X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=gl_rmain.c;h=43559bca02c29588cebfd144b1d0ff9c9eb4db27;hb=eb650690a0e53f4b150fd00f2e6a52d092bcdff8;hp=ee340ebd8a5cc54db2f0cd98917d579428691448;hpb=0188f3752e0401cef8e82409db922b42712f78d2;p=xonotic%2Fdarkplaces.git diff --git a/gl_rmain.c b/gl_rmain.c index ee340ebd..43559bca 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -50,14 +50,18 @@ static qboolean r_savedds; // r_refdef_t r_refdef; -cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"}; -cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"}; -cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"}; -cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"}; -cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"}; -cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"}; -cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"}; +cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended"}; +cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended"}; +cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"}; cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"}; +cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"}; +cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"}; +cvar_t r_motionblur_velocityfactor = {CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"}; +cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"}; +cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"}; +cvar_t r_motionblur_mousefactor = {CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"}; +cvar_t r_motionblur_mousefactor_minspeed = {CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"}; +cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"}; // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat? cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"}; @@ -95,6 +99,7 @@ cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", " cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"}; cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"}; cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"}; +cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"}; cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"}; cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"}; @@ -216,6 +221,7 @@ cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextu cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"}; extern cvar_t v_glslgamma; +extern cvar_t v_glslgamma_2d; extern qboolean v_flipped_state; @@ -679,13 +685,15 @@ shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] = { {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"}, {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"}, - {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"}, + {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"}, {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"}, {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"}, {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"}, {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"}, {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"}, {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"}, + {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"}, + {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"}, {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"}, {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"}, {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"}, @@ -706,6 +714,8 @@ shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] = {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"}, {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"}, {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"}, + {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"}, + {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"}, {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"}, {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"}, {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"}, @@ -1894,7 +1904,7 @@ 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, qboolean notrippy) +void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy) { unsigned int permutation = 0; if (r_trippy.integer && !notrippy) @@ -1910,6 +1920,8 @@ void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemod permutation |= SHADERPERMUTATION_GLOW; else if (texturemode == GL_DECAL) permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND; + if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial) + permutation |= SHADERPERMUTATION_GAMMARAMPS; if (!second) texturemode = GL_MODULATE; if (vid.allowalphatocoverage) @@ -1921,6 +1933,8 @@ void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemod R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation); R_Mesh_TexBind(GL20TU_FIRST , first ); R_Mesh_TexBind(GL20TU_SECOND, second); + if (permutation & SHADERPERMUTATION_GAMMARAMPS) + R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps); #endif break; case RENDERPATH_D3D10: @@ -1934,6 +1948,8 @@ void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemod 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); + if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) + R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps); break; case RENDERPATH_GL13: case RENDERPATH_GLES1: @@ -1997,8 +2013,6 @@ void R_SetupShader_ShowDepth(qboolean notrippy) int permutation = 0; if (r_trippy.integer && !notrippy) permutation |= SHADERPERMUTATION_TRIPPY; - if (r_trippy.integer) - permutation |= SHADERPERMUTATION_TRIPPY; if (vid.allowalphatocoverage) GL_AlphaToCoverage(false); switch (vid.renderpath) @@ -2318,7 +2332,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP; if (rsurface.texture->reflectmasktexture) permutation |= SHADERPERMUTATION_REFLECTCUBE; - if (r_shadow_bouncegridtexture) + if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld) { permutation |= SHADERPERMUTATION_BOUNCEGRID; if (r_shadow_bouncegriddirectional) @@ -2378,7 +2392,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP; if (rsurface.texture->reflectmasktexture) permutation |= SHADERPERMUTATION_REFLECTCUBE; - if (r_shadow_bouncegridtexture) + if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld) { permutation |= SHADERPERMUTATION_BOUNCEGRID; if (r_shadow_bouncegriddirectional) @@ -2456,10 +2470,13 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, if (specularscale > 0) permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE; } - else if (r_glsl_deluxemapping.integer >= 2 && rsurface.uselightmaptexture) + else if (r_glsl_deluxemapping.integer >= 2) { // fake deluxemapping (uniform light direction in tangentspace) - mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE; + if (rsurface.uselightmaptexture) + mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP; + else + mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR; permutation |= SHADERPERMUTATION_DIFFUSE; if (specularscale > 0) permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE; @@ -2474,7 +2491,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, // ordinary vertex coloring (q3bsp) mode = SHADERMODE_VERTEXCOLOR; } - if (r_shadow_bouncegridtexture) + if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld) { permutation |= SHADERPERMUTATION_BOUNCEGRID; if (r_shadow_bouncegriddirectional) @@ -2536,7 +2553,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, // additive passes are only darkened by fog, not tinted hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0); - hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f)); + hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f); } else { @@ -2574,7 +2591,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]); hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin); hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin); - hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f)); + hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f)); if (mode == SHADERMODE_WATER) hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]); } @@ -2684,7 +2701,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, // additive passes are only darkened by fog, not tinted if (r_glsl_permutation->loc_FogColor >= 0) qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0); - if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f)); + if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f); } else { @@ -2725,7 +2742,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]); if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin); if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin); - if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f)); + if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f); if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]); } if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);} @@ -2832,7 +2849,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, // additive passes are only darkened by fog, not tinted DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0); - DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f)); + DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f); } else { @@ -2870,7 +2887,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]); DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin); DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin); - DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f)); + DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f); DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]); } {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);} @@ -3011,7 +3028,7 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight) hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range); hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]); hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]); - hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f)); + hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f); hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]); hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height); @@ -3039,7 +3056,7 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight) if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range); if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]); if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]); - if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f)); + if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f); if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f( r_glsl_permutation->loc_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]); if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height); @@ -3063,7 +3080,7 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight) DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range); DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]); DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]); - DPSOFTRAST_Uniform1f( DPSOFTRAST_UNIFORM_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f)); + DPSOFTRAST_Uniform1f( DPSOFTRAST_UNIFORM_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f); DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]); DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height); @@ -3332,11 +3349,13 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole } } R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]); +#ifndef USE_GLES2 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]); if (r_savedds && qglGetCompressedTexImageARB && skinframe->base) R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha); if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog) R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true); +#endif } if (r_loaddds) @@ -3377,8 +3396,10 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL); Mem_Free(pixels); } +#ifndef USE_GLES2 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap) R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true); +#endif } // _luma is supported only for tenebrae compatibility @@ -3387,17 +3408,21 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, false, &mymiplevel)))) { skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL); +#ifndef USE_GLES2 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow) R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true); +#endif Mem_Free(pixels);pixels = NULL; } mymiplevel = savemiplevel; if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, false, &mymiplevel))) { - skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL); + skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL); +#ifndef USE_GLES2 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss) R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true); +#endif Mem_Free(pixels); pixels = NULL; } @@ -3406,8 +3431,10 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, false, &mymiplevel))) { skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL); +#ifndef USE_GLES2 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants) R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false); +#endif Mem_Free(pixels); pixels = NULL; } @@ -3416,8 +3443,10 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, false, &mymiplevel))) { skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL); +#ifndef USE_GLES2 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt) R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false); +#endif Mem_Free(pixels); pixels = NULL; } @@ -3426,8 +3455,10 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, false, &mymiplevel))) { skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL); +#ifndef USE_GLES2 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect) R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true); +#endif Mem_Free(pixels); pixels = NULL; } @@ -4034,8 +4065,10 @@ void gl_main_shutdown(void) case RENDERPATH_GL20: case RENDERPATH_GLES1: case RENDERPATH_GLES2: +#ifdef GL_SAMPLES_PASSED_ARB if (r_maxqueries) qglDeleteQueriesARB(r_maxqueries, r_queries); +#endif break; case RENDERPATH_D3D9: //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); @@ -4138,13 +4171,17 @@ void GL_Main_Init(void) Cvar_RegisterVariable (&gl_skyclip); } Cvar_RegisterVariable(&r_motionblur); - Cvar_RegisterVariable(&r_motionblur_maxblur); - Cvar_RegisterVariable(&r_motionblur_bmin); - Cvar_RegisterVariable(&r_motionblur_vmin); - Cvar_RegisterVariable(&r_motionblur_vmax); - Cvar_RegisterVariable(&r_motionblur_vcoeff); - Cvar_RegisterVariable(&r_motionblur_randomize); Cvar_RegisterVariable(&r_damageblur); + Cvar_RegisterVariable(&r_motionblur_averaging); + Cvar_RegisterVariable(&r_motionblur_randomize); + Cvar_RegisterVariable(&r_motionblur_minblur); + Cvar_RegisterVariable(&r_motionblur_maxblur); + Cvar_RegisterVariable(&r_motionblur_velocityfactor); + Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed); + Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed); + Cvar_RegisterVariable(&r_motionblur_mousefactor); + Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed); + Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed); Cvar_RegisterVariable(&r_equalize_entities_fullbright); Cvar_RegisterVariable(&r_equalize_entities_minambient); Cvar_RegisterVariable(&r_equalize_entities_by); @@ -4177,6 +4214,7 @@ void GL_Main_Init(void) Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples); Cvar_RegisterVariable(&r_cullentities_trace_enlarge); Cvar_RegisterVariable(&r_cullentities_trace_delay); + Cvar_RegisterVariable(&r_sortentities); Cvar_RegisterVariable(&r_drawviewmodel); Cvar_RegisterVariable(&r_drawexteriormodel); Cvar_RegisterVariable(&r_speeds); @@ -4314,6 +4352,7 @@ void Render_Init(void) GL_Init =============== */ +#ifndef USE_GLES2 extern char *ENGINE_EXTENSIONS; void GL_Init (void) { @@ -4341,6 +4380,7 @@ void GL_Init (void) // clear to black (loading plaque will be seen over this) GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128); } +#endif int R_CullBox(const vec3_t mins, const vec3_t maxs) { @@ -5993,16 +6033,18 @@ void R_Bloom_StartFrame(void) r_bloomstate.texture_framebuffercolor = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL); r_bloomstate.fbo_framebuffer = R_Mesh_CreateFramebufferObject(r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL); R_Mesh_SetRenderTargets(r_bloomstate.fbo_framebuffer, r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL); +#ifndef USE_GLES2 // render depth into one texture and normalmap into the other if (qglDrawBuffer) { int status; - qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR - qglReadBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR - status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR - if (status != GL_FRAMEBUFFER_COMPLETE_EXT) + qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR + qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR + status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR + if (status != GL_FRAMEBUFFER_COMPLETE) Con_Printf("R_Bloom_StartFrame: glCheckFramebufferStatusEXT returned %i\n", status); } +#endif } r_bloomstate.bloomtexturewidth = bloomtexturewidth; r_bloomstate.bloomtextureheight = bloomtextureheight; @@ -6106,7 +6148,7 @@ 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, true); + R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1, false, 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; @@ -6142,7 +6184,7 @@ 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, true); + R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1, false, 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; @@ -6158,7 +6200,7 @@ 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, true); + R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1, false, true); for (dir = 0;dir < 2;dir++) { @@ -6297,18 +6339,22 @@ static void R_BlendView(void) static float blur_average; static vec3_t blur_oldangles; // used to see how quickly the mouse is moving - blur_velocity = VectorLength(cl.movement_velocity); - blur_mouseaccel = fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)); - // set a goal for the factoring - blur_factor = (blur_velocity + (blur_mouseaccel * 10)); - - // from the goal, pick an averaged value between goal and last value - cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1); - blur_average *= (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha; + blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value) + / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1); + blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value) + / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1); + blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value) + + (blur_mouseaccel * r_motionblur_mousefactor.value)); - blur_factor = bound(0, (blur_average - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value), 1); - //blur_factor = blur_factor * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value; + // from the goal, pick an averaged value between goal and last value + cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1); + blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha; + + // enforce minimum amount of blur + blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value; + + //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel); // calculate values into a standard alpha cl.motionbluralpha = 1 - exp(- @@ -6320,7 +6366,8 @@ static void R_BlendView(void) / max(0.0001, cl.time - cl.oldtime) // fps independent ); - + + // randomization for the blur value to combat persistent ghosting cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value); cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value); @@ -6345,7 +6392,7 @@ 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, true); + R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1, false, 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; } @@ -6367,7 +6414,7 @@ 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, true); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, true); GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); } @@ -6475,7 +6522,7 @@ 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, true); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, true); GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); } @@ -6689,6 +6736,37 @@ r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype ) } } +int R_SortEntities_Compare(const void *ap, const void *bp) +{ + const entity_render_t *a = *(const entity_render_t **)ap; + const entity_render_t *b = *(const entity_render_t **)bp; + + // 1. compare model + if(a->model < b->model) + return -1; + if(a->model > b->model) + return +1; + + // 2. compare skin + // TODO possibly calculate the REAL skinnum here first using + // skinscenes? + if(a->skinnum < b->skinnum) + return -1; + if(a->skinnum > b->skinnum) + return +1; + + // everything we compared is equal + return 0; +} +void R_SortEntities(void) +{ + // below or equal 2 ents, sorting never gains anything + if(r_refdef.scene.numentities <= 2) + return; + // sort + qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare); +} + /* ================ R_RenderView @@ -6713,6 +6791,8 @@ void R_RenderView(void) if (!r_drawentities.integer) r_refdef.scene.numentities = 0; + else if (r_sortentities.integer) + R_SortEntities(); R_AnimCache_ClearCache(); R_FrameData_NewFrame(); @@ -7133,7 +7213,7 @@ 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, false); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false); R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0); } @@ -7149,7 +7229,7 @@ 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, false); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false); prog = 0; SV_VM_Begin(); @@ -7299,7 +7379,7 @@ void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight } } // R_Mesh_ResetTextureState(); - R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false); R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL); R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0); } @@ -7479,7 +7559,7 @@ static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms) if(parms[0] == 0 && parms[1] == 0) return false; if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set! - if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0) + if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0) return false; return true; } @@ -7518,7 +7598,7 @@ static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms) } f = parms[0] + parms[1] * f; if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set! - f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)]; + f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)]; return (float) f; } @@ -7797,6 +7877,7 @@ texture_t *R_GetCurrentTexture(texture_t *t) } t->specularscale *= t->specularscalemod; t->specularpower *= t->specularpowermod; + t->rtlightambient = 0; // lightmaps mode looks bad with dlights using actual texturing, so turn // off the colormap and glossmap, but leave the normalmap on as it still @@ -9610,7 +9691,7 @@ 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, false); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false); skyrenderlater = true; RSurf_SetupDepthAndCulling(); GL_DepthMask(true); @@ -9639,7 +9720,7 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_ } else { - R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false); // fog sky GL_BlendFunc(GL_ONE, GL_ZERO); RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist); @@ -9934,7 +10015,7 @@ static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const float c[4]; // R_Mesh_ResetTextureState(); - R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false); if(rsurface.texture && rsurface.texture->currentskinframe) { @@ -10040,7 +10121,7 @@ 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, false); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false); RSurf_DrawBatch(); } else if (!r_refdef.view.showdebug) @@ -10555,7 +10636,7 @@ 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, false); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false); R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0); } @@ -11182,7 +11263,7 @@ 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, false); + R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false); R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0); } } @@ -11239,7 +11320,7 @@ 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, false); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false); GL_DepthTest(false); GL_DepthMask(false); GL_DepthRange(0, 1); @@ -11269,7 +11350,7 @@ void R_DrawDebugModel(void) flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL; // R_Mesh_ResetTextureState(); - R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false); GL_DepthRange(0, 1); GL_DepthTest(!r_showdisabledepthtest.integer); GL_DepthMask(false); @@ -11325,6 +11406,7 @@ void R_DrawDebugModel(void) GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset); +#ifndef USE_GLES2 if (r_showtris.integer && qglPolygonMode) { if (r_showdisabledepthtest.integer) @@ -11435,6 +11517,7 @@ void R_DrawDebugModel(void) } rsurface.texture = NULL; } +#endif } extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);