added r_trippy cvar
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 29 May 2011 11:06:42 +0000 (11:06 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 29 May 2011 11:06:42 +0000 (11:06 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@11170 d7cf8633-e32d-0410-b094-e92efae38249

13 files changed:
cl_particles.c
cl_screen.c
clvm_cmds.c
dpsoftrast.h
gl_draw.c
gl_rmain.c
gl_rsurf.c
model_brush.c
r_explosion.c
r_shadow.c
render.h
shader_glsl.h
sv_main.c

index 20869e0..b76b7d7 100644 (file)
@@ -2389,7 +2389,7 @@ void R_DrawDecal_TransparentCallback(const entity_render_t *ent, const rtlight_t
        // now render the decals all at once
        // (this assumes they all use one particle font texture!)
        GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
-       R_SetupShader_Generic(particletexture[63].texture, NULL, GL_MODULATE, 1);
+       R_SetupShader_Generic(particletexture[63].texture, NULL, GL_MODULATE, 1, false);
        R_Mesh_PrepareVertices_Generic_Arrays(numsurfaces * 4, particle_vertex3f, particle_color4f, particle_texcoord2f);
        R_Mesh_Draw(0, numsurfaces * 4, 0, numsurfaces * 2, NULL, NULL, 0, particle_elements, NULL, 0);
 }
@@ -2699,7 +2699,7 @@ void R_DrawParticle_TransparentCallback(const entity_render_t *ent, const rtligh
                if (texture != particletexture[p->texnum].texture)
                {
                        texture = particletexture[p->texnum].texture;
-                       R_SetupShader_Generic(texture, NULL, GL_MODULATE, 1);
+                       R_SetupShader_Generic(texture, NULL, GL_MODULATE, 1, false);
                }
 
                if (p->blendmode == PBLEND_INVMOD)
index 613ef99..f9c2086 100644 (file)
@@ -2006,7 +2006,7 @@ static void SCR_DrawLoadingStack(void)
                sscanf(scr_loadingscreen_barcolor.string, "%f %f %f", &colors[12], &colors[13], &colors[14]);  colors[15] = 1;
 
                R_Mesh_PrepareVertices_Generic_Arrays(4, verts, colors, NULL);
-               R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+               R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, true);
                R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
 
                // make sure everything is cleared, including the progress indicator
@@ -2105,11 +2105,11 @@ static void SCR_DrawLoadingScreen (qboolean clear)
        if(loadingscreentexture)
        {
                R_Mesh_PrepareVertices_Generic_Arrays(4, loadingscreentexture_vertex3f, NULL, loadingscreentexture_texcoord2f);
-               R_SetupShader_Generic(loadingscreentexture, NULL, GL_MODULATE, 1);
+               R_SetupShader_Generic(loadingscreentexture, NULL, GL_MODULATE, 1, true);
                R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
        }
        R_Mesh_PrepareVertices_Generic_Arrays(4, loadingscreenpic_vertex3f, NULL, loadingscreenpic_texcoord2f);
-       R_SetupShader_Generic(Draw_GetPicTexture(loadingscreenpic), NULL, GL_MODULATE, 1);
+       R_SetupShader_Generic(Draw_GetPicTexture(loadingscreenpic), NULL, GL_MODULATE, 1, true);
        R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
        SCR_DrawLoadingStack();
 }
index 4adb467..5210727 100644 (file)
@@ -3087,7 +3087,7 @@ static void VM_DrawPolygonCallback (const entity_render_t *ent, const rtlight_t
                rtexture_t *tex = polys->data_triangles[surfacelist[surfacelistindex]].texture;
                int drawflag = polys->data_triangles[surfacelist[surfacelistindex]].drawflag;
                DrawQ_ProcessDrawFlag(drawflag, polys->data_triangles[surfacelist[surfacelistindex]].hasalpha);
-               R_SetupShader_Generic(tex, NULL, GL_MODULATE, 1);
+               R_SetupShader_Generic(tex, NULL, GL_MODULATE, 1, false);
                numtriangles = 0;
                for (;surfacelistindex < numsurfaces;surfacelistindex++)
                {
index 6b7a706..ef77508 100644 (file)
@@ -196,8 +196,9 @@ typedef enum shaderpermutation_e
        SHADERPERMUTATION_NORMALMAPSCROLLBLEND = 1<<27, ///< (water) counter-direction normalmaps scrolling
        SHADERPERMUTATION_BOUNCEGRID = 1<<28, ///< (lightmap) use Texture_BounceGrid as an additional source of ambient light
        SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL = 1<<29, ///< (lightmap) use 16-component pixels in bouncegrid texture for directional lighting rather than standard 4-component
-       SHADERPERMUTATION_LIMIT = 1<<30, ///< size of permutations array
-       SHADERPERMUTATION_COUNT = 30 ///< size of shaderpermutationinfo array
+       SHADERPERMUTATION_TRIPPY = 1<<30, ///< use trippy vertex shader effect
+       SHADERPERMUTATION_LIMIT = 1<<31, ///< size of permutations array
+       SHADERPERMUTATION_COUNT = 31 ///< size of shaderpermutationinfo array
 }
 shaderpermutation_t;
 
index 6e09f83..705253b 100644 (file)
--- a/gl_draw.c
+++ b/gl_draw.c
@@ -1132,7 +1132,7 @@ void DrawQ_Pic(float x, float y, cachepic_t *pic, float width, float height, flo
                        width = pic->width;
                if (height == 0)
                        height = pic->height;
-               R_SetupShader_Generic(Draw_GetPicTexture(pic), NULL, GL_MODULATE, 1);
+               R_SetupShader_Generic(Draw_GetPicTexture(pic), NULL, GL_MODULATE, 1, true);
 
 #if 0
       // AK07: lets be texel correct on the corners
@@ -1148,7 +1148,7 @@ void DrawQ_Pic(float x, float y, cachepic_t *pic, float width, float height, flo
 #endif
        }
        else
-               R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+               R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, true);
 
        floats[2] = floats[5] = floats[8] = floats[11] = 0;
        floats[0] = floats[9] = x;
@@ -1181,10 +1181,10 @@ void DrawQ_RotPic(float x, float y, cachepic_t *pic, float width, float height,
                        width = pic->width;
                if (height == 0)
                        height = pic->height;
-               R_SetupShader_Generic(Draw_GetPicTexture(pic), NULL, GL_MODULATE, 1);
+               R_SetupShader_Generic(Draw_GetPicTexture(pic), NULL, GL_MODULATE, 1, true);
        }
        else
-               R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+               R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, true);
 
        floats[2] = floats[5] = floats[8] = floats[11] = 0;
 
@@ -1226,7 +1226,7 @@ void DrawQ_Fill(float x, float y, float width, float height, float red, float gr
                return;
 
 //     R_Mesh_ResetTextureState();
-       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, true);
 
        floats[2] = floats[5] = floats[8] = floats[11] = 0;
        floats[0] = floats[9] = x;
@@ -1553,7 +1553,7 @@ float DrawQ_String_Scale(float startx, float starty, const char *text, size_t ma
 //     R_Mesh_ResetTextureState();
        if (!fontmap)
                R_Mesh_TexBind(0, fnt->tex);
-       R_SetupShader_Generic(fnt->tex, NULL, GL_MODULATE, 1);
+       R_SetupShader_Generic(fnt->tex, NULL, GL_MODULATE, 1, true);
 
        ac = color4f;
        at = texcoord2f;
@@ -1689,7 +1689,7 @@ float DrawQ_String_Scale(float startx, float starty, const char *text, size_t ma
                                                        at = texcoord2f;
                                                        av = vertex3f;
                                                }
-                                               R_SetupShader_Generic(fnt->tex, NULL, GL_MODULATE, 1);
+                                               R_SetupShader_Generic(fnt->tex, NULL, GL_MODULATE, 1, true);
                                                map = ft2_oldstyle_map;
                                        }
                                }
@@ -1758,7 +1758,7 @@ float DrawQ_String_Scale(float startx, float starty, const char *text, size_t ma
                                                        break;
                                                }
                                        }
-                                       R_SetupShader_Generic(map->pic->tex, NULL, GL_MODULATE, 1);
+                                       R_SetupShader_Generic(map->pic->tex, NULL, GL_MODULATE, 1, true);
                                }
 
                                mapch = ch - map->start;
@@ -1902,10 +1902,10 @@ void DrawQ_SuperPic(float x, float y, cachepic_t *pic, float width, float height
                        width = pic->width;
                if (height == 0)
                        height = pic->height;
-               R_SetupShader_Generic(Draw_GetPicTexture(pic), NULL, GL_MODULATE, 1);
+               R_SetupShader_Generic(Draw_GetPicTexture(pic), NULL, GL_MODULATE, 1, true);
        }
        else
-               R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+               R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, true);
 
        floats[2] = floats[5] = floats[8] = floats[11] = 0;
        floats[0] = floats[9] = x;
@@ -1934,7 +1934,7 @@ void DrawQ_Mesh (drawqueuemesh_t *mesh, int flags, qboolean hasalpha)
        DrawQ_ProcessDrawFlag(flags, hasalpha);
 
 //     R_Mesh_ResetTextureState();
-       R_SetupShader_Generic(mesh->texture, NULL, GL_MODULATE, 1);
+       R_SetupShader_Generic(mesh->texture, NULL, GL_MODULATE, 1, true);
 
        R_Mesh_PrepareVertices_Generic_Arrays(mesh->num_vertices, mesh->data_vertex3f, mesh->data_color4f, mesh->data_texcoord2f);
        R_Mesh_Draw(0, mesh->num_vertices, 0, mesh->num_triangles, mesh->data_element3i, NULL, 0, mesh->data_element3s, NULL, 0);
@@ -1991,7 +1991,7 @@ void DrawQ_Line (float width, float x1, float y1, float x2, float y2, float r, f
        if(!r_draw2d.integer && !r_draw2d_force)
                return;
 
-       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, true);
 
        switch(vid.renderpath)
        {
@@ -2049,7 +2049,7 @@ void DrawQ_Lines (float width, int numlines, const float *vertex3f, const float
        case RENDERPATH_GL20:
                CHECKGLERROR
 
-               R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+               R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, true);
 
                //qglLineWidth(width);CHECKGLERROR
 
@@ -2154,7 +2154,7 @@ void R_DrawGamma(void)
        }
        // all the blends ignore depth
 //     R_Mesh_ResetTextureState();
-       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, true);
        GL_DepthMask(true);
        GL_DepthRange(0, 1);
        GL_PolygonOffset(0, 0);
index eb52a53..627f1b4 100644 (file)
@@ -670,6 +670,7 @@ shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
        {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
        {"#define USEBOUNCEGRID\n", " bouncegrid"},
        {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"},
+       {"#define USETRIPPY\n", " trippy"},
 };
 
 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
@@ -1892,15 +1893,29 @@ void R_GLSL_DumpShader_f(void)
                Con_Printf("failed to write to hlsl/default.hlsl\n");
 }
 
-void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
+void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean notrippy)
 {
+       unsigned int permutation = 0;
+       if (r_trippy.integer && !notrippy)
+               permutation |= SHADERPERMUTATION_TRIPPY;
+       permutation |= SHADERPERMUTATION_VIEWTINT;
+       if (first)
+               permutation |= SHADERPERMUTATION_DIFFUSE;
+       if (second)
+               permutation |= SHADERPERMUTATION_SPECULAR;
+       if (texturemode == GL_MODULATE)
+               permutation |= SHADERPERMUTATION_COLORMAPPING;
+       else if (texturemode == GL_ADD)
+               permutation |= SHADERPERMUTATION_GLOW;
+       else if (texturemode == GL_DECAL)
+               permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
        if (!second)
                texturemode = GL_MODULATE;
        switch (vid.renderpath)
        {
        case RENDERPATH_D3D9:
 #ifdef SUPPORTD3D
-               R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, SHADERPERMUTATION_VIEWTINT | (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
+               R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
                R_Mesh_TexBind(GL20TU_FIRST , first );
                R_Mesh_TexBind(GL20TU_SECOND, second);
 #endif
@@ -1913,7 +1928,7 @@ void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemod
                break;
        case RENDERPATH_GL20:
        case RENDERPATH_GLES2:
-               R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, SHADERPERMUTATION_VIEWTINT | (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
+               R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
                R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
                R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
                break;
@@ -1929,20 +1944,23 @@ void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemod
                R_Mesh_TexBind(0, first );
                break;
        case RENDERPATH_SOFT:
-               R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, SHADERPERMUTATION_VIEWTINT | (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
+               R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
                R_Mesh_TexBind(GL20TU_FIRST , first );
                R_Mesh_TexBind(GL20TU_SECOND, second);
                break;
        }
 }
 
-void R_SetupShader_DepthOrShadow(void)
+void R_SetupShader_DepthOrShadow(qboolean notrippy)
 {
+       unsigned int permutation = 0;
+       if (r_trippy.integer && !notrippy)
+               permutation |= SHADERPERMUTATION_TRIPPY;
        switch (vid.renderpath)
        {
        case RENDERPATH_D3D9:
 #ifdef SUPPORTD3D
-               R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
+               R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
 #endif
                break;
        case RENDERPATH_D3D10:
@@ -1953,7 +1971,7 @@ void R_SetupShader_DepthOrShadow(void)
                break;
        case RENDERPATH_GL20:
        case RENDERPATH_GLES2:
-               R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
+               R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
                break;
        case RENDERPATH_GL13:
        case RENDERPATH_GLES1:
@@ -1964,18 +1982,23 @@ void R_SetupShader_DepthOrShadow(void)
                R_Mesh_TexBind(0, 0);
                break;
        case RENDERPATH_SOFT:
-               R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, 0);
+               R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
                break;
        }
 }
 
-void R_SetupShader_ShowDepth(void)
+void R_SetupShader_ShowDepth(qboolean notrippy)
 {
+       int permutation = 0;
+       if (r_trippy.integer && !notrippy)
+               permutation |= SHADERPERMUTATION_TRIPPY;
+       if (r_trippy.integer)
+               permutation |= SHADERPERMUTATION_TRIPPY;
        switch (vid.renderpath)
        {
        case RENDERPATH_D3D9:
 #ifdef SUPPORTHLSL
-               R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, 0);
+               R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, permutation);
 #endif
                break;
        case RENDERPATH_D3D10:
@@ -1986,7 +2009,7 @@ void R_SetupShader_ShowDepth(void)
                break;
        case RENDERPATH_GL20:
        case RENDERPATH_GLES2:
-               R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
+               R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, permutation);
                break;
        case RENDERPATH_GL13:
        case RENDERPATH_GLES1:
@@ -1994,7 +2017,7 @@ void R_SetupShader_ShowDepth(void)
        case RENDERPATH_GL11:
                break;
        case RENDERPATH_SOFT:
-               R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, 0);
+               R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, permutation);
                break;
        }
 }
@@ -2070,7 +2093,7 @@ static int R_BlendFuncFlags(int src, int dst)
        return r;
 }
 
-void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane)
+void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
 {
        // select a permutation of the lighting shader appropriate to this
        // combination of texture, entity, light source, and fogging, only use the
@@ -2084,6 +2107,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
        float m16f[16];
        matrix4x4_t tempmatrix;
        r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
+       if (r_trippy.integer && !notrippy)
+               permutation |= SHADERPERMUTATION_TRIPPY;
        if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
                permutation |= SHADERPERMUTATION_ALPHAKILL;
        if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
@@ -4261,6 +4286,8 @@ int R_CullBox(const vec3_t mins, const vec3_t maxs)
 {
        int i;
        mplane_t *p;
+       if (r_trippy.integer)
+               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
@@ -4311,6 +4338,8 @@ int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, c
 {
        int i;
        const mplane_t *p;
+       if (r_trippy.integer)
+               return false;
        for (i = 0;i < numplanes;i++)
        {
                p = planes + i;
@@ -4794,7 +4823,7 @@ static void R_View_UpdateEntityVisible (void)
                        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(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
+       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
        {
                for (i = 0;i < r_refdef.scene.numentities;i++)
@@ -6019,7 +6048,7 @@ void R_Bloom_CopyBloomTexture(float colorscale)
                break;
        }
        // TODO: do boxfilter scale-down in shader?
-       R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
+       R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1, true);
        R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
        r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
 
@@ -6055,7 +6084,7 @@ void R_Bloom_MakeTexture(void)
                GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
                GL_Color(r,r,r,1);
                R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
-               R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
+               R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1, true);
                R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
                r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
 
@@ -6071,7 +6100,7 @@ void R_Bloom_MakeTexture(void)
        brighten = sqrt(brighten);
        if(range >= 1)
                brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
-       R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
+       R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1, true);
 
        for (dir = 0;dir < 2;dir++)
        {
@@ -6252,7 +6281,7 @@ static void R_BlendView(void)
                                                R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
                                                break;
                                        }
-                                       R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
+                                       R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1, true);
                                        R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
                                        r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
                                }
@@ -6271,7 +6300,7 @@ static void R_BlendView(void)
                                R_ResetViewRendering2D();
                                GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
                                R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
-                               R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+                               R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, true);
                                GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                                R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
                        }
@@ -6379,7 +6408,7 @@ static void R_BlendView(void)
                        R_ResetViewRendering2D();
                        GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
                        R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
-                       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+                       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, true);
                        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                        R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
                }
@@ -7031,7 +7060,7 @@ void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, floa
        }
        R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
        R_Mesh_ResetTextureState();
-       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false);
        R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
 }
 
@@ -7047,7 +7076,7 @@ static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtligh
                return;
 
        GL_CullFace(GL_NONE);
-       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false);
 
        prog = 0;
        SV_VM_Begin();
@@ -7197,7 +7226,7 @@ void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight
                }
        }
 //     R_Mesh_ResetTextureState();
-       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false);
        R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
        R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
 }
@@ -7576,7 +7605,7 @@ texture_t *R_GetCurrentTexture(texture_t *t)
 
        t->currentmaterialflags = t->basematerialflags;
        t->currentalpha = rsurface.colormod[3];
-       if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
+       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_waterstate.enabled && !r_refdef.view.isoverlay)
                t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
@@ -9501,7 +9530,7 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_
        // transparent sky would be ridiculous
        if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
                return;
-       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false);
        skyrenderlater = true;
        RSurf_SetupDepthAndCulling();
        GL_DepthMask(true);
@@ -9511,12 +9540,12 @@ 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)
+       if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
        {
                R_Mesh_ResetTextureState();
                if (skyrendermasked)
                {
-                       R_SetupShader_DepthOrShadow();
+                       R_SetupShader_DepthOrShadow(false);
                        // depth-only (masking)
                        GL_ColorMask(0,0,0,0);
                        // just to make sure that braindead drivers don't draw
@@ -9530,7 +9559,7 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_
                }
                else
                {
-                       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+                       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false);
                        // fog sky
                        GL_BlendFunc(GL_ONE, GL_ZERO);
                        RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
@@ -9555,7 +9584,7 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface
        {
                // render screenspace normalmap to texture
                GL_DepthMask(true);
-               R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL);
+               R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
                RSurf_DrawBatch();
        }
 
@@ -9582,18 +9611,18 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface
                        {
                                // render water or distortion background
                                GL_DepthMask(true);
-                               R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex));
+                               R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex), false);
                                RSurf_DrawBatch();
                                // blend surface on top
                                GL_DepthMask(false);
-                               R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL);
+                               R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
                                RSurf_DrawBatch();
                        }
                        else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
                        {
                                // render surface with reflection texture as input
                                GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
-                               R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex));
+                               R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex), false);
                                RSurf_DrawBatch();
                        }
                }
@@ -9602,7 +9631,7 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface
 
        // render surface batch normally
        GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
-       R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL);
+       R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0);
        if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
                GL_AlphaTest(true);
        RSurf_DrawBatch();
@@ -9829,7 +9858,7 @@ static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const
        float c[4];
 
 //     R_Mesh_ResetTextureState();
-       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false);
 
        if(rsurface.texture && rsurface.texture->currentskinframe)
        {
@@ -9935,7 +9964,7 @@ static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const
                RSurf_DrawBatch_GL11_ClampColor();
 
                R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
-               R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+               R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false);
                RSurf_DrawBatch();
        }
        else if (!r_refdef.view.showdebug)
@@ -10137,7 +10166,7 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const
                                GL_BlendFunc(GL_ONE, GL_ZERO);
                                GL_DepthMask(true);
 //                             R_Mesh_ResetTextureState();
-                               R_SetupShader_DepthOrShadow();
+                               R_SetupShader_DepthOrShadow(false);
                        }
                        RSurf_SetupDepthAndCulling();
                        RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
@@ -10450,7 +10479,7 @@ void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, in
                        vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
 
        R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
-       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false);
        R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
 }
 
@@ -11077,7 +11106,7 @@ static void R_DrawModelDecals_Entity(entity_render_t *ent)
                GL_DepthTest(true);
                GL_CullFace(GL_NONE);
                GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
-               R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
+               R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false);
                R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
        }
 }
@@ -11134,7 +11163,7 @@ void R_DrawDebugModel(void)
        {
                float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
                flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
-               R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+               R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false);
                GL_DepthTest(false);
                GL_DepthMask(false);
                GL_DepthRange(0, 1);
@@ -11164,7 +11193,7 @@ void R_DrawDebugModel(void)
        flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
 
 //     R_Mesh_ResetTextureState();
-       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false);
        GL_DepthRange(0, 1);
        GL_DepthTest(!r_showdisabledepthtest.integer);
        GL_DepthMask(false);
index 9d5bca9..967edc6 100644 (file)
@@ -362,7 +362,7 @@ static void R_DrawPortal_Callback(const entity_render_t *ent, const rtlight_t *r
        for (i = 0, v = vertex3f;i < numpoints;i++, v += 3)
                VectorCopy(portal->points[i].position, v);
        R_Mesh_PrepareVertices_Generic_Arrays(numpoints, vertex3f, NULL, NULL);
-       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false);
        R_Mesh_Draw(0, numpoints, 0, numpoints - 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
 }
 
@@ -446,7 +446,7 @@ void R_View_WorldVisibility(qboolean forcenovis)
 
                // if floating around in the void (no pvs data available, and no
                // portals available), simply use all on-screen leafs.
-               if (!viewleaf || viewleaf->clusterindex < 0 || forcenovis)
+               if (!viewleaf || viewleaf->clusterindex < 0 || forcenovis || r_trippy.integer)
                {
                        // no visibility method: (used when floating around in the void)
                        // simply cull each leaf to the frustum (view pyramid)
@@ -454,6 +454,8 @@ void R_View_WorldVisibility(qboolean forcenovis)
                        r_refdef.viewcache.world_novis = true;
                        for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
                        {
+                               if (leaf->clusterindex < 0)
+                                       continue;
                                // if leaf is in current pvs and on the screen, mark its surfaces
                                if (!R_CullBox(leaf->mins, leaf->maxs))
                                {
@@ -475,6 +477,8 @@ void R_View_WorldVisibility(qboolean forcenovis)
                        // similar to quake's RecursiveWorldNode but without cache misses
                        for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
                        {
+                               if (leaf->clusterindex < 0)
+                                       continue;
                                // if leaf is in current pvs and on the screen, mark its surfaces
                                if (CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
                                {
@@ -507,6 +511,8 @@ void R_View_WorldVisibility(qboolean forcenovis)
                                leaf = leafstack[--leafstackpos];
                                if (r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs])
                                        continue;
+                               if (leaf->clusterindex < 0)
+                                       continue;
                                r_refdef.stats.world_leafs++;
                                r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs] = true;
                                // mark any surfaces bounding this leaf
@@ -629,7 +635,7 @@ void R_Q1BSP_DrawDepth(entity_render_t *ent)
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_DepthMask(true);
 //     R_Mesh_ResetTextureState();
-       R_SetupShader_DepthOrShadow();
+       R_SetupShader_DepthOrShadow(false);
        if (ent == r_refdef.scene.worldentity)
                R_DrawWorldSurfaces(false, false, true, false, false);
        else
index 2129d75..5874b1b 100644 (file)
@@ -38,6 +38,7 @@ cvar_t r_subdivisions_collision_tolerance = {0, "r_subdivisions_collision_tolera
 cvar_t r_subdivisions_collision_mintess = {0, "r_subdivisions_collision_mintess", "0", "minimum number of subdivisions (values above 0 will smooth curves that don't need it)"};
 cvar_t r_subdivisions_collision_maxtess = {0, "r_subdivisions_collision_maxtess", "1024", "maximum number of subdivisions (prevents curves beyond a certain detail level, limits smoothing)"};
 cvar_t r_subdivisions_collision_maxvertices = {0, "r_subdivisions_collision_maxvertices", "4225", "maximum vertices allowed per subdivided curve"};
+cvar_t r_trippy = {0, "r_trippy", "0", "easter egg"};
 cvar_t mod_noshader_default_offsetmapping = {CVAR_SAVE, "mod_noshader_default_offsetmapping", "1", "use offsetmapping by default on all surfaces that are not using q3 shader files"};
 cvar_t mod_q3bsp_curves_collisions = {0, "mod_q3bsp_curves_collisions", "1", "enables collisions with curves (SLOW)"};
 cvar_t mod_q3bsp_curves_collisions_stride = {0, "mod_q3bsp_curves_collisions_stride", "16", "collisions against curves: optimize performance by doing a combined collision check for this triangle amount first (-1 avoids any box tests)"};
@@ -75,6 +76,7 @@ void Mod_BrushInit(void)
        Cvar_RegisterVariable(&r_subdivisions_collision_mintess);
        Cvar_RegisterVariable(&r_subdivisions_collision_maxtess);
        Cvar_RegisterVariable(&r_subdivisions_collision_maxvertices);
+       Cvar_RegisterVariable(&r_trippy);
        Cvar_RegisterVariable(&mod_noshader_default_offsetmapping);
        Cvar_RegisterVariable(&mod_q3bsp_curves_collisions);
        Cvar_RegisterVariable(&mod_q3bsp_curves_collisions_stride);
@@ -3567,7 +3569,7 @@ static int Mod_Q1BSP_FatPVS(dp_model_t *model, const vec3_t org, vec_t radius, u
 {
        int bytes = model->brush.num_pvsclusterbytes;
        bytes = min(bytes, pvsbufferlength);
-       if (r_novis.integer || !model->brush.num_pvsclusters || !Mod_Q1BSP_GetPVS(model, org))
+       if (r_novis.integer || r_trippy.integer || !model->brush.num_pvsclusters || !Mod_Q1BSP_GetPVS(model, org))
        {
                memset(pvsbuffer, 0xFF, bytes);
                return bytes;
index 727f847..3789d8d 100644 (file)
@@ -213,7 +213,7 @@ static void R_DrawExplosion_TransparentCallback(const entity_render_t *ent, cons
        R_EntityMatrix(&identitymatrix);
 
 //     R_Mesh_ResetTextureState();
-       R_SetupShader_Generic(explosiontexture, NULL, GL_MODULATE, 1);
+       R_SetupShader_Generic(explosiontexture, NULL, GL_MODULATE, 1, false);
        for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
        {
                const explosion_t *e = explosion + surfacelist[surfacelistindex];
index 909015e..ce56b64 100644 (file)
@@ -2034,7 +2034,7 @@ void R_Shadow_RenderMode_Reset(void)
        GL_Color(1, 1, 1, 1);
        GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
        GL_BlendFunc(GL_ONE, GL_ZERO);
-       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false);
        r_shadow_usingshadowmap2d = false;
        r_shadow_usingshadowmaportho = false;
        R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
@@ -2056,7 +2056,7 @@ void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
        GL_ColorMask(0, 0, 0, 0);
        GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
        GL_CullFace(GL_NONE);
-       R_SetupShader_DepthOrShadow();
+       R_SetupShader_DepthOrShadow(false);
        r_shadow_rendermode = mode;
        switch(mode)
        {
@@ -2168,7 +2168,7 @@ void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
        R_Mesh_ResetTextureState();
        R_Shadow_RenderMode_Reset();
        R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
-       R_SetupShader_DepthOrShadow();
+       R_SetupShader_DepthOrShadow(true);
        GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
        GL_DepthMask(true);
        GL_DepthTest(true);
@@ -2968,7 +2968,7 @@ int bboxedges[12][2] =
 
 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
 {
-       if (!r_shadow_scissor.integer || r_shadow_usingdeferredprepass)
+       if (!r_shadow_scissor.integer || r_shadow_usingdeferredprepass || r_trippy.integer)
        {
                r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
                r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
@@ -3167,7 +3167,7 @@ static void R_Shadow_RenderLighting_VisibleLighting(int texturenumsurfaces, cons
 static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
 {
        // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
-       R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL);
+       R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL, false);
        if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
        {
                GL_DepthFunc(GL_EQUAL);
@@ -3638,6 +3638,9 @@ void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
        // can hold
        rtlight->cached_numfrustumplanes = 0;
 
+       if (r_trippy.integer)
+               return;
+
        // haven't implemented a culling path for ortho rendering
        if (!r_refdef.view.useperspective)
        {
@@ -4918,7 +4921,7 @@ void R_DrawModelShadowMaps(void)
        VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
 
        R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
-       R_SetupShader_DepthOrShadow();
+       R_SetupShader_DepthOrShadow(true);
        GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
        GL_DepthMask(true);
        GL_DepthTest(true);
@@ -4939,7 +4942,7 @@ void R_DrawModelShadowMaps(void)
 #if 0
        // debugging
        R_Mesh_SetMainRenderTargets();
-       R_SetupShader_ShowDepth();
+       R_SetupShader_ShowDepth(true);
        GL_ColorMask(1,1,1,1);
        GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
 #endif
@@ -5140,7 +5143,7 @@ void R_DrawModelShadows(void)
 
        // apply the blend to the shadowed areas
        R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
-       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, true);
        R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
 
        // restore the viewport
@@ -5370,7 +5373,7 @@ void R_Shadow_DrawCoronas(void)
                        GL_PolygonOffset(0, 0);
                        GL_DepthTest(true);
                        R_Mesh_ResetTextureState();
-                       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+                       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false);
                }
                break;
        case RENDERPATH_D3D9:
index b354034..9ef7403 100644 (file)
--- a/render.h
+++ b/render.h
@@ -54,6 +54,8 @@ extern cvar_t gl_flashblend;
 // vis stuff
 extern cvar_t r_novis;
 
+extern cvar_t r_trippy;
+
 extern cvar_t r_lerpsprites;
 extern cvar_t r_lerpmodels;
 extern cvar_t r_lerplightstyles;
@@ -439,10 +441,10 @@ typedef enum rsurfacepass_e
 }
 rsurfacepass_t;
 
-void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale);
-void R_SetupShader_DepthOrShadow(void);
-void R_SetupShader_ShowDepth(void);
-void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *waterplane);
+void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean notrippy);
+void R_SetupShader_DepthOrShadow(qboolean notrippy);
+void R_SetupShader_ShowDepth(qboolean notrippy);
+void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *waterplane, qboolean notrippy);
 void R_SetupShader_DeferredLight(const rtlight_t *rtlight);
 
 typedef struct r_waterstate_waterplane_s
index e924413..6021148 100644 (file)
 "uniform highp mat4 ModelViewProjectionMatrix;\n"
 "#endif\n"
 "\n"
+"#ifdef VERTEX_SHADER\n"
+"#ifdef USETRIPPY\n"
+"// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE\n"
+"// tweaked scale\n"
+"uniform highp float ClientTime;\n"
+"vec4 TrippyVertex(vec4 position)\n"
+"{\n"
+"      float worldTime = ClientTime;\n"
+"      // tweaked for Quake\n"
+"      worldTime *= 10.0;\n"
+"      position *= 0.125;\n"
+"      //~tweaked for Quake\n"
+"      float distanceSquared = (position.x * position.x + position.z * position.z);\n"
+"      position.y += 5*sin(distanceSquared*sin(float(worldTime)/143.0)/1000.0);\n"
+"      float y = position.y;\n"
+"      float x = position.x;\n"
+"      float om = sin(distanceSquared*sin(float(worldTime)/256.0)/5000.0) * sin(float(worldTime)/200.0);\n"
+"      position.y = x*sin(om)+y*cos(om);\n"
+"      position.x = x*cos(om)-y*sin(om);\n"
+"      return position;\n"
+"}\n"
+"#endif\n"
+"#endif\n"
+"\n"
 "#ifdef MODE_DEPTH_OR_SHADOW\n"
 "#ifdef VERTEX_SHADER\n"
 "void main(void)\n"
 "{\n"
 "      gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
+"#ifdef USETRIPPY\n"
+"      gl_Position = TrippyVertex(gl_Position);\n"
+"#endif\n"
 "}\n"
 "#endif\n"
 "#else // !MODE_DEPTH_ORSHADOW\n"
 "{\n"
 "      gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
 "      VertexColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
+"#ifdef USETRIPPY\n"
+"      gl_Position = TrippyVertex(gl_Position);\n"
+"#endif\n"
 "}\n"
 "#endif\n"
 "\n"
 "      TexCoord2 = Attrib_TexCoord1.xy;\n"
 "#endif\n"
 "      gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
+"#ifdef USETRIPPY\n"
+"      gl_Position = TrippyVertex(gl_Position);\n"
+"#endif\n"
 "}\n"
 "#endif\n"
 "\n"
 "      TexCoord = vec2(TexMatrix * Attrib_TexCoord0);\n"
 "      gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
 "      ModelViewProjectionPosition = gl_Position;\n"
+"#ifdef USETRIPPY\n"
+"      gl_Position = TrippyVertex(gl_Position);\n"
+"#endif\n"
 "}\n"
 "#endif\n"
 "\n"
 "      EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n"
 "      gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
 "      ModelViewProjectionPosition = gl_Position;\n"
+"#ifdef USETRIPPY\n"
+"      gl_Position = TrippyVertex(gl_Position);\n"
+"#endif\n"
 "}\n"
 "#endif\n"
 "\n"
 "      VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));\n"
 "      VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));\n"
 "      gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
+"#ifdef USETRIPPY\n"
+"      gl_Position = TrippyVertex(gl_Position);\n"
+"#endif\n"
 "}\n"
 "#endif // VERTEX_SHADER\n"
 "\n"
 "#ifdef USEREFLECTION\n"
 "      ModelViewProjectionPosition = gl_Position;\n"
 "#endif\n"
+"#ifdef USETRIPPY\n"
+"      gl_Position = TrippyVertex(gl_Position);\n"
+"#endif\n"
 "}\n"
 "#endif // VERTEX_SHADER\n"
 "\n"
index a01eb9d..078ec31 100644 (file)
--- a/sv_main.c
+++ b/sv_main.c
@@ -1610,7 +1610,7 @@ void SV_MarkWriteEntityStateToClient(entity_state_t *s)
                        ed = PRVM_EDICT_NUM(s->number);
 
                        // if not touching a visible leaf
-                       if (sv_cullentities_pvs.integer && !r_novis.integer && sv.writeentitiestoclient_pvsbytes)
+                       if (sv_cullentities_pvs.integer && !r_novis.integer && !r_trippy.integer && sv.writeentitiestoclient_pvsbytes)
                        {
                                if (ed->priv.server->pvs_numclusters < 0)
                                {
@@ -1637,7 +1637,7 @@ void SV_MarkWriteEntityStateToClient(entity_state_t *s)
                        }
 
                        // or not seen by random tracelines
-                       if (sv_cullentities_trace.integer && !isbmodel && sv.worldmodel->brush.TraceLineOfSight)
+                       if (sv_cullentities_trace.integer && !isbmodel && sv.worldmodel->brush.TraceLineOfSight && !r_trippy.integer)
                        {
                                int samples =
                                        s->number <= svs.maxclients