shading - for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4) + rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4])); + rsurface.passcolor4f_vertexbuffer = 0; + rsurface.passcolor4f_bufferoffset = 0; + for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4) { f = -DotProduct(r_refdef.view.forward, n); f = max(0, f); @@ -12424,10 +12565,6 @@ static void RSurf_DrawBatch_GL11_ApplyFakeLight(void) f *= r_refdef.lightmapintensity; Vector4Set(c, f, f, f, 1); } - - rsurface.passcolor4f = rsurface.array_passcolor4f; - rsurface.passcolor4f_vertexbuffer = 0; - rsurface.passcolor4f_bufferoffset = 0; } static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog) @@ -12465,7 +12602,10 @@ static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, if (VectorLength2(diffusecolor) > 0) { // q3-style directional shading - for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4) + rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4])); + rsurface.passcolor4f_vertexbuffer = 0; + rsurface.passcolor4f_bufferoffset = 0; + for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4) { if ((f = DotProduct(n, lightdir)) > 0) VectorMA(ambientcolor, f, diffusecolor, c); @@ -12477,9 +12617,6 @@ static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, *g = 1; *b = 1; *a = 1; - rsurface.passcolor4f = rsurface.array_passcolor4f; - rsurface.passcolor4f_vertexbuffer = 0; - rsurface.passcolor4f_bufferoffset = 0; *applycolor = false; } else @@ -12509,7 +12646,7 @@ static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a float f; const float *v; float *c; - for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4) + for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4) { f = 1 - RSurf_FogVertex(v); c[0] = r; @@ -12556,8 +12693,11 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_ // just to make sure that braindead drivers don't draw // anything despite that colormask... GL_BlendFunc(GL_ZERO, GL_ONE); - RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist); - R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer); + RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist); + if (rsurface.batchvertex3fbuffer) + R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer); + else + R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer); } else { @@ -12594,16 +12734,23 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface // bind lightmap texture // water/refraction/reflection/camera surfaces have to be handled specially - if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)) && !r_waterstate.renderingscene) + if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION))) { int start, end, startplaneindex; for (start = 0;start < texturenumsurfaces;start = end) { startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]); + if(startplaneindex < 0) + { + // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this. + // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags); + end = start + 1; + continue; + } for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++) ; // now that we have a batch using the same planeindex, render it - if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene) + if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA))) { // render water or distortion background GL_DepthMask(true); @@ -12614,7 +12761,7 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL); RSurf_DrawBatch(); } - else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) && !r_waterstate.renderingscene) + else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)) { // render surface with reflection texture as input GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED)); @@ -12724,7 +12871,7 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface R_Mesh_TexBind(1, 0); R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0); // generate a color array for the fog pass - R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0); + R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0); RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]); RSurf_DrawBatch(); break; @@ -12827,7 +12974,7 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0); } // generate a color array for the fog pass - R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0); + R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0); RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]); RSurf_DrawBatch(); break; @@ -13045,6 +13192,7 @@ static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface case RENDERPATH_D3D9: case RENDERPATH_D3D10: case RENDERPATH_D3D11: + case RENDERPATH_SOFT: R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass); break; case RENDERPATH_GL13: @@ -13073,6 +13221,7 @@ static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface case RENDERPATH_D3D9: case RENDERPATH_D3D10: case RENDERPATH_D3D11: + case RENDERPATH_SOFT: R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass); break; case RENDERPATH_GL13: @@ -13110,6 +13259,7 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const case RENDERPATH_D3D9: case RENDERPATH_D3D10: case RENDERPATH_D3D11: + case RENDERPATH_SOFT: RSurf_ActiveModelEntity(ent, true, true, false); break; case RENDERPATH_GL13: @@ -13158,8 +13308,11 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const R_SetupShader_DepthOrShadow(); } RSurf_SetupDepthAndCulling(); - RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist); - R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer); + RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist); + if (rsurface.batchvertex3fbuffer) + R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer); + else + R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer); RSurf_DrawBatch(); } if (setup) @@ -13242,8 +13395,11 @@ static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msu if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))) return; RSurf_SetupDepthAndCulling(); - RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist); - R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer); + RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist); + if (rsurface.batchvertex3fbuffer) + R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer); + else + R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer); RSurf_DrawBatch(); } @@ -13284,6 +13440,7 @@ void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, in { int i, j; texture_t *texture; + R_FrameData_SetMark(); // break the surface list down into batches by texture and use of lightmapping for (i = 0;i < numsurfaces;i = j) { @@ -13322,6 +13479,7 @@ void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, in // render the range of surfaces R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass); } + R_FrameData_ReturnToMark(); } static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass) @@ -13360,6 +13518,7 @@ void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurfa { int i, j; texture_t *texture; + R_FrameData_SetMark(); // break the surface list down into batches by texture and use of lightmapping for (i = 0;i < numsurfaces;i = j) { @@ -13398,6 +13557,7 @@ void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurfa // render the range of surfaces R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass); } + R_FrameData_ReturnToMark(); } float locboxvertex3f[6*4*3] = @@ -14134,6 +14294,9 @@ void R_DrawDebugModel(void) case RENDERPATH_D3D11: Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); return; + case RENDERPATH_SOFT: + //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + return; } flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL; @@ -14195,7 +14358,7 @@ void R_DrawDebugModel(void) GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset); - if (r_showtris.integer || r_shownormals.integer) + if (r_showtris.integer || (r_shownormals.value != 0)) { if (r_showdisabledepthtest.integer) { @@ -14232,13 +14395,13 @@ void R_DrawDebugModel(void) if (r_shownormals.value < 0) { qglBegin(GL_LINES); - for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++) + for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++) { VectorCopy(rsurface.batchvertex3f + l * 3, v); - GL_Color(r_refdef.view.colorscale, 0, 0, 1); + GL_Color(0, 0, r_refdef.view.colorscale, 1); qglVertex3f(v[0], v[1], v[2]); - VectorMA(v, -r_shownormals.value, rsurface.batchsvector3f + l * 3, v); - GL_Color(r_refdef.view.colorscale, 1, 1, 1); + VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v); + GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1); qglVertex3f(v[0], v[1], v[2]); } qglEnd(); @@ -14247,37 +14410,37 @@ void R_DrawDebugModel(void) if (r_shownormals.value > 0 && rsurface.batchsvector3f) { qglBegin(GL_LINES); - for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++) + for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++) { VectorCopy(rsurface.batchvertex3f + l * 3, v); GL_Color(r_refdef.view.colorscale, 0, 0, 1); qglVertex3f(v[0], v[1], v[2]); VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v); - GL_Color(r_refdef.view.colorscale, 1, 1, 1); + GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1); qglVertex3f(v[0], v[1], v[2]); } qglEnd(); CHECKGLERROR qglBegin(GL_LINES); - for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++) + for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++) { VectorCopy(rsurface.batchvertex3f + l * 3, v); GL_Color(0, r_refdef.view.colorscale, 0, 1); qglVertex3f(v[0], v[1], v[2]); VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v); - GL_Color(r_refdef.view.colorscale, 1, 1, 1); + GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1); qglVertex3f(v[0], v[1], v[2]); } qglEnd(); CHECKGLERROR qglBegin(GL_LINES); - for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++) + for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++) { VectorCopy(rsurface.batchvertex3f + l * 3, v); GL_Color(0, 0, r_refdef.view.colorscale, 1); qglVertex3f(v[0], v[1], v[2]); VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v); - GL_Color(r_refdef.view.colorscale, 1, 1, 1); + GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1); qglVertex3f(v[0], v[1], v[2]); } qglEnd(); @@ -14424,6 +14587,7 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr case RENDERPATH_D3D9: case RENDERPATH_D3D10: case RENDERPATH_D3D11: + case RENDERPATH_SOFT: RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false); break; case RENDERPATH_GL13: @@ -14441,6 +14605,7 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr case RENDERPATH_D3D9: case RENDERPATH_D3D10: case RENDERPATH_D3D11: + case RENDERPATH_SOFT: RSurf_ActiveModelEntity(ent, true, true, false); break; case RENDERPATH_GL13: