#include "quakedef.h"
#include "r_shadow.h"
#include "polygon.h"
+#include "image.h"
mempool_t *r_main_mempool;
rtexturepool_t *r_main_texturepool;
r_view_t r_view;
r_viewcache_t r_viewcache;
+cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "1", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
+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_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"};
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_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
-cvar_t r_fullbright = {0, "r_fullbright","0", "make everything bright cheat (not allowed in multiplayer)"};
+cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
-cvar_t r_q1bsp_skymasking = {0, "r_qb1sp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
+cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
// currently selected permutation
r_glsl_permutation_t *r_glsl_permutation;
-// temporary variable used by a macro
-int fogtableindex;
+char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
+skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
// vertex coordinates for a quad that covers the screen exactly
const static float r_screenvertex3f[12] =
r_refdef.fog_density = r_refdef.fog_red = r_refdef.fog_green = r_refdef.fog_blue = 0.0f;
}
-// FIXME: move this to client?
-void FOG_registercvars(void)
+float FogPoint_World(const vec3_t p)
{
- int x;
- double r, alpha;
-
- if (gamemode == GAME_NEHAHRA)
- {
- Cvar_RegisterVariable (&gl_fogenable);
- Cvar_RegisterVariable (&gl_fogdensity);
- Cvar_RegisterVariable (&gl_fogred);
- Cvar_RegisterVariable (&gl_foggreen);
- Cvar_RegisterVariable (&gl_fogblue);
- Cvar_RegisterVariable (&gl_fogstart);
- Cvar_RegisterVariable (&gl_fogend);
- }
+ int fogmasktableindex = (int)(VectorDistance((p), r_view.origin) * r_refdef.fogmasktabledistmultiplier);
+ return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
+}
- r = (-1.0/256.0) * (FOGTABLEWIDTH * FOGTABLEWIDTH);
- for (x = 0;x < FOGTABLEWIDTH;x++)
- {
- alpha = exp(r / ((double)x*(double)x));
- if (x == FOGTABLEWIDTH - 1)
- alpha = 1;
- r_refdef.fogtable[x] = bound(0, alpha, 1);
- }
+float FogPoint_Model(const vec3_t p)
+{
+ int fogmasktableindex = (int)(VectorDistance((p), rsurface_modelorg) * r_refdef.fogmasktabledistmultiplier);
+ return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
}
static void R_BuildBlankTextures(void)
static void R_BuildFogTexture(void)
{
int x, b;
- double r, alpha;
#define FOGWIDTH 64
unsigned char data1[FOGWIDTH][4];
//unsigned char data2[FOGWIDTH][4];
- r = (-1.0/256.0) * (FOGWIDTH * FOGWIDTH);
for (x = 0;x < FOGWIDTH;x++)
{
- alpha = exp(r / ((double)x*(double)x));
- if (x == FOGWIDTH - 1)
- alpha = 1;
- b = (int)(256.0 * alpha);
- b = bound(0, b, 255);
- data1[x][0] = 255 - b;
- data1[x][1] = 255 - b;
- data1[x][2] = 255 - b;
+ b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
+ data1[x][0] = b;
+ data1[x][1] = b;
+ data1[x][2] = b;
data1[x][3] = 255;
- //data2[x][0] = b;
- //data2[x][1] = b;
- //data2[x][2] = b;
+ //data2[x][0] = 255 - b;
+ //data2[x][1] = 255 - b;
+ //data2[x][2] = 255 - b;
//data2[x][3] = 255;
}
r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
"uniform myhalf SpecularScale;\n"
"uniform myhalf SpecularPower;\n"
"\n"
+"#ifdef USEOFFSETMAPPING\n"
"vec2 OffsetMapping(vec2 TexCoord)\n"
"{\n"
-" vec3 eyedir = vec3(normalize(EyeVector));\n"
-" float depthbias = 1.0 - eyedir.z; // should this be a -?\n"
-" depthbias = 1.0 - depthbias * depthbias;\n"
-"\n"
"#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
" // 14 sample relief mapping: linear search and then binary search\n"
-" //vec3 OffsetVector = vec3(EyeVector.xy * (1.0 / EyeVector.z) * depthbias * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n"
-" //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n"
-" vec3 OffsetVector = vec3(eyedir.xy * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n"
-" vec3 RT = vec3(TexCoord - OffsetVector.xy * 10.0, 1.0) + OffsetVector;\n"
-" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
-" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
-" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
-" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
-" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
-" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
-" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
-" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
-" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
-" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
-" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
-" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
-" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
-" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
-" TexCoord = RT.xy;\n"
+" // this basically steps forward a small amount repeatedly until it finds\n"
+" // itself inside solid, then jitters forward and back using decreasing\n"
+" // amounts to find the impact\n"
+" //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
+" //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
+" vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
+" vec3 RT = vec3(TexCoord, 1);\n"
+" OffsetVector *= 0.1;\n"
+" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
+" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
+" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
+" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
+" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
+" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
+" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
+" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
+" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
+" RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
+" RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
+" RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
+" RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
+" RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
+" return RT.xy;\n"
"#else\n"
" // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
-" //vec2 OffsetVector = vec2(EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
-" //vec2 OffsetVector = vec2(normalize(EyeVector.xy)) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
-" vec2 OffsetVector = vec2(eyedir.xy) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
-" //TexCoord += OffsetVector * 3.0;\n"
+" // this basically moves forward the full distance, and then backs up based\n"
+" // on height of samples\n"
+" //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
+" //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
+" vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
+" TexCoord += OffsetVector;\n"
+" OffsetVector *= 0.333;\n"
" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
-"#endif\n"
" return TexCoord;\n"
+"#endif\n"
"}\n"
+"#endif\n"
"\n"
"void main(void)\n"
"{\n"
-" // apply offsetmapping\n"
"#ifdef USEOFFSETMAPPING\n"
+" // apply offsetmapping\n"
" vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
"#define TexCoord TexCoordOffset\n"
"#endif\n"
" myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
"\n"
" // calculate directional shading\n"
-" color.rgb = LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
+" color.rgb = color.rgb * LightColor * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
"#else\n"
" // calculate directionless shading\n"
" color.rgb = color.rgb * LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
"\n"
" // get the surface normal and light normal\n"
" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
-" myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
+" myhvec3 diffusenormal = myhvec3(LightVector);\n"
"\n"
" // calculate directional shading\n"
" color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
"\n"
"#ifdef USEFOG\n"
" // apply fog\n"
-" myhalf fog = myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0)).x);\n"
-" color.rgb = color.rgb * fog + FogColor * (1.0 - fog);\n"
+" color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
"#endif\n"
"\n"
" color.rgb *= SceneBrightness;\n"
}
}
+#define SKINFRAME_HASH 1024
+
+struct
+{
+ int loadsequence; // incremented each level change
+ memexpandablearray_t array;
+ skinframe_t *hash[SKINFRAME_HASH];
+}
+r_skinframe;
+
+void R_SkinFrame_PrepareForPurge(void)
+{
+ r_skinframe.loadsequence++;
+ // wrap it without hitting zero
+ if (r_skinframe.loadsequence >= 200)
+ r_skinframe.loadsequence = 1;
+}
+
+void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
+{
+ if (!skinframe)
+ return;
+ // mark the skinframe as used for the purging code
+ skinframe->loadsequence = r_skinframe.loadsequence;
+}
+
+void R_SkinFrame_Purge(void)
+{
+ int i;
+ skinframe_t *s;
+ for (i = 0;i < SKINFRAME_HASH;i++)
+ {
+ for (s = r_skinframe.hash[i];s;s = s->next)
+ {
+ if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
+ {
+ if (s->base == r_texture_notexture) s->base = NULL;
+ if (s->nmap == r_texture_blanknormalmap)s->nmap = NULL;
+ if (s->merged == s->base) s->merged = NULL;
+ if (s->stain ) R_FreeTexture(s->stain );s->stain = NULL;
+ if (s->merged) R_FreeTexture(s->merged);s->merged = NULL;
+ if (s->base ) R_FreeTexture(s->base );s->base = NULL;
+ if (s->pants ) R_FreeTexture(s->pants );s->pants = NULL;
+ if (s->shirt ) R_FreeTexture(s->shirt );s->shirt = NULL;
+ if (s->nmap ) R_FreeTexture(s->nmap );s->nmap = NULL;
+ if (s->gloss ) R_FreeTexture(s->gloss );s->gloss = NULL;
+ if (s->glow ) R_FreeTexture(s->glow );s->glow = NULL;
+ if (s->fog ) R_FreeTexture(s->fog );s->fog = NULL;
+ s->loadsequence = 0;
+ }
+ }
+ }
+}
+
+skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
+{
+ skinframe_t *item;
+ int hashindex;
+ char basename[MAX_QPATH];
+
+ Image_StripImageExtension(name, basename, sizeof(basename));
+
+ hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
+ for (item = r_skinframe.hash[hashindex];item;item = item->next)
+ if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
+ break;
+ if (!item)
+ {
+ if (!add)
+ return NULL;
+ item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
+ memset(item, 0, sizeof(*item));
+ strlcpy(item->basename, basename, sizeof(item->basename));
+ item->textureflags = textureflags;
+ item->comparewidth = comparewidth;
+ item->compareheight = compareheight;
+ item->comparecrc = comparecrc;
+ item->next = r_skinframe.hash[hashindex];
+ r_skinframe.hash[hashindex] = item;
+ }
+ R_SkinFrame_MarkUsed(item);
+ return item;
+}
+
+skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
+{
+ // FIXME: it should be possible to disable loading various layers using
+ // cvars, to prevent wasted loading time and memory usage if the user does
+ // not want them
+ qboolean loadnormalmap = true;
+ qboolean loadgloss = true;
+ qboolean loadpantsandshirt = true;
+ qboolean loadglow = true;
+ int j;
+ unsigned char *pixels;
+ unsigned char *bumppixels;
+ unsigned char *basepixels = NULL;
+ int basepixels_width;
+ int basepixels_height;
+ skinframe_t *skinframe;
+
+ if (cls.state == ca_dedicated)
+ return NULL;
+
+ // return an existing skinframe if already loaded
+ // if loading of the first image fails, don't make a new skinframe as it
+ // would cause all future lookups of this to be missing
+ skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
+ if (skinframe && skinframe->base)
+ return skinframe;
+
+ basepixels = loadimagepixels(name, complain, 0, 0);
+ if (basepixels == NULL)
+ return NULL;
+
+ // we've got some pixels to store, so really allocate this new texture now
+ if (!skinframe)
+ skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
+ skinframe->stain = NULL;
+ skinframe->merged = NULL;
+ skinframe->base = r_texture_notexture;
+ skinframe->pants = NULL;
+ skinframe->shirt = NULL;
+ skinframe->nmap = r_texture_blanknormalmap;
+ skinframe->gloss = NULL;
+ skinframe->glow = NULL;
+ skinframe->fog = NULL;
+
+ basepixels_width = image_width;
+ basepixels_height = image_height;
+ skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
+
+ if (textureflags & TEXF_ALPHA)
+ {
+ for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
+ if (basepixels[j] < 255)
+ break;
+ if (j < basepixels_width * basepixels_height * 4)
+ {
+ // has transparent pixels
+ pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
+ for (j = 0;j < image_width * image_height * 4;j += 4)
+ {
+ pixels[j+0] = 255;
+ pixels[j+1] = 255;
+ pixels[j+2] = 255;
+ pixels[j+3] = basepixels[j+3];
+ }
+ skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
+ Mem_Free(pixels);
+ }
+ }
+
+ // _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)
+ {
+ skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, 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)
+ {
+ pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
+ Image_HeightmapToNormalmap(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
+ skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
+ Mem_Free(pixels);
+ Mem_Free(bumppixels);
+ }
+ else if (r_shadow_bumpscale_basetexture.value > 0)
+ {
+ pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
+ Image_HeightmapToNormalmap(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
+ skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
+ Mem_Free(pixels);
+ }
+ }
+ // _luma is supported for tenebrae compatibility
+ // (I think it's a very stupid name, but oh well)
+ // _glow is the preferred name
+ if (loadglow && ((pixels = loadimagepixels(va("%s_glow", skinframe->basename), false, 0, 0)) != NULL || (pixels = loadimagepixels(va("%s_luma", skinframe->basename), false, 0, 0)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, 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, 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, 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, NULL);Mem_Free(pixels);pixels = NULL;}
+
+ if (basepixels)
+ Mem_Free(basepixels);
+
+ return skinframe;
+}
+
+static rtexture_t *R_SkinFrame_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags, qboolean force)
+{
+ int i;
+ if (!force)
+ {
+ for (i = 0;i < width*height;i++)
+ if (((unsigned char *)&palette[in[i]])[3] > 0)
+ break;
+ if (i == width*height)
+ return NULL;
+ }
+ return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
+}
+
+skinframe_t *R_SkinFrame_LoadInternal(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height, int bitsperpixel, const unsigned int *palette, const unsigned int *alphapalette)
+{
+ int i;
+ unsigned char *temp1, *temp2;
+ skinframe_t *skinframe;
+
+ if (cls.state == ca_dedicated)
+ return NULL;
+
+ // if already loaded just return it, otherwise make a new skinframe
+ skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*bitsperpixel/8) : 0, true);
+ if (skinframe && skinframe->base)
+ return skinframe;
+
+ skinframe->stain = NULL;
+ skinframe->merged = NULL;
+ skinframe->base = r_texture_notexture;
+ skinframe->pants = NULL;
+ skinframe->shirt = NULL;
+ skinframe->nmap = r_texture_blanknormalmap;
+ skinframe->gloss = NULL;
+ skinframe->glow = NULL;
+ skinframe->fog = NULL;
+
+ // if no data was provided, then clearly the caller wanted to get a blank skinframe
+ if (!skindata)
+ return NULL;
+
+ if (bitsperpixel == 32)
+ {
+ if (r_shadow_bumpscale_basetexture.value > 0)
+ {
+ temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
+ temp2 = temp1 + width * height * 4;
+ Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
+ skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
+ Mem_Free(temp1);
+ }
+ skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_RGBA, textureflags, NULL);
+ if (textureflags & TEXF_ALPHA)
+ {
+ for (i = 3;i < width * height * 4;i += 4)
+ if (skindata[i] < 255)
+ break;
+ if (i < width * height * 4)
+ {
+ unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
+ memcpy(fogpixels, skindata, width * height * 4);
+ for (i = 0;i < width * height * 4;i += 4)
+ fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
+ skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_RGBA, textureflags, NULL);
+ Mem_Free(fogpixels);
+ }
+ }
+ }
+ else if (bitsperpixel == 8)
+ {
+ if (r_shadow_bumpscale_basetexture.value > 0)
+ {
+ temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
+ temp2 = temp1 + width * height * 4;
+ if (bitsperpixel == 32)
+ Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
+ else
+ {
+ // use either a custom palette or the quake palette
+ Image_Copy8bitRGBA(skindata, temp1, width * height, palette ? palette : palette_complete);
+ Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
+ }
+ skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
+ Mem_Free(temp1);
+ }
+ // use either a custom palette, or the quake palette
+ skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette ? palette : (loadglowtexture ? palette_nofullbrights : ((textureflags & TEXF_ALPHA) ? palette_transparent : palette_complete)), textureflags, true); // all
+ if (!palette && loadglowtexture)
+ skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_onlyfullbrights, textureflags, false); // glow
+ if (!palette && loadpantsandshirt)
+ {
+ skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_pantsaswhite, textureflags, false); // pants
+ skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_shirtaswhite, textureflags, false); // shirt
+ }
+ if (skinframe->pants || skinframe->shirt)
+ skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename),loadglowtexture ? palette_nocolormapnofullbrights : palette_nocolormap, textureflags, false); // no special colors
+ if (textureflags & TEXF_ALPHA)
+ {
+ // if not using a custom alphapalette, use the quake one
+ if (!alphapalette)
+ alphapalette = palette_alpha;
+ for (i = 0;i < width * height;i++)
+ if (((unsigned char *)alphapalette)[skindata[i]*4+3] < 255)
+ break;
+ if (i < width * height)
+ skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), alphapalette, textureflags, true); // fog mask
+ }
+ }
+
+ return skinframe;
+}
+
+skinframe_t *R_SkinFrame_LoadMissing(void)
+{
+ skinframe_t *skinframe;
+
+ if (cls.state == ca_dedicated)
+ return NULL;
+
+ skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
+ skinframe->stain = NULL;
+ skinframe->merged = NULL;
+ skinframe->base = r_texture_notexture;
+ skinframe->pants = NULL;
+ skinframe->shirt = NULL;
+ skinframe->nmap = r_texture_blanknormalmap;
+ skinframe->gloss = NULL;
+ skinframe->glow = NULL;
+ skinframe->fog = NULL;
+
+ return skinframe;
+}
+
void gl_main_start(void)
{
+ int x;
+ double r, alpha;
+
+ r = (-1.0/256.0) * (FOGMASKTABLEWIDTH * FOGMASKTABLEWIDTH);
+ for (x = 0;x < FOGMASKTABLEWIDTH;x++)
+ {
+ alpha = 1 - exp(r / ((double)x*(double)x));
+ if (x == FOGMASKTABLEWIDTH - 1)
+ alpha = 0;
+ r_refdef.fogmasktable[x] = bound(0, alpha, 1);
+ }
+
+ memset(r_qwskincache, 0, sizeof(r_qwskincache));
+ memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
+
+ // set up r_skinframe loading system for textures
+ memset(&r_skinframe, 0, sizeof(r_skinframe));
+ r_skinframe.loadsequence = 1;
+ Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
+
r_main_texturepool = R_AllocTexturePool();
R_BuildBlankTextures();
R_BuildNoTexture();
void gl_main_shutdown(void)
{
+ memset(r_qwskincache, 0, sizeof(r_qwskincache));
+ memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
+
+ // clear out the r_skinframe state
+ Mem_ExpandableArray_FreeArray(&r_skinframe.array);
+ memset(&r_skinframe, 0, sizeof(r_skinframe));
+
if (r_svbsp.nodes)
Mem_Free(r_svbsp.nodes);
memset(&r_svbsp, 0, sizeof (r_svbsp));
r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
- FOG_registercvars(); // FIXME: move this fog stuff to client?
+ // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
+ if (gamemode == GAME_NEHAHRA)
+ {
+ Cvar_RegisterVariable (&gl_fogenable);
+ Cvar_RegisterVariable (&gl_fogdensity);
+ Cvar_RegisterVariable (&gl_fogred);
+ Cvar_RegisterVariable (&gl_foggreen);
+ Cvar_RegisterVariable (&gl_fogblue);
+ Cvar_RegisterVariable (&gl_fogstart);
+ Cvar_RegisterVariable (&gl_fogend);
+ }
+ Cvar_RegisterVariable(&r_depthfirst);
Cvar_RegisterVariable(&r_nearclip);
+ Cvar_RegisterVariable(&r_showbboxes);
Cvar_RegisterVariable(&r_showsurfaces);
Cvar_RegisterVariable(&r_showtris);
Cvar_RegisterVariable(&r_shownormals);
// move the light direction into modelspace coordinates for lighting code
Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
- VectorNormalize(ent->modellight_lightdir);
+ if(VectorLength2(ent->modellight_lightdir) > 0)
+ {
+ VectorNormalize(ent->modellight_lightdir);
+ }
+ else
+ {
+ VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
+ }
// scale ambient and directional light contributions according to rendering variables
ent->modellight_ambient[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
}
}
+void R_DrawModelsDepth(void)
+{
+ int i;
+ entity_render_t *ent;
+
+ if (!r_drawentities.integer)
+ return;
+
+ for (i = 0;i < r_refdef.numentities;i++)
+ {
+ if (!r_viewcache.entityvisible[i])
+ continue;
+ ent = r_refdef.entities[i];
+ r_refdef.stats.entities++;
+ if (ent->model && ent->model->DrawDepth != NULL)
+ ent->model->DrawDepth(ent);
+ }
+}
+
static void R_View_SetFrustum(void)
{
double slopex, slopey;
// (0.9986 * 256 == 255.6)
r_refdef.fogrange = 400 / r_refdef.fog_density;
r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
- r_refdef.fogtabledistmultiplier = FOGTABLEWIDTH * r_refdef.fograngerecip;
+ r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
// fog color was already set
}
else
extern void R_DrawPortals (void);
extern cvar_t cl_locs_show;
static void R_DrawLocs(void);
+static void R_DrawEntityBBoxes(void);
void R_RenderScene(void)
{
// don't let sound skip if going slow
if (R_DrawBrushModelsSky() && r_timereport_active)
R_TimeReport("bmodelsky");
+ }
- if (r_refdef.worldmodel && r_refdef.worldmodel->Draw)
- {
- r_refdef.worldmodel->Draw(r_refdef.worldentity);
- if (r_timereport_active)
- R_TimeReport("world");
- }
+ if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawDepth)
+ {
+ r_refdef.worldmodel->DrawDepth(r_refdef.worldentity);
+ if (r_timereport_active)
+ R_TimeReport("worlddepth");
+ }
+ if (r_depthfirst.integer >= 2)
+ {
+ R_DrawModelsDepth();
+ if (r_timereport_active)
+ R_TimeReport("modeldepth");
+ }
+
+ if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->Draw)
+ {
+ r_refdef.worldmodel->Draw(r_refdef.worldentity);
+ if (r_timereport_active)
+ R_TimeReport("world");
}
// don't let sound skip if going slow
R_TimeReport("portals");
}
+ if (r_showbboxes.value > 0)
+ {
+ R_DrawEntityBBoxes();
+ if (r_timereport_active)
+ R_TimeReport("bboxes");
+ }
+
if (gl_support_fragment_shader)
{
qglUseProgramObjectARB(0);CHECKGLERROR
R_ResetViewRendering2D();
}
-/*
+static const int bboxelements[36] =
+{
+ 5, 1, 3, 5, 3, 7,
+ 6, 2, 0, 6, 0, 4,
+ 7, 3, 2, 7, 2, 6,
+ 4, 0, 1, 4, 1, 5,
+ 4, 5, 7, 4, 7, 6,
+ 1, 0, 2, 1, 2, 3,
+};
+
void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
{
int i;
- float *v, *c, f1, f2, diff[3], vertex3f[8*3], color4f[8*4];
+ float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_DepthMask(false);
GL_DepthRange(0, 1);
- GL_DepthTest(true);
R_Mesh_Matrix(&identitymatrix);
+ R_Mesh_ResetTextureState();
- vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2];
+ 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[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(color, 8, cr, cg, cb, ca);
+ R_FillColors(color4f, 8, cr, cg, cb, ca);
if (r_refdef.fogenabled)
{
- for (i = 0, v = vertex, c = color;i < 8;i++, v += 4, c += 4)
+ for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
{
- f2 = VERTEXFOGTABLE(VectorDistance(v, r_view.origin));
- f1 = 1 - f2;
+ f1 = FogPoint_World(v);
+ f2 = 1 - f1;
c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
}
}
R_Mesh_VertexPointer(vertex3f, 0, 0);
- R_Mesh_ColorPointer(color, 0, 0);
+ R_Mesh_ColorPointer(color4f, 0, 0);
R_Mesh_ResetTextureState();
- R_Mesh_Draw(8, 12, 0, 0);
+ R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
+}
+
+static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
+{
+ int i;
+ float color[4];
+ prvm_edict_t *edict;
+ // this function draws bounding boxes of server entities
+ if (!sv.active)
+ return;
+ SV_VM_Begin();
+ for (i = 0;i < numsurfaces;i++)
+ {
+ edict = PRVM_EDICT_NUM(surfacelist[i]);
+ switch ((int)edict->fields.server->solid)
+ {
+ case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
+ case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
+ case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
+ case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
+ case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
+ default: Vector4Set(color, 0, 0, 0, 0.50);break;
+ }
+ color[3] *= r_showbboxes.value;
+ color[3] = bound(0, color[3], 1);
+ GL_DepthTest(!r_showdisabledepthtest.integer);
+ GL_CullFace(GL_BACK);
+ R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
+ }
+ SV_VM_End();
+}
+
+static void R_DrawEntityBBoxes(void)
+{
+ int i;
+ prvm_edict_t *edict;
+ vec3_t center;
+ // this function draws bounding boxes of server entities
+ if (!sv.active)
+ return;
+ SV_VM_Begin();
+ for (i = 0;i < prog->num_edicts;i++)
+ {
+ edict = PRVM_EDICT_NUM(i);
+ if (edict->priv.server->free)
+ continue;
+ VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
+ R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
+ }
+ SV_VM_End();
}
-*/
int nomodelelements[24] =
{
memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
R_Mesh_ColorPointer(color4f, 0, 0);
Matrix4x4_OriginFromMatrix(&ent->matrix, org);
- f2 = VERTEXFOGTABLE(VectorDistance(org, r_view.origin));
- f1 = 1 - f2;
+ f1 = FogPoint_World(org);
+ f2 = 1 - f1;
for (i = 0, c = color4f;i < 6;i++, c += 4)
{
c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, qboolean depthdisable, qboolean depthshort, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
{
- float fog = 0.0f, ifog;
+ float fog = 1.0f;
float vertex3f[12];
if (r_refdef.fogenabled)
- fog = VERTEXFOGTABLE(VectorDistance(origin, r_view.origin));
- ifog = 1 - fog;
+ fog = FogPoint_World(origin);
R_Mesh_Matrix(&identitymatrix);
GL_BlendFunc(blendfunc1, blendfunc2);
R_Mesh_TexBind(0, R_GetTexture(texture));
R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
// FIXME: fixed function path can't properly handle r_view.colorscale > 1
- GL_Color(cr * ifog * r_view.colorscale, cg * ifog * r_view.colorscale, cb * ifog * r_view.colorscale, ca);
+ GL_Color(cr * fog * r_view.colorscale, cg * fog * r_view.colorscale, cb * fog * r_view.colorscale, ca);
R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
{
R_Mesh_TexBind(0, R_GetTexture(fogtexture));
GL_BlendFunc(blendfunc1, GL_ONE);
+ fog = 1 - fog;
GL_Color(r_refdef.fogcolor[0] * fog * r_view.colorscale, r_refdef.fogcolor[1] * fog * r_view.colorscale, r_refdef.fogcolor[2] * fog * r_view.colorscale, ca);
R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
}
void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
{
+ int i;
model_t *model = ent->model;
// switch to an alternate material if this is a q1bsp animated material
texture->currentframe = t;
}
- // pick a new currentskinframe if the material is animated
- if (t->numskinframes >= 2)
- t->currentskinframe = t->skinframes + ((int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes);
+ // update currentskinframe to be a qw skin or animation frame
+ if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients)
+ {
+ if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
+ {
+ strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
+ Con_DPrintf("loading skins/%s\n", r_qwskincache[i]);
+ r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP, developer.integer > 0);
+ }
+ t->currentskinframe = r_qwskincache_skinframe[i];
+ if (t->currentskinframe == NULL)
+ t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
+ }
+ else if (t->numskinframes >= 2)
+ t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
if (t->backgroundnumskinframes >= 2)
- t->backgroundcurrentskinframe = t->backgroundskinframes + ((int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes);
+ t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
t->currentmaterialflags = t->basematerialflags;
t->currentalpha = ent->alpha;
t->currentnumlayers = 0;
if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
{
- if (gl_lightmaps.integer)
- R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LITTEXTURE, r_texture_white, &identitymatrix, 1, 1, 1, 1);
- else if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
+ if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
{
int blendfunc1, blendfunc2, depthmask;
if (t->currentmaterialflags & MATERIALFLAG_ADD)
{
int i;
if (ent->model)
- for (i = 0;i < ent->model->num_textures;i++)
+ for (i = 0;i < ent->model->num_texturesperskin;i++)
R_UpdateTextureInfo(ent, ent->model->data_textures + i);
}
const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
{
- f = 1 - VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
+ f = FogPoint_Model(v);
c2[0] = c[0] * f;
c2[1] = c[1] * f;
c2[2] = c[2] * f;
const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
{
- f = 1 - VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
+ f = FogPoint_Model(v);
c2[0] = f;
c2[1] = f;
c2[2] = f;
return;
if (rsurface_lightmode == 2)
- RSurf_PrepareVerticesForBatch(true, r_glsl_permutation->loc_Texture_Normal, texturenumsurfaces, texturesurfacelist);
+ RSurf_PrepareVerticesForBatch(true, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
else
- RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal, r_glsl_permutation->loc_Texture_Normal, texturenumsurfaces, texturesurfacelist);
+ RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_model->surfmesh.vbo, rsurface_model->surfmesh.vbooffset_texcoordtexture2f);
R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f, rsurface_svector3f_bufferobject, rsurface_svector3f_bufferoffset);
R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f, rsurface_tvector3f_bufferobject, rsurface_tvector3f_bufferoffset);
const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
{
- f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
+ f = 1 - FogPoint_Model(v);
c[0] = layercolor[0];
c[1] = layercolor[1];
c[2] = layercolor[2];
const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
{
- f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
+ f = 1 - FogPoint_Model(v);
c[0] = layer->color[0];
c[1] = layer->color[1];
c[2] = layer->color[2];
}
}
-static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist)
+static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
{
if (rsurface_texture->currentmaterialflags & MATERIALFLAG_NODRAW)
return;
r_shadow_rtlight = NULL;
- r_refdef.stats.entities_surfaces += texturenumsurfaces;
CHECKGLERROR
- if (r_showsurfaces.integer)
+ if (depthonly)
+ {
+ if ((rsurface_texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
+ return;
+ if (rsurface_mode != RSURFMODE_MULTIPASS)
+ rsurface_mode = RSURFMODE_MULTIPASS;
+ if (r_depthfirst.integer == 3)
+ {
+ int i = (int)(texturesurfacelist[0] - rsurface_model->data_surfaces);
+ GL_Color(((i >> 6) & 7) / 7.0f, ((i >> 3) & 7) / 7.0f, (i & 7) / 7.0f,1);
+ }
+ else
+ {
+ GL_ColorMask(0,0,0,0);
+ GL_Color(1,1,1,1);
+ }
+ GL_DepthRange(0, (rsurface_texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
+ GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+ GL_DepthTest(true);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_AlphaTest(false);
+ R_Mesh_ColorPointer(NULL, 0, 0);
+ R_Mesh_ResetTextureState();
+ RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
+ RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+ GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
+ r_refdef.stats.entities_surfaces += texturenumsurfaces;
+ }
+ else if (r_depthfirst.integer == 3)
+ return;
+ else if (r_showsurfaces.integer)
+ {
+ if (rsurface_mode != RSURFMODE_MULTIPASS)
+ rsurface_mode = RSURFMODE_MULTIPASS;
+ GL_DepthRange(0, (rsurface_texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
+ GL_DepthTest(true);
+ GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(writedepth);
+ GL_Color(1,1,1,1);
+ GL_AlphaTest(false);
+ R_Mesh_ColorPointer(NULL, 0, 0);
+ R_Mesh_ResetTextureState();
+ RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
+ r_refdef.stats.entities_surfaces += texturenumsurfaces;
+ }
+ else if (gl_lightmaps.integer)
+ {
+ rmeshstate_t m;
+ if (rsurface_mode != RSURFMODE_MULTIPASS)
+ rsurface_mode = RSURFMODE_MULTIPASS;
+ GL_DepthRange(0, (rsurface_texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
+ GL_DepthTest(true);
+ GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(writedepth);
+ GL_Color(1,1,1,1);
+ GL_AlphaTest(false);
+ R_Mesh_ColorPointer(NULL, 0, 0);
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(r_texture_white);
+ m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordlightmap2f;
+ R_Mesh_TextureState(&m);
+ RSurf_PrepareVerticesForBatch(rsurface_lightmode == 2, false, texturenumsurfaces, texturesurfacelist);
+ if (rsurface_lightmode == 2)
+ RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
+ else if (rsurface_uselightmaptexture)
+ RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
+ else
+ RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
+ r_refdef.stats.entities_surfaces += texturenumsurfaces;
+ }
else if (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)
+ {
R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
+ r_refdef.stats.entities_surfaces += texturenumsurfaces;
+ }
else if (rsurface_texture->currentnumlayers)
{
+ // write depth for anything we skipped on the depth-only pass earlier
+ if (!writedepth && (rsurface_texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
+ writedepth = true;
GL_DepthRange(0, (rsurface_texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
GL_BlendFunc(rsurface_texture->currentlayers[0].blendfunc1, rsurface_texture->currentlayers[0].blendfunc2);
- GL_DepthMask(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED));
+ GL_DepthMask(writedepth && !(rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED));
GL_Color(rsurface_entity->colormod[0], rsurface_entity->colormod[1], rsurface_entity->colormod[2], rsurface_texture->currentalpha);
GL_AlphaTest((rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
// FIXME: identify models using a better check than rsurface_model->brush.shadowmesh
R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist);
else
R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist);
+ r_refdef.stats.entities_surfaces += texturenumsurfaces;
}
CHECKGLERROR
GL_LockArrays(0, 0);
texturesurfacelist[texturenumsurfaces++] = surface;
}
// render the range of surfaces
- R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
+ R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, true, false);
}
RSurf_CleanUp();
}
-void R_QueueSurfaceList(int numsurfaces, msurface_t **surfacelist, int flagsmask)
+void R_QueueSurfaceList(int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
{
int i, j;
vec3_t tempcenter, center;
{
// transparent surfaces get pushed off into the transparent queue
const msurface_t *surface = surfacelist[i];
+ if (depthonly)
+ continue;
tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface_uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
;
// render the range of surfaces
- R_DrawTextureSurfaceList(j - i, surfacelist + i);
+ R_DrawTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
}
}
}
qglBegin(GL_LINES);
for (k = 0;k < surface->num_triangles;k++, elements += 3)
{
- qglArrayElement(elements[0]);qglArrayElement(elements[1]);
- qglArrayElement(elements[1]);qglArrayElement(elements[2]);
- qglArrayElement(elements[2]);qglArrayElement(elements[0]);
+#define GLVERTEXELEMENT(n) qglVertex3f(rsurface_vertex3f[elements[n]*3+0], rsurface_vertex3f[elements[n]*3+1], rsurface_vertex3f[elements[n]*3+2])
+ GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
+ GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
+ GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
}
qglEnd();
CHECKGLERROR
}
extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
-void R_DrawWorldSurfaces(qboolean skysurfaces)
+void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly)
{
int i, j, endj, f, flagsmask;
int counttriangles = 0;
RSurf_ActiveWorldEntity();
// update light styles
- if (!skysurfaces && model->brushq1.light_styleupdatechains)
+ if (!skysurfaces && !depthonly && model->brushq1.light_styleupdatechains)
{
for (i = 0;i < model->brushq1.light_styles;i++)
{
counttriangles += surface->num_triangles;
if (numsurfacelist >= maxsurfacelist)
{
- R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask);
+ R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
numsurfacelist = 0;
}
}
}
}
if (numsurfacelist)
- R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask);
+ R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
r_refdef.stats.entities_triangles += counttriangles;
RSurf_CleanUp();
- if (r_showcollisionbrushes.integer && !skysurfaces)
+ if (r_showcollisionbrushes.integer && !skysurfaces && !depthonly)
R_DrawCollisionBrushes(r_refdef.worldentity);
- if (r_showtris.integer || r_shownormals.integer)
+ if ((r_showtris.integer || r_shownormals.integer) && !depthonly)
R_DrawTrianglesAndNormals(r_refdef.worldentity, r_showtris.integer, r_shownormals.integer, flagsmask);
}
-void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces)
+void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly)
{
int i, f, flagsmask;
int counttriangles = 0;
else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
RSurf_ActiveModelEntity(ent, false, false);
else
- RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
+ RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
// update light styles
- if (!skysurfaces && model->brushq1.light_styleupdatechains)
+ if (!skysurfaces && !depthonly && model->brushq1.light_styleupdatechains)
{
for (i = 0;i < model->brushq1.light_styles;i++)
{
counttriangles += surface->num_triangles;
if (numsurfacelist >= maxsurfacelist)
{
- R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask);
+ R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
numsurfacelist = 0;
}
}
}
if (numsurfacelist)
- R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask);
+ R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
r_refdef.stats.entities_triangles += counttriangles;
RSurf_CleanUp();
- if (r_showcollisionbrushes.integer && !skysurfaces)
+ if (r_showcollisionbrushes.integer && !skysurfaces && !depthonly)
R_DrawCollisionBrushes(ent);
- if (r_showtris.integer || r_shownormals.integer)
+ if ((r_showtris.integer || r_shownormals.integer) && !depthonly)
R_DrawTrianglesAndNormals(ent, r_showtris.integer, r_shownormals.integer, flagsmask);
}