cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
+cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
+cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
+cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
+cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
extern qboolean v_flipped_state;
if (skinframe && skinframe->base)
return skinframe;
- basepixels = loadimagepixels(name, complain, 0, 0);
+ basepixels = loadimagepixels(name, complain, 0, 0, true);
if (basepixels == NULL)
return NULL;
// _norm is the name used by tenebrae and has been adopted as standard
if (loadnormalmap)
{
- if ((pixels = loadimagepixels(va("%s_norm", skinframe->basename), false, 0, 0)) != NULL)
+ if ((pixels = loadimagepixels(va("%s_norm", skinframe->basename), false, 0, 0, false)) != NULL)
{
skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
Mem_Free(pixels);
pixels = NULL;
}
- else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixels(va("%s_bump", skinframe->basename), false, 0, 0)) != NULL)
+ else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixels(va("%s_bump", skinframe->basename), false, 0, 0, false)) != NULL)
{
pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
Image_HeightmapToNormalmap(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
// _luma is supported for tenebrae compatibility
// (I think it's a very stupid name, but oh well)
// _glow is the preferred name
- if (loadglow && ((pixels = loadimagepixels(va("%s_glow", skinframe->basename), false, 0, 0)) != NULL || (pixels = loadimagepixels(va("%s_luma", skinframe->basename), false, 0, 0)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
- if (loadgloss && (pixels = loadimagepixels(va("%s_gloss", skinframe->basename), false, 0, 0)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
- if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_pants", skinframe->basename), false, 0, 0)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
- if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_shirt", skinframe->basename), false, 0, 0)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
+ if (loadglow && ((pixels = loadimagepixels(va("%s_glow", skinframe->basename), false, 0, 0, false)) != NULL || (pixels = loadimagepixels(va("%s_luma", skinframe->basename), false, 0, 0, false)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
+ if (loadgloss && (pixels = loadimagepixels(va("%s_gloss", skinframe->basename), false, 0, 0, false)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
+ if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_pants", skinframe->basename), false, 0, 0, false)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
+ if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_shirt", skinframe->basename), false, 0, 0, false)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
if (basepixels)
Mem_Free(basepixels);
if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
Cvar_SetValue("r_fullbrights", 0);
R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
+
+ Cvar_RegisterVariable(&r_track_sprites);
+ Cvar_RegisterVariable(&r_track_sprites_flags);
+ Cvar_RegisterVariable(&r_track_sprites_scalew);
+ Cvar_RegisterVariable(&r_track_sprites_scaleh);
}
extern void R_Textures_Init(void);
for (i = 0;i < r_refdef.numentities;i++)
{
ent = r_refdef.entities[i];
- r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs));
+ r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs)) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs));
+
}
if(r_cullentities_trace.integer)
{
for (i = 0;i < r_refdef.numentities;i++)
{
ent = r_refdef.entities[i];
- r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs);
+ r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((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));
}
}
r_view.frustum[5].dist = m[15] + m[14];
#endif
-
-
if (r_view.useperspective)
{
slopex = 1.0 / r_view.frustum_x;
VectorMA(r_view.forward, -slopey, r_view.up , r_view.frustum[2].normal);
VectorMA(r_view.forward, slopey, r_view.up , r_view.frustum[3].normal);
VectorCopy(r_view.forward, r_view.frustum[4].normal);
+
+ // Leaving those out was a mistake, those were in the old code, and they
+ // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
+ // I couldn't reproduce it after adding those normalizations. --blub
+ VectorNormalize(r_view.frustum[0].normal);
+ VectorNormalize(r_view.frustum[1].normal);
+ VectorNormalize(r_view.frustum[2].normal);
+ VectorNormalize(r_view.frustum[3].normal);
// calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]);
R_ResetViewRendering3D();
R_ClearScreen();
+ if (r_timereport_active)
+ R_TimeReport("viewclear");
R_RenderScene(false);
R_ResetViewRendering3D();
R_ClearScreen();
+ if (r_timereport_active)
+ R_TimeReport("viewclear");
}
r_view = originalview;
+ r_view.clear = true;
r_waterstate.renderingscene = false;
}
return;
R_ClearScreen();
if (r_timereport_active)
- R_TimeReport("clear");
-
+ R_TimeReport("viewclear");
// restore the view settings
r_view.width = oldwidth;
CHECKGLERROR
if (r_timereport_active)
- R_TimeReport("setup");
+ R_TimeReport("viewsetup");
R_ResetViewRendering3D();
- R_ClearScreen();
- if (r_timereport_active)
- R_TimeReport("clear");
+ if (r_view.clear)
+ {
+ R_ClearScreen();
+ if (r_timereport_active)
+ R_TimeReport("viewclear");
+ }
+ r_view.clear = true;
r_view.showdebug = true;
R_View_Update();
if (r_timereport_active)
- R_TimeReport("watervisibility");
+ R_TimeReport("watervis");
if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawAddWaterPlanes)
{