X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_rmain.c;h=fc644c0aa8d7d64e4c5bc64fdf0e5a8d6fbbda34;hp=20f94ecd73d76cebdc77e350ee3d5ad36588b08a;hb=ff4d2345f3b3fd427852095c77fedc616bfdab5d;hpb=f91720d77fb7394c56a48993594ac5d93f7d0b29 diff --git a/gl_rmain.c b/gl_rmain.c index 20f94ecd..fc644c0a 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -28,12 +28,24 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "csprogs.h" #include "cl_video.h" #include "dpsoftrast.h" +#include "cl_collision.h" #ifdef SUPPORTD3D #include extern LPDIRECT3DDEVICE9 vid_d3d9dev; #endif +#ifdef WIN32 +// Enable NVIDIA High Performance Graphics while using Integrated Graphics. +#ifdef __cplusplus +extern "C" { +#endif +__declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001; +#ifdef __cplusplus +} +#endif +#endif + mempool_t *r_main_mempool; rtexturepool_t *r_main_texturepool; @@ -82,6 +94,7 @@ cvar_t r_transparent_sortsurfacesbynearest = {0, "r_transparent_sortsurfacesbyne cvar_t r_transparent_useplanardistance = {0, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"}; cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"}; cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"}; +cvar_t r_showbboxes_client = { 0, "r_showbboxes_client", "0", "shows bounding boxes of clientside qc entities, value controls opacity scaling (1 = 10%, 10 = 100%)" }; cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"}; cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"}; cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"}; @@ -98,10 +111,12 @@ cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"}; cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"}; cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"}; cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"}; +cvar_t r_cullentities_trace_entityocclusion = { 0, "r_cullentities_trace_entityocclusion", "1", "check for occluding entities such as doors, not just world hull" }; cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"}; cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"}; cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"}; cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"}; +cvar_t r_cullentities_trace_eyejitter = {0, "r_cullentities_trace_eyejitter", "16", "randomly offset rays from the eye by this much to reduce the odds of flickering"}; cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"}; cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"}; cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"}; @@ -184,6 +199,7 @@ cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_SAVE, "r_glsl_postprocess_user cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"}; cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"}; +cvar_t r_water_cameraentitiesonly = {CVAR_SAVE, "r_water_cameraentitiesonly", "0", "whether to only show QC-defined reflections/refractions (typically used for camera- or portal-like effects)"}; cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"}; cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"}; cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"}; @@ -238,12 +254,12 @@ cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompe cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer, requires mod_q3shader_force_terrain_alphaflag on."}; cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"}; -cvar_t r_bufferdatasize[R_BUFFERDATA_COUNT] = +cvar_t r_buffermegs[R_BUFFERDATA_COUNT] = { - {CVAR_SAVE, "r_bufferdatasize_vertex", "4", "vertex buffer size for one frame"}, - {CVAR_SAVE, "r_bufferdatasize_index16", "1", "index buffer size for one frame (16bit indices)"}, - {CVAR_SAVE, "r_bufferdatasize_index32", "1", "index buffer size for one frame (32bit indices)"}, - {CVAR_SAVE, "r_bufferdatasize_uniform", "0.25", "uniform buffer size for one frame"}, + {CVAR_SAVE, "r_buffermegs_vertex", "4", "vertex buffer size for one frame"}, + {CVAR_SAVE, "r_buffermegs_index16", "1", "index buffer size for one frame (16bit indices)"}, + {CVAR_SAVE, "r_buffermegs_index32", "1", "index buffer size for one frame (32bit indices)"}, + {CVAR_SAVE, "r_buffermegs_uniform", "0.25", "uniform buffer size for one frame"}, }; extern cvar_t v_glslgamma; @@ -625,9 +641,6 @@ const char *builtinhlslshaderstrings[] = 0 }; -char *glslshaderstring = NULL; -char *hlslshaderstring = NULL; - //======================================================================================================================================================= typedef struct shaderpermutationinfo_s @@ -639,9 +652,14 @@ shaderpermutationinfo_t; typedef struct shadermodeinfo_s { - const char *filename; + const char *sourcebasename; + const char *extension; + const char **builtinshaderstrings; const char *pretext; const char *name; + char *filename; + char *builtinstring; + int builtincrc; } shadermodeinfo_t; @@ -678,50 +696,53 @@ shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] = {"#define USETRIPPY\n", " trippy"}, {"#define USEDEPTHRGB\n", " depthrgb"}, {"#define USEALPHAGENVERTEX\n", " alphagenvertex"}, - {"#define USESKELETAL\n", " skeletal"} + {"#define USESKELETAL\n", " skeletal"}, + {"#define USEOCCLUDE\n", " occlude"} }; // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS! -shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] = -{ - {"glsl/default.glsl", "#define MODE_GENERIC\n", " generic"}, - {"glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"}, - {"glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"}, - {"glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"}, - {"glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"}, - {"glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"}, - {"glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"}, - {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"}, - {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"}, - {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"}, - {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"}, - {"glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"}, - {"glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"}, - {"glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"}, - {"glsl/default.glsl", "#define MODE_WATER\n", " water"}, - {"glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"}, - {"glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"}, -}; - -shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] = -{ - {"hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"}, - {"hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"}, - {"hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"}, - {"hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"}, - {"hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"}, - {"hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"}, - {"hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"}, - {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"}, - {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"}, - {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"}, - {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"}, - {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"}, - {"hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"}, - {"hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"}, - {"hlsl/default.hlsl", "#define MODE_WATER\n", " water"}, - {"hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"}, - {"hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"}, +shadermodeinfo_t shadermodeinfo[SHADERLANGUAGE_COUNT][SHADERMODE_COUNT] = +{ + // SHADERLANGUAGE_GLSL + { + {"combined", "glsl", builtinshaderstrings, "#define MODE_GENERIC\n", " generic"}, + {"combined", "glsl", builtinshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"}, + {"combined", "glsl", builtinshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"}, + {"combined", "glsl", builtinshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"}, + {"combined", "glsl", builtinshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"}, + {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"}, + {"combined", "glsl", builtinshaderstrings, "#define MODE_FAKELIGHT\n", " fakelight"}, + {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"}, + {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"}, + {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"}, + {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"}, + {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"}, + {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"}, + {"combined", "glsl", builtinshaderstrings, "#define MODE_REFRACTION\n", " refraction"}, + {"combined", "glsl", builtinshaderstrings, "#define MODE_WATER\n", " water"}, + {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"}, + {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"}, + }, + // SHADERLANGUAGE_HLSL + { + {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_GENERIC\n", " generic"}, + {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"}, + {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"}, + {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"}, + {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"}, + {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"}, + {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_FAKELIGHT\n", " fakelight"}, + {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"}, + {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"}, + {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"}, + {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"}, + {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"}, + {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"}, + {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_REFRACTION\n", " refraction"}, + {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_WATER\n", " water"}, + {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"}, + {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"}, + }, }; struct r_glsl_permutation_s; @@ -730,7 +751,7 @@ typedef struct r_glsl_permutation_s /// hash lookup data struct r_glsl_permutation_s *hashnext; unsigned int mode; - unsigned int permutation; + dpuint64 permutation; /// indicates if we have tried compiling this permutation already qboolean compiled; @@ -881,8 +902,9 @@ enum SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math) SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines) + SHADERSTATICPARM_FXAA = 13 ///< fast approximate anti aliasing }; -#define SHADERSTATICPARMS_COUNT 13 +#define SHADERSTATICPARMS_COUNT 14 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT]; static int shaderstaticparms_count = 0; @@ -894,7 +916,7 @@ extern qboolean r_shadow_shadowmapsampler; extern int r_shadow_shadowmappcf; qboolean R_CompileShader_CheckStaticParms(void) { - static int r_compileshader_staticparms_save[1]; + static int r_compileshader_staticparms_save[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5]; memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms)); memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms)); @@ -916,6 +938,8 @@ qboolean R_CompileShader_CheckStaticParms(void) if (r_glsl_postprocess_uservec4_enable.integer) R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4); } + if (r_fxaa.integer) + R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_FXAA); if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0) R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD); @@ -938,7 +962,7 @@ qboolean R_CompileShader_CheckStaticParms(void) shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \ else \ shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n" -static void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation) +static void R_CompileShader_AddStaticParms(unsigned int mode, dpuint64 permutation) { shaderstaticparms_count = 0; @@ -956,6 +980,7 @@ static void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permu R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER"); R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING"); R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES"); + R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_FXAA, "USEFXAA"); } /// information about each possible shader permutation @@ -965,7 +990,7 @@ r_glsl_permutation_t *r_glsl_permutation; /// storage for permutations linked in the hash table memexpandablearray_t r_glsl_permutationarray; -static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation) +static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, dpuint64 permutation) { //unsigned int hashdepth = 0; unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1); @@ -1011,63 +1036,50 @@ static char *R_ShaderStrCat(const char **strings) return string; } -static char *R_GetShaderText(const char *filename, qboolean printfromdisknotice, qboolean builtinonly) +static char *R_ShaderStrCat(const char **strings); +static void R_InitShaderModeInfo(void) { - char *shaderstring; - if (!filename || !filename[0]) - return NULL; - // LordHavoc: note that FS_LoadFile appends a 0 byte to make it a valid string, so does R_ShaderStrCat - if (!strcmp(filename, "glsl/default.glsl")) - { - if (builtinonly) - return R_ShaderStrCat(builtinshaderstrings); - if (!glslshaderstring) - { - glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL); - if (glslshaderstring) - Con_DPrintf("Loading shaders from file %s...\n", filename); - else - glslshaderstring = R_ShaderStrCat(builtinshaderstrings); - } - shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1); - memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1); - return shaderstring; - } - if (!strcmp(filename, "hlsl/default.hlsl")) + int i, language; + shadermodeinfo_t *modeinfo; + // we have a bunch of things to compute that weren't calculated at engine compile time - all filenames should have a crc of the builtin strings to prevent accidental overrides (any customization must be updated to match engine) + for (language = 0; language < SHADERLANGUAGE_COUNT; language++) { - if (builtinonly) - return R_ShaderStrCat(builtinhlslshaderstrings); - if (!hlslshaderstring) + for (i = 0; i < SHADERMODE_COUNT; i++) { - hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL); - if (hlslshaderstring) - Con_DPrintf("Loading shaders from file %s...\n", filename); - else - hlslshaderstring = R_ShaderStrCat(builtinhlslshaderstrings); + char filename[MAX_QPATH]; + modeinfo = &shadermodeinfo[language][i]; + modeinfo->builtinstring = R_ShaderStrCat(modeinfo->builtinshaderstrings); + modeinfo->builtincrc = CRC_Block((const unsigned char *)modeinfo->builtinstring, strlen(modeinfo->builtinstring)); + dpsnprintf(filename, sizeof(filename), "%s/%s_crc%i.%s", modeinfo->extension, modeinfo->sourcebasename, modeinfo->builtincrc, modeinfo->extension); + modeinfo->filename = Mem_strdup(r_main_mempool, filename); } - shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1); - memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1); - return shaderstring; } - // we don't have builtin strings for any other files - if (builtinonly) - return NULL; - shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL); +} + +static char *ShaderModeInfo_GetShaderText(shadermodeinfo_t *modeinfo, qboolean printfromdisknotice, qboolean builtinonly) +{ + char *shaderstring; + // if the mode has no filename we have to return the builtin string + if (builtinonly || !modeinfo->filename) + return Mem_strdup(r_main_mempool, modeinfo->builtinstring); + // note that FS_LoadFile appends a 0 byte to make it a valid string + shaderstring = (char *)FS_LoadFile(modeinfo->filename, r_main_mempool, false, NULL); if (shaderstring) { if (printfromdisknotice) - Con_DPrintf("from disk %s... ", filename); + Con_DPrintf("Loading shaders from file %s...\n", modeinfo->filename); return shaderstring; } - return shaderstring; + // fall back to builtinstring + return Mem_strdup(r_main_mempool, modeinfo->builtinstring); } -static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation) +static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, dpuint64 permutation) { int i; int ubibind; int sampler; - shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode; + shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_GLSL][mode]; char *sourcestring; char permutationname[256]; int vertstrings_count = 0; @@ -1083,7 +1095,7 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode p->program = 0; permutationname[0] = 0; - sourcestring = R_GetShaderText(modeinfo->filename, true, false); + sourcestring = ShaderModeInfo_GetShaderText(modeinfo, true, false); strlcat(permutationname, modeinfo->filename, sizeof(permutationname)); @@ -1107,6 +1119,27 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode geomstrings_list[geomstrings_count++] = "#define GLSL130\n"; fragstrings_list[fragstrings_count++] = "#define GLSL130\n"; } + // if we can do #version 120, we should (this adds the invariant keyword) + else if(vid.support.glshaderversion >= 120) + { + vertstrings_list[vertstrings_count++] = "#version 120\n"; + geomstrings_list[geomstrings_count++] = "#version 120\n"; + fragstrings_list[fragstrings_count++] = "#version 120\n"; + vertstrings_list[vertstrings_count++] = "#define GLSL120\n"; + geomstrings_list[geomstrings_count++] = "#define GLSL120\n"; + fragstrings_list[fragstrings_count++] = "#define GLSL120\n"; + } + // GLES also adds several things from GLSL120 + switch(vid.renderpath) + { + case RENDERPATH_GLES2: + vertstrings_list[vertstrings_count++] = "#define GLES\n"; + geomstrings_list[geomstrings_count++] = "#define GLES\n"; + fragstrings_list[fragstrings_count++] = "#define GLES\n"; + break; + default: + break; + } // the first pretext is which type of shader to compile as // (later these will all be bound together as a program object) @@ -1123,7 +1156,7 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode // now add all the permutation pretexts for (i = 0;i < SHADERPERMUTATION_COUNT;i++) { - if (permutation & (1<program, GL_ACTIVE_UNIFORMS, &numactiveuniforms); + Con_Printf("Shader has %i uniforms\n", numactiveuniforms); + for (activeuniformindex = 0;activeuniformindex < numactiveuniforms;activeuniformindex++) + { + qglGetActiveUniform(p->program, activeuniformindex, sizeof(uniformname) - 1, &uniformnamelength, &uniformsize, &uniformtype, uniformname); + Con_Printf("Uniform %i name \"%s\" size %i type %i\n", (int)activeuniformindex, uniformname, (int)uniformsize, (int)uniformtype); + } + } +#endif + 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"); @@ -1311,12 +1364,19 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;} if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;} // get the uniform block indices so we can bind them - p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock"); +#ifndef USE_GLES2 /* FIXME: GLES3 only */ + if (vid.support.arb_uniform_buffer_object) + p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock"); + else +#endif + p->ubiloc_Skeletal_Transform12_UniformBlock = -1; // clear the uniform block bindings p->ubibind_Skeletal_Transform12_UniformBlock = -1; // bind the uniform blocks in use ubibind = 0; +#ifndef USE_GLES2 /* FIXME: GLES3 only */ if (p->ubiloc_Skeletal_Transform12_UniformBlock >= 0) {p->ubibind_Skeletal_Transform12_UniformBlock = ubibind;qglUniformBlockBinding(p->program, p->ubiloc_Skeletal_Transform12_UniformBlock, ubibind);ubibind++;} +#endif // we're done compiling and setting up the shader, at least until it is used CHECKGLERROR Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler); @@ -1329,7 +1389,7 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode Mem_Free(sourcestring); } -static void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation) +static void R_SetupShader_SetPermutationGLSL(unsigned int mode, dpuint64 permutation) { r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation); if (r_glsl_permutation != perm) @@ -1338,7 +1398,10 @@ static void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int per if (!r_glsl_permutation->program) { if (!r_glsl_permutation->compiled) + { + Con_DPrintf("Compiling shader mode %u permutation %u\n", mode, permutation); R_GLSL_CompilePermutation(perm, mode, permutation); + } if (!r_glsl_permutation->program) { // remove features until we find a valid permutation @@ -1346,7 +1409,7 @@ static void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int per for (i = 0;i < SHADERPERMUTATION_COUNT;i++) { // reduce i more quickly whenever it would not remove any bits - int j = 1<<(SHADERPERMUTATION_COUNT-1-i); + dpuint64 j = 1ll<<(SHADERPERMUTATION_COUNT-1-i); if (!(permutation & j)) continue; permutation -= j; @@ -1371,6 +1434,7 @@ static void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int per 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); + CHECKGLERROR } #ifdef SUPPORTD3D @@ -1387,7 +1451,7 @@ typedef struct r_hlsl_permutation_s /// hash lookup data struct r_hlsl_permutation_s *hashnext; unsigned int mode; - unsigned int permutation; + dpuint64 permutation; /// indicates if we have tried compiling this permutation already qboolean compiled; @@ -1474,7 +1538,7 @@ r_hlsl_permutation_t *r_hlsl_permutation; /// storage for permutations linked in the hash table memexpandablearray_t r_hlsl_permutationarray; -static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation) +static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, dpuint64 permutation) { //unsigned int hashdepth = 0; unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1); @@ -1594,7 +1658,7 @@ static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, c vsresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable); } else - vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable); + vsresult = qD3DXCompileShader(vertstring, (unsigned int)strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable); if (vsbuffer) { vsbinsize = ID3DXBuffer_GetBufferSize(vsbuffer); @@ -1617,7 +1681,7 @@ static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, c psresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable); } else - psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable); + psresult = qD3DXCompileShader(fragstring, (unsigned int)strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable); if (psbuffer) { psbinsize = ID3DXBuffer_GetBufferSize(psbuffer); @@ -1651,10 +1715,10 @@ static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, c psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0); } -static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation) +static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, dpuint64 permutation) { int i; - shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode; + shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_HLSL][mode]; int vertstring_length = 0; int geomstring_length = 0; int fragstring_length = 0; @@ -1678,7 +1742,7 @@ static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode permutationname[0] = 0; cachename[0] = 0; - sourcestring = R_GetShaderText(modeinfo->filename, true, false); + sourcestring = ShaderModeInfo_GetShaderText(modeinfo, true, false); strlcat(permutationname, modeinfo->filename, sizeof(permutationname)); strlcat(cachename, "hlsl/", sizeof(cachename)); @@ -1707,7 +1771,7 @@ static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode // now add all the permutation pretexts for (i = 0;i < SHADERPERMUTATION_COUNT;i++) { - if (permutation & (1<= 0) continue; - text = R_GetShaderText(modeinfo[mode].filename, false, true); + text = modeinfo[mode].builtinstring; if (!text) continue; file = FS_OpenRealFile(modeinfo[mode].filename, "w", false); @@ -1950,14 +2008,13 @@ static void R_GLSL_DumpShader_f(void) } else Con_Printf("failed to write to %s\n", modeinfo[mode].filename); - Mem_Free(text); } } } void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha) { - unsigned int permutation = 0; + dpuint64 permutation = 0; if (r_trippy.integer && !notrippy) permutation |= SHADERPERMUTATION_TRIPPY; permutation |= SHADERPERMUTATION_VIEWTINT; @@ -2038,7 +2095,7 @@ void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy) void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal) { - unsigned int permutation = 0; + dpuint64 permutation = 0; if (r_trippy.integer && !notrippy) permutation |= SHADERPERMUTATION_TRIPPY; if (depthrgb) @@ -2064,7 +2121,9 @@ void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean case RENDERPATH_GL20: case RENDERPATH_GLES2: R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation); +#ifndef USE_GLES2 /* FIXME: GLES3 only */ if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size); +#endif break; case RENDERPATH_GL13: case RENDERPATH_GLES1: @@ -2086,14 +2145,15 @@ extern rtexture_t *r_shadow_attenuation2dtexture; extern rtexture_t *r_shadow_attenuation3dtexture; extern qboolean r_shadow_usingshadowmap2d; extern qboolean r_shadow_usingshadowmaportho; -extern float r_shadow_shadowmap_texturescale[2]; -extern float r_shadow_shadowmap_parameters[4]; +extern float r_shadow_modelshadowmap_texturescale[4]; +extern float r_shadow_modelshadowmap_parameters[4]; +extern float r_shadow_lightshadowmap_texturescale[4]; +extern float r_shadow_lightshadowmap_parameters[4]; extern qboolean r_shadow_shadowmapvsdct; extern rtexture_t *r_shadow_shadowmap2ddepthbuffer; extern rtexture_t *r_shadow_shadowmap2ddepthtexture; extern rtexture_t *r_shadow_shadowmapvsdcttexture; extern matrix4x4_t r_shadow_shadowmapmatrix; -extern int r_shadow_shadowmaplod; // changes for each light based on distance extern int r_shadow_prepass_width; extern int r_shadow_prepass_height; extern rtexture_t *r_shadow_prepassgeometrydepthbuffer; @@ -2153,7 +2213,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, // combination of texture, entity, light source, and fogging, only use the // minimum features necessary to avoid wasting rendering time in the // fragment shader on features that are not being used - unsigned int permutation = 0; + dpuint64 permutation = 0; unsigned int mode = 0; int blendfuncflags; static float dummy_colormod[3] = {1, 1, 1}; @@ -2165,6 +2225,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, permutation |= SHADERPERMUTATION_TRIPPY; if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) permutation |= SHADERPERMUTATION_ALPHAKILL; + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_OCCLUDE) + permutation |= SHADERPERMUTATION_OCCLUDE; if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1]) permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic if (rsurfacepass == RSURFPASS_BACKGROUND) @@ -2363,10 +2425,10 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP; if (rsurface.texture->reflectmasktexture) permutation |= SHADERPERMUTATION_REFLECTCUBE; - if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld) + if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld) { permutation |= SHADERPERMUTATION_BOUNCEGRID; - if (r_shadow_bouncegriddirectional) + if (r_shadow_bouncegrid_state.directional) permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL; } GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2); @@ -2421,10 +2483,10 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP; if (rsurface.texture->reflectmasktexture) permutation |= SHADERPERMUTATION_REFLECTCUBE; - if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld) + if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld) { permutation |= SHADERPERMUTATION_BOUNCEGRID; - if (r_shadow_bouncegriddirectional) + if (r_shadow_bouncegrid_state.directional) permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL; } GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2); @@ -2518,10 +2580,10 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, // ordinary vertex coloring (q3bsp) mode = SHADERMODE_VERTEXCOLOR; } - if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld) + if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld) { permutation |= SHADERPERMUTATION_BOUNCEGRID; - if (r_shadow_bouncegriddirectional) + if (r_shadow_bouncegrid_state.directional) permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL; } GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2); @@ -2622,8 +2684,16 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, if (mode == SHADERMODE_WATER) hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]); } - hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]); - hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]); + if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO) + { + hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]); + hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]); + } + else + { + hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]); + hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]); + } hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]); hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1)); hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]); @@ -2722,7 +2792,9 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, if (rsurface.batchskeletaltransform3x4buffer) permutation |= SHADERPERMUTATION_SKELETAL; R_SetupShader_SetPermutationGLSL(mode, permutation); +#ifndef USE_GLES2 /* FIXME: GLES3 only */ if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size); +#endif 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) { @@ -2783,8 +2855,16 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, 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 (permutation & SHADERPERMUTATION_SHADOWMAPORTHO) + { + if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]); + if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]); + } + else + { + if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]); + if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_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_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1)); @@ -2817,8 +2897,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias); if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]); if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height); - if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegridmatrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);} - if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale); + if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegrid_state.matrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);} + if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegrid_state.intensity*r_refdef.view.colorscale); if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white ); if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white ); @@ -2862,7 +2942,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture ); } } - if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture); + if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegrid_state.texture); CHECKGLERROR break; case RENDERPATH_GL11: @@ -2929,8 +3009,16 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, {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]); + if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO) + { + DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]); + DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]); + } + else + { + DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]); + DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_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_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1)); @@ -3013,7 +3101,7 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight) // combination of texture, entity, light source, and fogging, only use the // minimum features necessary to avoid wasting rendering time in the // fragment shader on features that are not being used - unsigned int permutation = 0; + dpuint64 permutation = 0; unsigned int mode = 0; const float *lightcolorbase = rtlight->currentcolor; float ambientscale = rtlight->ambientscale; @@ -3046,7 +3134,7 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight) GL_AlphaToCoverage(false); Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin); Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld); - Matrix4x4_Invert_Simple(&viewtolight, &lighttoview); + Matrix4x4_Invert_Full(&viewtolight, &lighttoview); Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f); switch(vid.renderpath) { @@ -3058,8 +3146,8 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight) hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale ); hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale ); hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale); - hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]); - hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]); + hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]); + hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]); hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f); hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]); hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height); @@ -3085,8 +3173,8 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight) if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale ); if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale ); if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale); - if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]); - if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]); + if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]); + if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]); if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f); 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); @@ -3108,8 +3196,8 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight) DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale ); DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale ); DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale); - DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]); - DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]); + DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]); + DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_Parameters , r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]); DPSOFTRAST_Uniform1f( DPSOFTRAST_UNIFORM_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f); 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); @@ -3127,7 +3215,7 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight) typedef struct { - int loadsequence; // incremented each level change + unsigned int loadsequence; // incremented each level change memexpandablearray_t array; skinframe_t *hash[SKINFRAME_HASH]; } @@ -3361,6 +3449,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole skinframe->fog = NULL; skinframe->reflect = NULL; skinframe->hasalpha = false; + // we could store the q2animname here too if (ddsbase) { @@ -3526,7 +3615,6 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB) { int i; - unsigned char *temp1, *temp2; skinframe_t *skinframe; char vabuf[1024]; @@ -3560,11 +3648,11 @@ skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, co if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0) { - temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8); - temp2 = temp1 + width * height * 4; - Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value); - skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL); - Mem_Free(temp1); + unsigned char *a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8); + unsigned char *b = a + width * height * 4; + Image_HeightmapToNormalmap_BGRA(skindata, b, width, height, false, r_shadow_bumpscale_basetexture.value); + skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL); + Mem_Free(a); } skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL); if (textureflags & TEXF_ALPHA) @@ -3639,6 +3727,9 @@ skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, i featuresmask |= palette_featureflags[skindata[i]]; skinframe->hasalpha = false; + // fence textures + if (name[0] == '{') + skinframe->hasalpha = true; skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT)); skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0; skinframe->qgeneratemerged = true; @@ -3681,21 +3772,24 @@ static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboo if (skinframe->qgeneratenmap) { - unsigned char *temp1, *temp2; + unsigned char *a, *b; skinframe->qgeneratenmap = false; - temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8); - temp2 = temp1 + width * height * 4; + a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8); + b = a + width * height * 4; // use either a custom palette or the quake palette - Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete); - Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value); - skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL); - Mem_Free(temp1); + Image_Copy8bitBGRA(skindata, a, width * height, palette_bgra_complete); + Image_HeightmapToNormalmap_BGRA(a, b, width, height, false, r_shadow_bumpscale_basetexture.value); + skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL); + Mem_Free(a); } if (skinframe->qgenerateglow) { skinframe->qgenerateglow = false; - skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow + if (skinframe->hasalpha) // fence textures + skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, palette_bgra_onlyfullbrights_transparent); // glow + else + skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow } if (colormapped) @@ -3708,7 +3802,10 @@ static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboo else { skinframe->qgeneratemerged = false; - skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete); + if (skinframe->hasalpha) // fence textures + skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, skinframe->glow ? palette_bgra_nofullbrights_transparent : palette_bgra_transparent); + else + skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete); } if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase) @@ -4004,9 +4101,11 @@ static void gl_main_start(void) r_loadnormalmap = true; r_loadgloss = true; r_loadfog = false; +#ifdef GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT if (vid.support.arb_uniform_buffer_object) qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment); - break; +#endif + break; case RENDERPATH_GL13: case RENDERPATH_GLES1: Cvar_SetValueQuick(&r_textureunits, vid.texunits); @@ -4061,19 +4160,38 @@ static void gl_main_start(void) r_glsl_permutation = NULL; memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash)); Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256); - glslshaderstring = NULL; #ifdef SUPPORTD3D r_hlsl_permutation = NULL; memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash)); Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256); #endif - hlslshaderstring = NULL; memset(&r_svbsp, 0, sizeof (r_svbsp)); memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps)); r_texture_numcubemaps = 0; r_refdef.fogmasktable_density = 0; + +#ifdef __ANDROID__ + // For Steelstorm Android + // FIXME CACHE the program and reload + // FIXME see possible combinations for SS:BR android + Con_DPrintf("Compiling most used shaders for SS:BR android... START\n"); + R_SetupShader_SetPermutationGLSL(0, 12); + R_SetupShader_SetPermutationGLSL(0, 13); + R_SetupShader_SetPermutationGLSL(0, 8388621); + R_SetupShader_SetPermutationGLSL(3, 0); + R_SetupShader_SetPermutationGLSL(3, 2048); + R_SetupShader_SetPermutationGLSL(5, 0); + R_SetupShader_SetPermutationGLSL(5, 2); + R_SetupShader_SetPermutationGLSL(5, 2048); + R_SetupShader_SetPermutationGLSL(5, 8388608); + R_SetupShader_SetPermutationGLSL(11, 1); + R_SetupShader_SetPermutationGLSL(11, 2049); + R_SetupShader_SetPermutationGLSL(11, 8193); + R_SetupShader_SetPermutationGLSL(11, 10241); + Con_DPrintf("Compiling most used shaders for SS:BR android... END\n"); +#endif } static void gl_main_shutdown(void) @@ -4091,7 +4209,7 @@ static void gl_main_shutdown(void) case RENDERPATH_GL20: case RENDERPATH_GLES1: case RENDERPATH_GLES2: -#ifdef GL_SAMPLES_PASSED_ARB +#if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2) if (r_maxqueries) qglDeleteQueriesARB(r_maxqueries, r_queries); #endif @@ -4142,13 +4260,11 @@ static void gl_main_shutdown(void) r_glsl_permutation = NULL; memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash)); Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray); - glslshaderstring = NULL; #ifdef SUPPORTD3D r_hlsl_permutation = NULL; memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash)); Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray); #endif - hlslshaderstring = NULL; } static void gl_main_newmap(void) @@ -4181,6 +4297,7 @@ void GL_Main_Init(void) { int i; r_main_mempool = Mem_AllocPool("Renderer", 0, NULL); + R_InitShaderModeInfo(); Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed"); Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl"); @@ -4224,6 +4341,7 @@ void GL_Main_Init(void) Cvar_RegisterVariable(&r_transparent_useplanardistance); Cvar_RegisterVariable(&r_showoverdraw); Cvar_RegisterVariable(&r_showbboxes); + Cvar_RegisterVariable(&r_showbboxes_client); Cvar_RegisterVariable(&r_showsurfaces); Cvar_RegisterVariable(&r_showtris); Cvar_RegisterVariable(&r_shownormals); @@ -4238,10 +4356,12 @@ void GL_Main_Init(void) Cvar_RegisterVariable(&r_draw2d); Cvar_RegisterVariable(&r_drawworld); Cvar_RegisterVariable(&r_cullentities_trace); + Cvar_RegisterVariable(&r_cullentities_trace_entityocclusion); Cvar_RegisterVariable(&r_cullentities_trace_samples); Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples); Cvar_RegisterVariable(&r_cullentities_trace_enlarge); Cvar_RegisterVariable(&r_cullentities_trace_delay); + Cvar_RegisterVariable(&r_cullentities_trace_eyejitter); Cvar_RegisterVariable(&r_sortentities); Cvar_RegisterVariable(&r_drawviewmodel); Cvar_RegisterVariable(&r_drawexteriormodel); @@ -4309,6 +4429,7 @@ void GL_Main_Init(void) Cvar_RegisterVariable(&r_celoutlines); Cvar_RegisterVariable(&r_water); + Cvar_RegisterVariable(&r_water_cameraentitiesonly); Cvar_RegisterVariable(&r_water_resolutionmultiplier); Cvar_RegisterVariable(&r_water_clippingplanebias); Cvar_RegisterVariable(&r_water_refractdistort); @@ -4353,10 +4474,17 @@ void GL_Main_Init(void) Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas); Cvar_RegisterVariable(&r_framedatasize); for (i = 0;i < R_BUFFERDATA_COUNT;i++) - Cvar_RegisterVariable(&r_bufferdatasize[i]); + Cvar_RegisterVariable(&r_buffermegs[i]); Cvar_RegisterVariable(&r_batch_dynamicbuffer); if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE) Cvar_SetValue("r_fullbrights", 0); +#ifdef DP_MOBILETOUCH + // GLES devices have terrible depth precision in general, so... + Cvar_SetValueQuick(&r_nearclip, 4); + Cvar_SetValueQuick(&r_farclip_base, 4096); + Cvar_SetValueQuick(&r_farclip_world, 0); + Cvar_SetValueQuick(&r_useinfinitefarclip, 0); +#endif R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL); } @@ -4405,7 +4533,11 @@ void GL_Init (void) VID_CheckExtensions(); // LordHavoc: report supported extensions +#ifdef CONFIG_MENU Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions ); +#else + Con_DPrintf("\nQuakeC extensions for server and client: %s\n", vm_sv_extensions ); +#endif // clear to black (loading plaque will be seen over this) GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128); @@ -4420,9 +4552,6 @@ int R_CullBox(const vec3_t mins, const vec3_t maxs) return false; for (i = 0;i < r_refdef.view.numfrustumplanes;i++) { - // skip nearclip plane, it often culls portals when you are very close, and is almost never useful - if (i == 4) - continue; p = r_refdef.view.frustum + i; switch(p->signbits) { @@ -4588,7 +4717,13 @@ void *R_FrameData_Alloc(size_t size) while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size) { // emergency - we ran out of space, allocate more memory - newvalue = bound(0.25f, r_framedatasize.value * 2.0f, 256.0f); + // note: this has no upper-bound, we'll fail to allocate memory eventually and just die + newvalue = r_framedatasize.value * 2.0f; + // upper bound based on architecture - if we try to allocate more than this we could overflow, better to loop until we error out on allocation failure + if (sizeof(size_t) >= 8) + newvalue = bound(0.25f, newvalue, (float)(1ll << 42)); + else + newvalue = bound(0.25f, newvalue, (float)(1 << 10)); // this might not be a growing it, but we'll allocate another buffer every time Cvar_SetValueQuick(&r_framedatasize, newvalue); R_FrameData_Resize(true); @@ -4628,8 +4763,8 @@ void R_FrameData_ReturnToMark(void) //================================================================================== -// avoid reusing the same buffer objects on consecutive buffers -#define R_BUFFERDATA_CYCLE 2 +// avoid reusing the same buffer objects on consecutive frames +#define R_BUFFERDATA_CYCLE 3 typedef struct r_bufferdata_buffer_s { @@ -4653,7 +4788,7 @@ void R_BufferData_Reset(void) for (type = 0;type < R_BUFFERDATA_COUNT;type++) { // free all buffers - p = &r_bufferdata_buffer[r_bufferdata_cycle][type]; + p = &r_bufferdata_buffer[cycle][type]; while (*p) { mem = *p; @@ -4667,12 +4802,30 @@ void R_BufferData_Reset(void) } // resize buffer as needed (this actually makes a new one, the old one will be recycled next frame) -static void R_BufferData_Resize(r_bufferdata_type_t type, qboolean mustgrow) +static void R_BufferData_Resize(r_bufferdata_type_t type, qboolean mustgrow, size_t minsize) { r_bufferdata_buffer_t *mem = r_bufferdata_buffer[r_bufferdata_cycle][type]; size_t size; - size = (size_t)(r_bufferdatasize[type].value * 1024*1024); - size = bound(65536, size, 512*1024*1024); + float newvalue = r_buffermegs[type].value; + + // increase the cvar if we have to (but only if we already have a mem) + if (mustgrow && mem) + newvalue *= 2.0f; + newvalue = bound(0.25f, newvalue, 256.0f); + while (newvalue * 1024*1024 < minsize) + newvalue *= 2.0f; + + // clamp the cvar to valid range + newvalue = bound(0.25f, newvalue, 256.0f); + if (r_buffermegs[type].value != newvalue) + Cvar_SetValueQuick(&r_buffermegs[type], newvalue); + + // calculate size in bytes + size = (size_t)(newvalue * 1024*1024); + size = bound(131072, size, 256*1024*1024); + + // allocate a new buffer if the size is different (purge old one later) + // or if we were told we must grow the buffer if (!mem || mem->size != size || mustgrow) { mem = (r_bufferdata_buffer_t *)Mem_Alloc(r_main_mempool, sizeof(*mem)); @@ -4702,7 +4855,7 @@ void R_BufferData_NewFrame(void) { if (r_bufferdata_buffer[r_bufferdata_cycle][type]) { - R_BufferData_Resize((r_bufferdata_type_t)type, false); + R_BufferData_Resize((r_bufferdata_type_t)type, false, 131072); // free all but the head buffer, this is how we recycle obsolete // buffers after they are no longer in use p = &r_bufferdata_buffer[r_bufferdata_cycle][type]->purge; @@ -4720,12 +4873,11 @@ void R_BufferData_NewFrame(void) } } -r_meshbuffer_t *R_BufferData_Store(size_t datasize, void *data, r_bufferdata_type_t type, int *returnbufferoffset, qboolean allowfail) +r_meshbuffer_t *R_BufferData_Store(size_t datasize, const void *data, r_bufferdata_type_t type, int *returnbufferoffset) { r_bufferdata_buffer_t *mem; int offset = 0; int padsize; - float newvalue; *returnbufferoffset = 0; @@ -4736,19 +4888,16 @@ r_meshbuffer_t *R_BufferData_Store(size_t datasize, void *data, r_bufferdata_typ else padsize = (datasize + 15) & ~15; - while (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size) - { - // emergency - we ran out of space, allocate more memory - newvalue = bound(0.25f, r_bufferdatasize[type].value * 2.0f, 256.0f); - // if we're already at the limit, just fail (if allowfail is false we might run out of video ram) - if (newvalue == r_bufferdatasize[type].value && allowfail) - return NULL; - Cvar_SetValueQuick(&r_bufferdatasize[type], newvalue); - R_BufferData_Resize(type, true); - } + // if we ran out of space in this buffer we must allocate a new one + if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size) + R_BufferData_Resize(type, true, padsize); + + // if the resize did not give us enough memory, fail + if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size) + Sys_Error("R_BufferData_Store: failed to create a new buffer of sufficient size\n"); mem = r_bufferdata_buffer[r_bufferdata_cycle][type]; - offset = mem->current; + offset = (int)mem->current; mem->current += padsize; // upload the data to the buffer at the chosen offset @@ -4870,106 +5019,14 @@ qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qbool if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub) { // cache the skeleton so the vertex shader can use it - int i; - int blends; - const skeleton_t *skeleton = ent->skeleton; - const frameblend_t *frameblend = ent->frameblend; - float *boneposerelative; - float m[12]; - static float bonepose[256][12]; r_refdef.stats[r_stat_animcache_skeletal_count] += 1; r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones; r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones); ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones); - boneposerelative = ent->animcache_skeletaltransform3x4; - if (skeleton && !skeleton->relativetransforms) - skeleton = NULL; - // resolve hierarchy and make relative transforms (deforms) which the shader wants - if (skeleton) - { - for (i = 0;i < model->num_bones;i++) - { - Matrix4x4_ToArray12FloatD3D(&skeleton->relativetransforms[i], m); - if (model->data_bones[i].parent >= 0) - R_ConcatTransforms(bonepose[model->data_bones[i].parent], m, bonepose[i]); - else - memcpy(bonepose[i], m, sizeof(m)); - - // create a relative deformation matrix to describe displacement - // from the base mesh, which is used by the actual weighting - R_ConcatTransforms(bonepose[i], model->data_baseboneposeinverse + i * 12, boneposerelative + i * 12); - } - } - else - { - for (i = 0;i < model->num_bones;i++) - { - const short * RESTRICT pose7s = model->data_poses7s + 7 * (frameblend[0].subframe * model->num_bones + i); - float lerp = frameblend[0].lerp, - tx = pose7s[0], ty = pose7s[1], tz = pose7s[2], - rx = pose7s[3] * lerp, - ry = pose7s[4] * lerp, - rz = pose7s[5] * lerp, - rw = pose7s[6] * lerp, - dx = tx*rw + ty*rz - tz*ry, - dy = -tx*rz + ty*rw + tz*rx, - dz = tx*ry - ty*rx + tz*rw, - dw = -tx*rx - ty*ry - tz*rz, - scale, sx, sy, sz, sw; - for (blends = 1;blends < MAX_FRAMEBLENDS && frameblend[blends].lerp > 0;blends++) - { - const short * RESTRICT pose7s = model->data_poses7s + 7 * (frameblend[blends].subframe * model->num_bones + i); - float lerp = frameblend[blends].lerp, - tx = pose7s[0], ty = pose7s[1], tz = pose7s[2], - qx = pose7s[3], qy = pose7s[4], qz = pose7s[5], qw = pose7s[6]; - if(rx*qx + ry*qy + rz*qz + rw*qw < 0) lerp = -lerp; - qx *= lerp; - qy *= lerp; - qz *= lerp; - qw *= lerp; - rx += qx; - ry += qy; - rz += qz; - rw += qw; - dx += tx*qw + ty*qz - tz*qy; - dy += -tx*qz + ty*qw + tz*qx; - dz += tx*qy - ty*qx + tz*qw; - dw += -tx*qx - ty*qy - tz*qz; - } - scale = 1.0f / (rx*rx + ry*ry + rz*rz + rw*rw); - sx = rx * scale; - sy = ry * scale; - sz = rz * scale; - sw = rw * scale; - m[0] = sw*rw + sx*rx - sy*ry - sz*rz; - m[1] = 2*(sx*ry - sw*rz); - m[2] = 2*(sx*rz + sw*ry); - m[3] = model->num_posescale*(dx*sw - dy*sz + dz*sy - dw*sx); - m[4] = 2*(sx*ry + sw*rz); - m[5] = sw*rw + sy*ry - sx*rx - sz*rz; - m[6] = 2*(sy*rz - sw*rx); - m[7] = model->num_posescale*(dx*sz + dy*sw - dz*sx - dw*sy); - m[8] = 2*(sx*rz - sw*ry); - m[9] = 2*(sy*rz + sw*rx); - m[10] = sw*rw + sz*rz - sx*rx - sy*ry; - m[11] = model->num_posescale*(dy*sx + dz*sw - dx*sy - dw*sz); - if (i == r_skeletal_debugbone.integer) - m[r_skeletal_debugbonecomponent.integer % 12] += r_skeletal_debugbonevalue.value; - m[3] *= r_skeletal_debugtranslatex.value; - m[7] *= r_skeletal_debugtranslatey.value; - m[11] *= r_skeletal_debugtranslatez.value; - if (model->data_bones[i].parent >= 0) - R_ConcatTransforms(bonepose[model->data_bones[i].parent], m, bonepose[i]); - else - memcpy(bonepose[i], m, sizeof(m)); - // create a relative deformation matrix to describe displacement - // from the base mesh, which is used by the actual weighting - R_ConcatTransforms(bonepose[i], model->data_baseboneposeinverse + i * 12, boneposerelative + i * 12); - } - } + Mod_Skeletal_BuildTransforms(model, ent->frameblend, ent->skeleton, NULL, ent->animcache_skeletaltransform3x4); // note: this can fail if the buffer is at the grow limit ent->animcache_skeletaltransform3x4size = sizeof(float[3][4]) * model->num_bones; - ent->animcache_skeletaltransform3x4buffer = R_BufferData_Store(ent->animcache_skeletaltransform3x4size, ent->animcache_skeletaltransform3x4, R_BUFFERDATA_UNIFORM, &ent->animcache_skeletaltransform3x4offset, true); + ent->animcache_skeletaltransform3x4buffer = R_BufferData_Store(ent->animcache_skeletaltransform3x4size, ent->animcache_skeletaltransform3x4, R_BUFFERDATA_UNIFORM, &ent->animcache_skeletaltransform3x4offset); } else if (ent->animcache_vertex3f) { @@ -5168,42 +5225,88 @@ static void R_View_UpdateEntityLighting (void) } } -#define MAX_LINEOFSIGHTTRACES 64 - -static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs) +qboolean R_CanSeeBox(int numsamples, vec_t eyejitter, vec_t entboxenlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs) { int i; + vec3_t eyemins, eyemaxs; vec3_t boxmins, boxmaxs; vec3_t start; vec3_t end; dp_model_t *model = r_refdef.scene.worldmodel; + static vec3_t positions[] = { + { 0.5f, 0.5f, 0.5f }, + { 0.0f, 0.0f, 0.0f }, + { 0.0f, 0.0f, 1.0f }, + { 0.0f, 1.0f, 0.0f }, + { 0.0f, 1.0f, 1.0f }, + { 1.0f, 0.0f, 0.0f }, + { 1.0f, 0.0f, 1.0f }, + { 1.0f, 1.0f, 0.0f }, + { 1.0f, 1.0f, 1.0f }, + }; + + // sample count can be set to -1 to skip this logic, for flicker-prone objects + if (numsamples < 0) + return true; + + // view origin is not used for culling in portal/reflection/refraction renders or isometric views + if (r_refdef.view.useclipplane || !r_refdef.view.useperspective || r_trippy.integer) + return true; - if (!model || !model->brush.TraceLineOfSight) + if (!r_cullentities_trace_entityocclusion.integer && (!model || !model->brush.TraceLineOfSight)) return true; + // expand the eye box a little + eyemins[0] = eye[0] - eyejitter; + eyemaxs[0] = eye[0] + eyejitter; + eyemins[1] = eye[1] - eyejitter; + eyemaxs[1] = eye[1] + eyejitter; + eyemins[2] = eye[2] - eyejitter; + eyemaxs[2] = eye[2] + eyejitter; // expand the box a little - boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0]; - boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0]; - boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1]; - boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1]; - boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2]; - boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2]; - - // return true if eye is inside enlarged box - if (BoxesOverlap(boxmins, boxmaxs, eye, eye)) + boxmins[0] = (entboxenlarge + 1) * entboxmins[0] - entboxenlarge * entboxmaxs[0]; + boxmaxs[0] = (entboxenlarge + 1) * entboxmaxs[0] - entboxenlarge * entboxmins[0]; + boxmins[1] = (entboxenlarge + 1) * entboxmins[1] - entboxenlarge * entboxmaxs[1]; + boxmaxs[1] = (entboxenlarge + 1) * entboxmaxs[1] - entboxenlarge * entboxmins[1]; + boxmins[2] = (entboxenlarge + 1) * entboxmins[2] - entboxenlarge * entboxmaxs[2]; + boxmaxs[2] = (entboxenlarge + 1) * entboxmaxs[2] - entboxenlarge * entboxmins[2]; + + // return true if eye overlaps enlarged box + if (BoxesOverlap(boxmins, boxmaxs, eyemins, eyemaxs)) return true; - // try center - VectorCopy(eye, start); - VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end); - if (model->brush.TraceLineOfSight(model, start, end)) + // try specific positions in the box first - note that these can be cached + if (r_cullentities_trace_entityocclusion.integer) + { + for (i = 0; i < sizeof(positions) / sizeof(positions[0]); i++) + { + VectorCopy(eye, start); + end[0] = boxmins[0] + (boxmaxs[0] - boxmins[0]) * positions[i][0]; + end[1] = boxmins[1] + (boxmaxs[1] - boxmins[1]) * positions[i][1]; + end[2] = boxmins[2] + (boxmaxs[2] - boxmins[2]) * positions[i][2]; + //trace_t trace = CL_TraceLine(start, end, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, 0.0f, true, false, NULL, true, true); + trace_t trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT); + // not picky - if the trace ended anywhere in the box we're good + if (BoxesOverlap(trace.endpos, trace.endpos, boxmins, boxmaxs)) + return true; + } + } + else if (model->brush.TraceLineOfSight(model, start, end, boxmins, boxmaxs)) return true; // try various random positions - for (i = 0;i < numsamples;i++) + for (i = 0; i < numsamples; i++) { + VectorSet(start, lhrandom(eyemins[0], eyemaxs[0]), lhrandom(eyemins[1], eyemaxs[1]), lhrandom(eyemins[2], eyemaxs[2])); VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2])); - if (model->brush.TraceLineOfSight(model, start, end)) + if (r_cullentities_trace_entityocclusion.integer) + { + trace_t trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT); + // not picky - if the trace ended anywhere in the box we're good + if (BoxesOverlap(trace.endpos, trace.endpos, boxmins, boxmaxs)) + return true; + } + else if (model->brush.TraceLineOfSight(model, start, end, boxmins, boxmaxs)) return true; } @@ -5218,18 +5321,20 @@ static void R_View_UpdateEntityVisible (void) int samples; entity_render_t *ent; - renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) - : r_fb.water.hideplayer ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) - : (chase_active.integer || r_fb.water.renderingscene) ? RENDER_VIEWMODEL - : RENDER_EXTERIORMODEL; + if (r_refdef.envmap || r_fb.water.hideplayer) + renderimask = RENDER_EXTERIORMODEL | RENDER_VIEWMODEL; + else if (chase_active.integer || r_fb.water.renderingscene) + renderimask = RENDER_VIEWMODEL; + else + renderimask = RENDER_EXTERIORMODEL; if (!r_drawviewmodel.integer) renderimask |= RENDER_VIEWMODEL; if (!r_drawexteriormodel.integer) renderimask |= RENDER_EXTERIORMODEL; + memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities); if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs) { // worldmodel can check visibility - memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities); for (i = 0;i < r_refdef.scene.numentities;i++) { ent = r_refdef.scene.entities[i]; @@ -5245,25 +5350,24 @@ static void R_View_UpdateEntityVisible (void) for (i = 0;i < r_refdef.scene.numentities;i++) { ent = r_refdef.scene.entities[i]; - r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs)); + if (!(ent->flags & renderimask)) + if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE))) + r_refdef.viewcache.entityvisible[i] = true; } } - if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer) - // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling + if (r_cullentities_trace.integer) { for (i = 0;i < r_refdef.scene.numentities;i++) { if (!r_refdef.viewcache.entityvisible[i]) continue; ent = r_refdef.scene.entities[i]; - if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*'))) + if (!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*'))) { - samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer; - if (samples < 0) - continue; // temp entities do pvs only - if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs)) + samples = ent->last_trace_visibility == 0 ? r_cullentities_trace_tempentitysamples.integer : r_cullentities_trace_samples.integer; + if (R_CanSeeBox(samples, r_cullentities_trace_eyejitter.value, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs)) ent->last_trace_visibility = realtime; - if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value) + if (ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value) r_refdef.viewcache.entityvisible[i] = 0; } } @@ -5711,7 +5815,9 @@ void R_EntityMatrix(const matrix4x4_t *matrix) case RENDERPATH_GL11: case RENDERPATH_GL13: case RENDERPATH_GLES1: +#ifndef USE_GLES2 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR +#endif break; case RENDERPATH_SOFT: DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f); @@ -5825,7 +5931,7 @@ void R_RenderView_UpdateViewVectors(void) Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin); VectorNegate(r_refdef.view.left, r_refdef.view.right); // make an inverted copy of the view matrix for tracking sprites - Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix); + Matrix4x4_Invert_Full(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix); } void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture); @@ -5873,10 +5979,10 @@ static void R_Water_StartFrame(void) } else { - for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2); - for (textureheight = 1;textureheight < waterheight;textureheight *= 2); - for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2; - for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2; + for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2); + for (textureheight = 1;textureheight < waterheight;textureheight *= 2); + for (camerawidth = 1;camerawidth * 2 <= waterwidth ;camerawidth *= 2); + for (cameraheight = 1;cameraheight * 2 <= waterheight;cameraheight *= 2); } // allocate textures as needed @@ -5999,25 +6105,33 @@ void R_Water_AddWaterPlane(msurface_t *surface, int entno) } } planeindex = bestplaneindex; - p = r_fb.water.waterplanes + planeindex; // if this surface does not fit any known plane rendered this frame, add one - if ((planeindex < 0 || bestplanescore > 0.001f) && r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes) + if (planeindex < 0 || bestplanescore > 0.001f) { - // store the new plane - planeindex = r_fb.water.numwaterplanes++; - p = r_fb.water.waterplanes + planeindex; - p->plane = plane; - // clear materialflags and pvs - p->materialflags = 0; - p->pvsvalid = false; - p->camera_entity = t->camera_entity; - VectorCopy(mins, p->mins); - VectorCopy(maxs, p->maxs); + if (r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes) + { + // store the new plane + planeindex = r_fb.water.numwaterplanes++; + p = r_fb.water.waterplanes + planeindex; + p->plane = plane; + // clear materialflags and pvs + p->materialflags = 0; + p->pvsvalid = false; + p->camera_entity = t->camera_entity; + VectorCopy(mins, p->mins); + VectorCopy(maxs, p->maxs); + } + else + { + // We're totally screwed. + return; + } } else { // merge mins/maxs when we're adding this surface to the plane + p = r_fb.water.waterplanes + planeindex; p->mins[0] = min(p->mins[0], mins[0]); p->mins[1] = min(p->mins[1], mins[1]); p->mins[2] = min(p->mins[2], mins[2]); @@ -6030,7 +6144,7 @@ void R_Water_AddWaterPlane(msurface_t *surface, int entno) if(!(p->materialflags & MATERIALFLAG_CAMERA)) { // merge this surface's PVS into the waterplane - if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS + if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0) { r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid); @@ -6082,6 +6196,8 @@ static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t // make sure enough textures are allocated for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++) { + if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity) + continue; if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) { if (!p->texture_refraction) @@ -6137,6 +6253,8 @@ static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t r_fb.water.renderingscene = true; for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++) { + if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity) + continue; if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)) { r_refdef.view = myview; @@ -6164,7 +6282,7 @@ static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes); } - r_fb.water.hideplayer = r_water_hideplayer.integer >= 2; + r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 2) && !chase_active.integer); R_ResetViewRendering3D(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection); R_ClearScreen(r_refdef.fogenabled); if(r_water_scissormode.integer & 2) @@ -6193,7 +6311,7 @@ static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible } - r_fb.water.hideplayer = r_water_hideplayer.integer >= 1; + r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 1) && !chase_active.integer); r_refdef.view.clipplane = p->plane; VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal); @@ -6414,7 +6532,7 @@ static void R_Bloom_StartFrame(void) Cvar_SetValueQuick(&r_damageblur, 0); } - if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial)) + if (!((r_glsl_postprocess.integer || r_fxaa.integer) || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial)) && !r_bloom.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)) && !useviewfbo @@ -6578,6 +6696,7 @@ static void R_Bloom_MakeTexture(void) r_fb.bloomindex = 0; R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL); R_SetViewport(&r_fb.bloomviewport); + GL_CullFace(GL_NONE); GL_DepthTest(false); GL_BlendFunc(GL_ONE, GL_ZERO); GL_Color(colorscale, colorscale, colorscale, 1); @@ -6701,7 +6820,7 @@ static void R_Bloom_MakeTexture(void) static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture) { - unsigned int permutation; + dpuint64 permutation; float uservecs[4][4]; R_EntityMatrix(&identitymatrix); @@ -7201,8 +7320,6 @@ void R_RenderView(void) R_SortEntities(); R_AnimCache_ClearCache(); - R_FrameData_NewFrame(); - R_BufferData_NewFrame(); /* adjust for stereo display */ if(R_Stereo_Active()) @@ -7335,10 +7452,11 @@ void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortex extern cvar_t cl_locs_show; static void R_DrawLocs(void); -static void R_DrawEntityBBoxes(void); +static void R_DrawEntityBBoxes(prvm_prog_t *prog); static void R_DrawModelDecals(void); extern cvar_t cl_decals_newsystem; extern qboolean r_shadow_usingdeferredprepass; +extern int r_shadow_shadowmapatlas_modelshadows_size; void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture) { qboolean shadowmapping = false; @@ -7390,18 +7508,25 @@ void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture) } } + R_Shadow_PrepareModelShadows(); R_Shadow_PrepareLights(fbo, depthtexture, colortexture); - if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0) - R_Shadow_PrepareModelShadows(); if (r_timereport_active) R_TimeReport("preparelights"); - if (R_Shadow_ShadowMappingEnabled()) - shadowmapping = true; + // render all the shadowmaps that will be used for this view + shadowmapping = R_Shadow_ShadowMappingEnabled(); + if (shadowmapping || r_shadow_shadowmapatlas_modelshadows_size) + { + R_Shadow_DrawShadowMaps(); + if (r_timereport_active) + R_TimeReport("shadowmaps"); + } + // render prepass deferred lighting if r_shadow_deferred is on, this produces light buffers that will be sampled in forward pass if (r_shadow_usingdeferredprepass) R_Shadow_DrawPrepass(); + // now we begin the forward pass of the view render if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth) { r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity); @@ -7415,16 +7540,6 @@ void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture) R_TimeReport("modeldepth"); } - if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0) - { - R_ResetViewRendering3D(fbo, depthtexture, colortexture); - R_DrawModelShadowMaps(fbo, depthtexture, colortexture); - R_ResetViewRendering3D(fbo, depthtexture, colortexture); - // don't let sound skip if going slow - if (r_refdef.scene.extraupdate) - S_ExtraUpdate (); - } - if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw) { r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity); @@ -7447,7 +7562,7 @@ void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture) if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0) { R_ResetViewRendering3D(fbo, depthtexture, colortexture); - R_DrawModelShadows(fbo, depthtexture, colortexture); + R_Shadow_DrawModelShadows(); R_ResetViewRendering3D(fbo, depthtexture, colortexture); // don't let sound skip if going slow if (r_refdef.scene.extraupdate) @@ -7468,7 +7583,7 @@ void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture) if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0) { R_ResetViewRendering3D(fbo, depthtexture, colortexture); - R_DrawModelShadows(fbo, depthtexture, colortexture); + R_Shadow_DrawModelShadows(); R_ResetViewRendering3D(fbo, depthtexture, colortexture); // don't let sound skip if going slow if (r_refdef.scene.extraupdate) @@ -7497,10 +7612,6 @@ void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture) R_DrawExplosions(); if (r_timereport_active) R_TimeReport("explosions"); - - R_DrawLightningBeams(); - if (r_timereport_active) - R_TimeReport("lightning"); } if (cl.csqc_loaded) @@ -7522,11 +7633,17 @@ void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture) R_TimeReport("portals"); } + if (r_showbboxes_client.value > 0) + { + R_DrawEntityBBoxes(CLVM_prog); + if (r_timereport_active) + R_TimeReport("clbboxes"); + } if (r_showbboxes.value > 0) { - R_DrawEntityBBoxes(); + R_DrawEntityBBoxes(SVVM_prog); if (r_timereport_active) - R_TimeReport("bboxes"); + R_TimeReport("svbboxes"); } } @@ -7590,10 +7707,36 @@ static const unsigned short bboxelements[36] = 1, 0, 2, 1, 2, 3, }; +#define BBOXEDGES 13 +static const float bboxedges[BBOXEDGES][6] = +{ + // whole box + { 0, 0, 0, 1, 1, 1 }, + // bottom edges + { 0, 0, 0, 0, 1, 0 }, + { 0, 0, 0, 1, 0, 0 }, + { 0, 1, 0, 1, 1, 0 }, + { 1, 0, 0, 1, 1, 0 }, + // top edges + { 0, 0, 1, 0, 1, 1 }, + { 0, 0, 1, 1, 0, 1 }, + { 0, 1, 1, 1, 1, 1 }, + { 1, 0, 1, 1, 1, 1 }, + // vertical edges + { 0, 0, 0, 0, 0, 1 }, + { 1, 0, 0, 1, 0, 1 }, + { 0, 1, 0, 0, 1, 1 }, + { 1, 1, 0, 1, 1, 1 }, +}; + static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca) { - int i; - float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4]; + int numvertices = BBOXEDGES * 8; + float vertex3f[BBOXEDGES * 8 * 3], color4f[BBOXEDGES * 8 * 4]; + int numtriangles = BBOXEDGES * 12; + unsigned short elements[BBOXEDGES * 36]; + int i, edge; + float *v, *c, f1, f2, edgemins[3], edgemaxs[3]; RSurf_ActiveWorldEntity(); @@ -7601,20 +7744,29 @@ static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float c GL_DepthMask(false); GL_DepthRange(0, 1); GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset); -// R_Mesh_ResetTextureState(); - vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; // - vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2]; - vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2]; - vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2]; - vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2]; - vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2]; - vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2]; - vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2]; - R_FillColors(color4f, 8, cr, cg, cb, ca); + for (edge = 0; edge < BBOXEDGES; edge++) + { + for (i = 0; i < 3; i++) + { + edgemins[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][i] - 0.25f; + edgemaxs[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][3 + i] + 0.25f; + } + vertex3f[edge * 24 + 0] = edgemins[0]; vertex3f[edge * 24 + 1] = edgemins[1]; vertex3f[edge * 24 + 2] = edgemins[2]; + vertex3f[edge * 24 + 3] = edgemaxs[0]; vertex3f[edge * 24 + 4] = edgemins[1]; vertex3f[edge * 24 + 5] = edgemins[2]; + vertex3f[edge * 24 + 6] = edgemins[0]; vertex3f[edge * 24 + 7] = edgemaxs[1]; vertex3f[edge * 24 + 8] = edgemins[2]; + vertex3f[edge * 24 + 9] = edgemaxs[0]; vertex3f[edge * 24 + 10] = edgemaxs[1]; vertex3f[edge * 24 + 11] = edgemins[2]; + vertex3f[edge * 24 + 12] = edgemins[0]; vertex3f[edge * 24 + 13] = edgemins[1]; vertex3f[edge * 24 + 14] = edgemaxs[2]; + vertex3f[edge * 24 + 15] = edgemaxs[0]; vertex3f[edge * 24 + 16] = edgemins[1]; vertex3f[edge * 24 + 17] = edgemaxs[2]; + vertex3f[edge * 24 + 18] = edgemins[0]; vertex3f[edge * 24 + 19] = edgemaxs[1]; vertex3f[edge * 24 + 20] = edgemaxs[2]; + vertex3f[edge * 24 + 21] = edgemaxs[0]; vertex3f[edge * 24 + 22] = edgemaxs[1]; vertex3f[edge * 24 + 23] = edgemaxs[2]; + for (i = 0; i < 36; i++) + elements[edge * 36 + i] = edge * 8 + bboxelements[i]; + } + R_FillColors(color4f, numvertices, cr, cg, cb, ca); if (r_refdef.fogenabled) { - for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4) + for (i = 0, v = vertex3f, c = color4f; i < numvertices; i++, v += 3, c += 4) { f1 = RSurf_FogVertex(v); f2 = 1 - f1; @@ -7623,23 +7775,20 @@ static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float c c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2; } } - R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL); + R_Mesh_PrepareVertices_Generic_Arrays(numvertices, vertex3f, color4f, NULL); R_Mesh_ResetTextureState(); R_SetupShader_Generic_NoTexture(false, false); - R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0); + R_Mesh_Draw(0, numvertices, 0, numtriangles, NULL, NULL, 0, elements, NULL, 0); } static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) { - prvm_prog_t *prog = SVVM_prog; + // hacky overloading of the parameters + prvm_prog_t *prog = (prvm_prog_t *)rtlight; int i; float color[4]; prvm_edict_t *edict; - // this function draws bounding boxes of server entities - if (!sv.active) - return; - GL_CullFace(GL_NONE); R_SetupShader_Generic_NoTexture(false, false); @@ -7656,37 +7805,37 @@ static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtligh case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break; default: Vector4Set(color, 0, 0, 0, 0.50);break; } - color[3] *= r_showbboxes.value; + if (prog == CLVM_prog) + color[3] *= r_showbboxes_client.value; + else + color[3] *= r_showbboxes.value; color[3] = bound(0, color[3], 1); GL_DepthTest(!r_showdisabledepthtest.integer); - GL_CullFace(r_refdef.view.cullface_front); R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]); } } -static void R_DrawEntityBBoxes(void) +static void R_DrawEntityBBoxes(prvm_prog_t *prog) { int i; prvm_edict_t *edict; vec3_t center; - prvm_prog_t *prog = SVVM_prog; - // this function draws bounding boxes of server entities - if (!sv.active) + if (prog == NULL) return; - for (i = 0;i < prog->num_edicts;i++) + for (i = 0; i < prog->num_edicts; i++) { edict = PRVM_EDICT_NUM(i); if (edict->priv.server->free) continue; // exclude the following for now, as they don't live in world coordinate space and can't be solid: - if(PRVM_serveredictedict(edict, tag_entity) != 0) + if (PRVM_serveredictedict(edict, tag_entity) != 0) continue; - if(PRVM_serveredictedict(edict, viewmodelforclient) != 0) + if (PRVM_serveredictedict(edict, viewmodelforclient) != 0) continue; VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center); - R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL); + R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)prog); } } @@ -8010,10 +8159,22 @@ static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms) static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags) { int w, h, idx; - double f; - double offsetd[2]; + float shadertime; + float f; + float offsetd[2]; float tcmat[12]; matrix4x4_t matrix, temp; + // if shadertime exceeds about 9 hours (32768 seconds), just wrap it, + // it's better to have one huge fixup every 9 hours than gradual + // degradation over time which looks consistently bad after many hours. + // + // tcmod scroll in particular suffers from this degradation which can't be + // effectively worked around even with floor() tricks because we don't + // know if tcmod scroll is the last tcmod being applied, and for clampmap + // a workaround involving floor() would be incorrect anyway... + shadertime = rsurface.shadertime; + if (shadertime >= 32768.0f) + shadertime -= floor(rsurface.shadertime * (1.0f / 32768.0f)) * 32768.0f; switch(tcmod->tcmod) { case Q3TCMOD_COUNT: @@ -8029,16 +8190,17 @@ static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcm Matrix4x4_CreateTranslate(&matrix, 0, 0, 0); break; case Q3TCMOD_ROTATE: - f = tcmod->parms[0] * rsurface.shadertime; Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0); - Matrix4x4_ConcatRotate(&matrix, (f / 360 - floor(f / 360)) * 360, 0, 0, 1); + Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1); Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0); break; case Q3TCMOD_SCALE: Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1); break; case Q3TCMOD_SCROLL: - // extra care is needed because of precision breakdown with large values of time + // this particular tcmod is a "bug for bug" compatible one with regards to + // Quake3, the wrapping is unnecessary with our shadetime fix but quake3 + // specifically did the wrapping and so we must mimic that... offsetd[0] = tcmod->parms[0] * rsurface.shadertime; offsetd[1] = tcmod->parms[1] * rsurface.shadertime; Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0); @@ -8134,7 +8296,9 @@ texture_t *R_GetCurrentTexture(texture_t *t) { // use an alternate animation if the entity's frame is not 0, // and only if the texture has an alternate animation - if (rsurface.ent_alttextures && t->anim_total[1]) + if (t->animated == 2) // q2bsp + t = t->anim_frames[0][ent->framegroupblend[0].frame % t->anim_total[0]]; + else if (rsurface.ent_alttextures && t->anim_total[1]) t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0]; else t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0]; @@ -8156,16 +8320,16 @@ texture_t *R_GetCurrentTexture(texture_t *t) if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin)) R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin); t->currentskinframe = r_qwskincache[i].skinframe; - if (t->currentskinframe == NULL) - t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)]; + if (t->materialshaderpass && t->currentskinframe == NULL) + t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)]; } - else if (t->numskinframes >= 2) - t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)]; - if (t->backgroundnumskinframes >= 2) - t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)]; + else if (t->materialshaderpass && t->materialshaderpass->numframes >= 2) + t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)]; + if (t->backgroundshaderpass && t->backgroundshaderpass->numframes >= 2) + t->backgroundcurrentskinframe = t->backgroundshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundshaderpass->framerate, t->backgroundshaderpass->numframes)]; t->currentmaterialflags = t->basematerialflags; - t->currentalpha = rsurface.colormod[3]; + t->currentalpha = rsurface.colormod[3] * t->basealpha; if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer)) t->currentalpha *= r_wateralpha.value; if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) @@ -8197,7 +8361,7 @@ texture_t *R_GetCurrentTexture(texture_t *t) t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE; if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL)) t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE; - if (t->backgroundnumskinframes) + if (t->backgroundshaderpass) t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND; if (t->currentmaterialflags & MATERIALFLAG_BLENDED) { @@ -8226,10 +8390,9 @@ texture_t *R_GetCurrentTexture(texture_t *t) Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix); } - for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++) - R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags); - for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++) - R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags); + if (t->materialshaderpass) + for (i = 0, tcmod = t->materialshaderpass->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++) + R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags); t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f); if (t->currentskinframe->qpixels) @@ -8246,8 +8409,10 @@ texture_t *R_GetCurrentTexture(texture_t *t) t->glowtexture = t->currentskinframe->glow; t->fogtexture = t->currentskinframe->fog; t->reflectmasktexture = t->currentskinframe->reflect; - if (t->backgroundnumskinframes) + if (t->backgroundshaderpass) { + for (i = 0, tcmod = t->backgroundshaderpass->tcmods; i < Q3MAXTCMODS && tcmod->tcmod; i++, tcmod++) + R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags); t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base; t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap; t->backgroundglosstexture = r_texture_black; @@ -8408,7 +8573,7 @@ texture_t *R_GetCurrentTexture(texture_t *t) } } - return t->currentframe; + return t; } rsurfacestate_t rsurface; @@ -9017,7 +9182,6 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const qboolean dynamicvertex; float amplitude; float animpos; - float scale; float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3]; float waveparms[4]; unsigned char *ub; @@ -9191,60 +9355,63 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const break; } } - switch(rsurface.texture->tcgen.tcgen) + if (rsurface.texture->materialshaderpass) { - default: - case Q3TCGEN_TEXTURE: - break; - case Q3TCGEN_LIGHTMAP: - if (!dynamicvertex) - { - r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1; - r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces; - r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices; - r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles; - } - dynamicvertex = true; - batchneed |= BATCHNEED_ARRAY_LIGHTMAP; - needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP; - break; - case Q3TCGEN_VECTOR: - if (!dynamicvertex) - { - r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1; - r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces; - r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices; - r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles; - } - dynamicvertex = true; - batchneed |= BATCHNEED_ARRAY_VERTEX; - needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD; - break; - case Q3TCGEN_ENVIRONMENT: - if (!dynamicvertex) + switch (rsurface.texture->materialshaderpass->tcgen.tcgen) { - r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1; - r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces; - r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices; - r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles; + default: + case Q3TCGEN_TEXTURE: + break; + case Q3TCGEN_LIGHTMAP: + if (!dynamicvertex) + { + r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1; + r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces; + r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices; + r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles; + } + dynamicvertex = true; + batchneed |= BATCHNEED_ARRAY_LIGHTMAP; + needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP; + break; + case Q3TCGEN_VECTOR: + if (!dynamicvertex) + { + r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1; + r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces; + r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices; + r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles; + } + dynamicvertex = true; + batchneed |= BATCHNEED_ARRAY_VERTEX; + needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD; + break; + case Q3TCGEN_ENVIRONMENT: + if (!dynamicvertex) + { + r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1; + r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces; + r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices; + r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles; + } + dynamicvertex = true; + batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL; + needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD; + break; } - dynamicvertex = true; - batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL; - needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD; - break; - } - if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT) - { - if (!dynamicvertex) + if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT) { - r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1; - r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces; - r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices; - r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles; + if (!dynamicvertex) + { + r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1; + r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces; + r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices; + r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles; + } + dynamicvertex = true; + batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD; + needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD; } - dynamicvertex = true; - batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD; - needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD; } if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))) @@ -9425,12 +9592,12 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const rsurface.batchelement3s[i] = rsurface.batchelement3i[i]; } // upload buffer data for the copytriangles batch - if (vid.forcevbo || (r_batch_dynamicbuffer.integer && vid.support.arb_vertex_buffer_object)) + if (((r_batch_dynamicbuffer.integer || gl_vbo_dynamicindex.integer) && vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo) { if (rsurface.batchelement3s) - rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset, !vid.forcevbo); + rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset); else if (rsurface.batchelement3i) - rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset, !vid.forcevbo); + rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset); } } else @@ -9815,6 +9982,7 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const // in place for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++) { + float scale; switch (deform->deform) { default: @@ -10086,77 +10254,80 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const } } - // generate texcoords based on the chosen texcoord source - switch(rsurface.texture->tcgen.tcgen) + if (rsurface.batchtexcoordtexture2f && rsurface.texture->materialshaderpass) { - default: - 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.batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, batchnumvertices * sizeof(float[2])); - break; - case Q3TCGEN_VECTOR: -// rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2])); -// rsurface.batchtexcoordtexture2f_vertexbuffer = NULL; -// rsurface.batchtexcoordtexture2f_bufferoffset = 0; - for (j = 0;j < batchnumvertices;j++) - { - 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); - } - break; - case Q3TCGEN_ENVIRONMENT: - // make environment reflections using a spheremap - rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2])); - rsurface.batchtexcoordtexture2f_vertexbuffer = NULL; - rsurface.batchtexcoordtexture2f_bufferoffset = 0; - for (j = 0;j < batchnumvertices;j++) + // generate texcoords based on the chosen texcoord source + switch(rsurface.texture->materialshaderpass->tcgen.tcgen) { - // identical to Q3A's method, but executed in worldspace so - // carried models can be shiny too + default: + 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.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f, batchnumvertices * sizeof(float[2])); + break; + case Q3TCGEN_VECTOR: + // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2])); + // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL; + // rsurface.batchtexcoordtexture2f_bufferoffset = 0; + for (j = 0;j < batchnumvertices;j++) + { + rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms); + rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms + 3); + } + break; + case Q3TCGEN_ENVIRONMENT: + // make environment reflections using a spheremap + 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 - float viewer[3], d, reflected[3], worldreflected[3]; + float viewer[3], d, reflected[3], worldreflected[3]; - VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer); - // VectorNormalize(viewer); + VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer); + // VectorNormalize(viewer); - d = DotProduct(rsurface.batchnormal3f + 3*j, viewer); + d = DotProduct(rsurface.batchnormal3f + 3*j, viewer); - reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0]; - reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1]; - reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2]; - // note: this is proportinal to viewer, so we can normalize later + reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0]; + reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1]; + reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2]; + // note: this is proportinal to viewer, so we can normalize later - Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected); - VectorNormalize(worldreflected); + Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected); + VectorNormalize(worldreflected); - // note: this sphere map only uses world x and z! - // so positive and negative y will LOOK THE SAME. - rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1]; - rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2]; + // note: this sphere map only uses world x and z! + // so positive and negative y will LOOK THE SAME. + rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1]; + rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2]; + } + break; } - break; - } - // the only tcmod that needs software vertex processing is turbulent, so - // check for it here and apply the changes if needed - // and we only support that as the first one - // (handling a mixture of turbulent and other tcmods would be problematic - // without punting it entirely to a software path) - if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT) - { - amplitude = rsurface.texture->tcmods[0].parms[1]; - animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3]; -// rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2])); -// rsurface.batchtexcoordtexture2f_vertexbuffer = NULL; -// rsurface.batchtexcoordtexture2f_bufferoffset = 0; - for (j = 0;j < batchnumvertices;j++) - { - 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); + // the only tcmod that needs software vertex processing is turbulent, so + // check for it here and apply the changes if needed + // and we only support that as the first one + // (handling a mixture of turbulent and other tcmods would be problematic + // without punting it entirely to a software path) + if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT) + { + amplitude = rsurface.texture->materialshaderpass->tcmods[0].parms[1]; + animpos = rsurface.texture->materialshaderpass->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->materialshaderpass->tcmods[0].parms[3]; + // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2])); + // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL; + // rsurface.batchtexcoordtexture2f_bufferoffset = 0; + for (j = 0;j < batchnumvertices;j++) + { + 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); + } } } @@ -10200,35 +10371,35 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const } // upload buffer data for the dynamic batch - if (vid.forcevbo || (r_batch_dynamicbuffer.integer && vid.support.arb_vertex_buffer_object)) + if (((r_batch_dynamicbuffer.integer || gl_vbo_dynamicvertex.integer || gl_vbo_dynamicindex.integer) && vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo) { if (rsurface.batchvertexmesh) - rsurface.batchvertexmesh_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(r_vertexmesh_t), rsurface.batchvertexmesh, R_BUFFERDATA_VERTEX, &rsurface.batchvertexmesh_bufferoffset, !vid.forcevbo); + rsurface.batchvertexmesh_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(r_vertexmesh_t), rsurface.batchvertexmesh, R_BUFFERDATA_VERTEX, &rsurface.batchvertexmesh_bufferoffset); else { if (rsurface.batchvertex3f) - rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset, !vid.forcevbo); + rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset); if (rsurface.batchsvector3f) - rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset, !vid.forcevbo); + rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset); if (rsurface.batchtvector3f) - rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset, !vid.forcevbo); + rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset); if (rsurface.batchnormal3f) - rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset, !vid.forcevbo); - if (rsurface.batchlightmapcolor4f && r_batch_dynamicbuffer.integer && vid.support.arb_vertex_buffer_object) - rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset, !vid.forcevbo); - if (rsurface.batchtexcoordtexture2f && r_batch_dynamicbuffer.integer && vid.support.arb_vertex_buffer_object) - rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset, !vid.forcevbo); - if (rsurface.batchtexcoordlightmap2f && r_batch_dynamicbuffer.integer && vid.support.arb_vertex_buffer_object) - rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset, !vid.forcevbo); + rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset); + if (rsurface.batchlightmapcolor4f) + rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset); + if (rsurface.batchtexcoordtexture2f) + rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset); + if (rsurface.batchtexcoordlightmap2f) + rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset); if (rsurface.batchskeletalindex4ub) - rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset, !vid.forcevbo); + rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset); if (rsurface.batchskeletalweight4ub) - rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset, !vid.forcevbo); + rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset); } if (rsurface.batchelement3s) - rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset, !vid.forcevbo); + rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset); else if (rsurface.batchelement3i) - rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset, !vid.forcevbo); + rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset); } } @@ -10646,7 +10817,7 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_ // in Quake3 maps as it causes problems with q3map2 sky tricks, // and skymasking also looks very bad when noclipping outside the // level, so don't use it then either. - if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer) + if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.skymasking && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer) { R_Mesh_ResetTextureState(); if (skyrendermasked) @@ -11087,9 +11258,9 @@ static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices); for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++) { - unsigned char c = (vi << 3) * (1.0f / 256.0f); + unsigned char d = (vi << 3) * (1.0f / 256.0f); VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f); - Vector4Set(batchvertex[vi].color4f, c, c, c, 1); + Vector4Set(batchvertex[vi].color4f, d, d, d, 1); } R_Mesh_PrepareVertices_Generic_Unlock(); RSurf_DrawBatch(); @@ -11101,13 +11272,13 @@ static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles); for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3) { - unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f); + unsigned char d = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f); VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f); VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f); VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f); - Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1); - Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1); - Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1); + Vector4Set(batchvertex[j*3+0].color4f, d, d, d, 1); + Vector4Set(batchvertex[j*3+1].color4f, d, d, d, 1); + Vector4Set(batchvertex[j*3+2].color4f, d, d, d, 1); } R_Mesh_PrepareVertices_Generic_Unlock(); R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0); @@ -11608,7 +11779,7 @@ void R_DecalSystem_Reset(decalsystem_t *decalsystem) memset(decalsystem, 0, sizeof(*decalsystem)); } -static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, int decalsequence) +static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, unsigned int decalsequence) { tridecal_t *decal; tridecal_t *decals; @@ -11688,7 +11859,7 @@ extern cvar_t cl_decals_bias; extern cvar_t cl_decals_models; extern cvar_t cl_decals_newsystem_intensitymultiplier; // baseparms, parms, temps -static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex) +static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, unsigned int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex) { int cornerindex; int index; @@ -11781,7 +11952,7 @@ static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, flo for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++) R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[cornerindex+1], v[cornerindex+2], tc[0], tc[cornerindex+1], tc[cornerindex+2], c[0], c[cornerindex+1], c[cornerindex+2], -1, surfaceindex, decalsequence); } -static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence) +static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, unsigned int decalsequence) { matrix4x4_t projection; decalsystem_t *decalsystem; @@ -11942,7 +12113,7 @@ static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldor } // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead -static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence) +static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, unsigned int decalsequence) { int renderentityindex; float worldmins[3]; @@ -11978,7 +12149,7 @@ typedef struct r_decalsystem_splatqueue_s float color[4]; float tcrange[4]; float worldsize; - int decalsequence; + unsigned int decalsequence; } r_decalsystem_splatqueue_t; @@ -12017,7 +12188,7 @@ static void R_DrawModelDecals_FadeEntity(entity_render_t *ent) int i; decalsystem_t *decalsystem = &ent->decalsystem; int numdecals; - int killsequence; + unsigned int killsequence; tridecal_t *decal; float frametime; float lifetime; @@ -12034,7 +12205,7 @@ static void R_DrawModelDecals_FadeEntity(entity_render_t *ent) return; } - killsequence = cl.decalsequence - max(1, cl_decals_max.integer); + killsequence = cl.decalsequence - bound(1, (unsigned int) cl_decals_max.integer, cl.decalsequence); lifetime = cl_decals_time.value + cl_decals_fadetime.value; if (decalsystem->lastupdatetime) @@ -12049,7 +12220,7 @@ static void R_DrawModelDecals_FadeEntity(entity_render_t *ent) if (decal->color4f[0][3]) { decal->lived += frametime; - if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime) + if (killsequence > decal->decalsequence || decal->lived >= lifetime) { memset(decal, 0, sizeof(*decal)); if (decalsystem->freedecal > i) @@ -12254,10 +12425,9 @@ extern cvar_t mod_collision_bih; static void R_DrawDebugModel(void) { entity_render_t *ent = rsurface.entity; - int i, j, k, l, flagsmask; + int i, j, flagsmask; const msurface_t *surface; dp_model_t *model = ent->model; - vec3_t v; if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity) return; @@ -12389,6 +12559,8 @@ static void R_DrawDebugModel(void) if (r_shownormals.value != 0 && qglBegin) { + int l, k; + vec3_t v; if (r_showdisabledepthtest.integer) { GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); @@ -12708,6 +12880,7 @@ void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, i texture.update_lastrenderframe = -1; // regenerate this texture texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL; + texture.basealpha = 1.0f; texture.currentskinframe = skinframe; texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE texture.offsetmapping = OFFSETMAPPING_OFF;