From a255e13ec710fbfbf541ef09b2195253dea80658 Mon Sep 17 00:00:00 2001 From: havoc Date: Sat, 22 Sep 2007 07:46:30 +0000 Subject: [PATCH 1/1] implemented r_glsl_water cvar (refraction and reflection rendering) git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@7570 d7cf8633-e32d-0410-b094-e92efae38249 --- cl_particles.c | 11 +- cl_screen.c | 4 + client.h | 9 +- gl_backend.c | 61 +++++- gl_backend.h | 1 + gl_rmain.c | 554 +++++++++++++++++++++++++++++++++++++++++++------ gl_rsurf.c | 27 ++- glquake.h | 10 + matrixlib.c | 29 +++ matrixlib.h | 3 + model_alias.c | 6 + model_brush.c | 16 +- model_brush.h | 2 + model_shared.h | 3 + model_sprite.c | 2 + r_explosion.c | 2 +- r_shadow.c | 24 +-- render.h | 36 ++-- todo | 13 +- vid_shared.c | 5 + 20 files changed, 702 insertions(+), 116 deletions(-) diff --git a/cl_particles.c b/cl_particles.c index 06716148..ad30b92e 100644 --- a/cl_particles.c +++ b/cl_particles.c @@ -2182,7 +2182,7 @@ void R_DrawParticle_TransparentCallback(const entity_render_t *ent, const rtligh GL_DepthRange(0, 1); GL_PolygonOffset(0, 0); GL_DepthTest(true); - GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces + GL_CullFace(GL_NONE); // first generate all the vertices at once for (surfacelistindex = 0, v3f = particle_vertex3f, t2f = particle_texcoord2f, c4f = particle_color4f;surfacelistindex < numsurfaces;surfacelistindex++, v3f += 3*4, t2f += 2*4, c4f += 4*4) @@ -2263,14 +2263,7 @@ void R_DrawParticle_TransparentCallback(const entity_render_t *ent, const rtligh } else if (p->type->orientation == PARTICLE_ORIENTED_DOUBLESIDED) { - // double-sided - if (DotProduct(p->vel, r_view.origin) > DotProduct(p->vel, org)) - { - VectorNegate(p->vel, v); - VectorVectors(v, right, up); - } - else - VectorVectors(p->vel, right, up); + VectorVectors(p->vel, right, up); VectorScale(right, size, right); VectorScale(up, size, up); v3f[ 0] = org[0] - right[0] - up[0]; diff --git a/cl_screen.c b/cl_screen.c index 2a531c17..c2efe5d7 100644 --- a/cl_screen.c +++ b/cl_screen.c @@ -1780,6 +1780,10 @@ void SCR_DrawScreen (void) R_UpdateVariables(); + // Quake uses clockwise winding, so these are swapped + r_view.cullface_front = GL_BACK; + r_view.cullface_back = GL_FRONT; + if (cls.signon == SIGNONS) { float size; diff --git a/client.h b/client.h index b7d97b7c..cd92bc8d 100644 --- a/client.h +++ b/client.h @@ -1403,7 +1403,10 @@ typedef struct r_view_s vec3_t left; vec3_t right; vec3_t up; - mplane_t frustum[5]; + int numfrustumplanes; + mplane_t frustum[6]; + qboolean useclipplane; + mplane_t clipplane; float frustum_x, frustum_y; vec3_t frustumcorner[4]; // if turned off it renders an ortho view @@ -1428,6 +1431,10 @@ typedef struct r_view_s // view render, all secondary renders (HDR, mirrors, portals, cameras, // distortion effects, etc) omit such debugging information qboolean showdebug; + + // these define which values to use in GL_CullFace calls to request frontface or backface culling + int cullface_front; + int cullface_back; } r_view_t; diff --git a/gl_backend.c b/gl_backend.c index 8d3a8c3f..7daeff35 100644 --- a/gl_backend.c +++ b/gl_backend.c @@ -282,7 +282,7 @@ void GL_SetupView_Orientation_Identity (void) void GL_SetupView_Orientation_FromEntity(const matrix4x4_t *matrix) { matrix4x4_t tempmatrix, basematrix; - Matrix4x4_Invert_Simple(&tempmatrix, matrix); + Matrix4x4_Invert_Full(&tempmatrix, matrix); Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0); Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1); Matrix4x4_Concat(&backend_viewmatrix, &basematrix, &tempmatrix); @@ -368,6 +368,65 @@ void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double CHECKGLERROR } +void GL_SetupView_ApplyCustomNearClipPlane(double normalx, double normaly, double normalz, double dist) +{ + double matrix[16]; + double q[4]; + double d; + float clipPlane[4], v3[3], v4[3]; + float normal[3]; + + // This is Olique Depth Projection from http://www.terathon.com/code/oblique.php + // modified to fit in this codebase. + + VectorSet(normal, normalx, normaly, normalz); + Matrix4x4_Transform3x3(&backend_viewmatrix, normal, clipPlane); + VectorScale(normal, dist, v3); + Matrix4x4_Transform(&backend_viewmatrix, v3, v4); + // FIXME: LordHavoc: I think this can be done more efficiently somehow but I can't remember the technique + clipPlane[3] = -DotProduct(v4, clipPlane); + +#if 0 +{ + // testing code for comparing results + float clipPlane2[4]; + VectorCopy4(clipPlane, clipPlane2); + R_Mesh_Matrix(&identitymatrix); + VectorSet(q, normal[0], normal[1], normal[2], -dist); + qglClipPlane(GL_CLIP_PLANE0, q); + qglGetClipPlane(GL_CLIP_PLANE0, q); + VectorCopy4(q, clipPlane); +} +#endif + + // Calculate the clip-space corner point opposite the clipping plane + // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and + // transform it into camera space by multiplying it + // by the inverse of the projection matrix + Matrix4x4_ToArrayDoubleGL(&backend_projectmatrix, matrix); + + q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + matrix[8]) / matrix[0]; + q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + matrix[9]) / matrix[5]; + q[2] = -1.0f; + q[3] = (1.0f + matrix[10]) / matrix[14]; + + // Calculate the scaled plane vector + d = 2.0f / DotProduct4(clipPlane, q); + + // Replace the third row of the projection matrix + matrix[2] = clipPlane[0] * d; + matrix[6] = clipPlane[1] * d; + matrix[10] = clipPlane[2] * d + 1.0f; + matrix[14] = clipPlane[3] * d; + + // Load it back into OpenGL + qglMatrixMode(GL_PROJECTION);CHECKGLERROR + qglLoadMatrixd(matrix);CHECKGLERROR + qglMatrixMode(GL_MODELVIEW);CHECKGLERROR + CHECKGLERROR + Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, matrix); +} + typedef struct gltextureunit_s { const void *pointer_texcoord; diff --git a/gl_backend.h b/gl_backend.h index a8c2c3bf..a2209c95 100644 --- a/gl_backend.h +++ b/gl_backend.h @@ -15,6 +15,7 @@ void GL_SetupView_Orientation_FromEntity(const matrix4x4_t *matrix); void GL_SetupView_Mode_Perspective(double frustumx, double frustumy, double zNear, double zFar); void GL_SetupView_Mode_PerspectiveInfiniteFarClip(double frustumx, double frustumy, double zNear); void GL_SetupView_Mode_Ortho(double x1, double y1, double x2, double y2, double zNear, double zFar); +void GL_SetupView_ApplyCustomNearClipPlane(double normalx, double normaly, double normalz, double dist); void GL_BlendFunc(int blendfunc1, int blendfunc2); void GL_DepthMask(int state); void GL_DepthTest(int state); diff --git a/gl_rmain.c b/gl_rmain.c index 042501da..de6689ab 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -78,6 +78,17 @@ cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shad cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"}; cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"}; cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"}; +cvar_t r_glsl_water = {CVAR_SAVE, "r_glsl_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"}; +cvar_t r_glsl_water_clippingplanebias = {CVAR_SAVE, "r_glsl_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"}; +cvar_t r_glsl_water_resolutionmultiplier = {CVAR_SAVE, "r_glsl_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"}; +cvar_t r_glsl_water_refractcolor_r = {CVAR_SAVE, "r_glsl_water_refractcolor_r", "1", "water color tint for refraction"}; +cvar_t r_glsl_water_refractcolor_g = {CVAR_SAVE, "r_glsl_water_refractcolor_g", "1", "water color tint for refraction"}; +cvar_t r_glsl_water_refractcolor_b = {CVAR_SAVE, "r_glsl_water_refractcolor_b", "1", "water color tint for refraction"}; +cvar_t r_glsl_water_reflectcolor_r = {CVAR_SAVE, "r_glsl_water_reflectcolor_r", "1", "water color tint for reflection"}; +cvar_t r_glsl_water_reflectcolor_g = {CVAR_SAVE, "r_glsl_water_reflectcolor_g", "1", "water color tint for reflection"}; +cvar_t r_glsl_water_reflectcolor_b = {CVAR_SAVE, "r_glsl_water_reflectcolor_b", "1", "water color tint for reflection"}; +cvar_t r_glsl_water_refractdistort = {CVAR_SAVE, "r_glsl_water_refractdistort", "0.01", "how much water refractions shimmer"}; +cvar_t r_glsl_water_reflectdistort = {CVAR_SAVE, "r_glsl_water_reflectdistort", "0.01", "how much water reflections shimmer"}; cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"}; cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"}; @@ -138,6 +149,34 @@ static struct r_bloomstate_s } r_bloomstate; +typedef struct r_waterstate_waterplane_s +{ + rtexture_t *texture_refraction; + rtexture_t *texture_reflection; + mplane_t plane; +} +r_waterstate_waterplane_t; + +#define MAX_WATERPLANES 16 + +static struct r_waterstate_s +{ + qboolean enabled; + + qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces + + int waterwidth, waterheight; + int texturewidth, textureheight; + + int maxwaterplanes; // same as MAX_WATERPLANES + int numwaterplanes; + r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES]; + + float screenscale[2]; + float screencenter[2]; +} +r_waterstate; + // shadow volume bsp struct with automatically growing nodes buffer svbsp_t r_svbsp; @@ -402,6 +441,12 @@ static const char *builtinshaderstring = "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n" "varying vec3 VectorR; // direction of R texcoord (surface normal)\n" "\n" +"#ifdef USEWATER\n" +"varying vec4 ModelViewProjectionPosition;\n" +"//varying vec4 ModelViewProjectionPosition_svector;\n" +"//varying vec4 ModelViewProjectionPosition_tvector;\n" +"#endif\n" +"\n" "\n" "\n" "\n" @@ -458,9 +503,18 @@ static const char *builtinshaderstring = " VectorR = gl_MultiTexCoord3.xyz;\n" "#endif\n" "\n" -" // transform vertex to camera space, using ftransform to match non-VS\n" +"//#ifdef USEWATER\n" +"// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n" +"// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n" +"// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n" +"//#endif\n" +"\n" +"// transform vertex to camera space, using ftransform to match non-VS\n" " // rendering\n" " gl_Position = ftransform();\n" +"#ifdef USEWATER\n" +" ModelViewProjectionPosition = gl_Position;\n" +"#endif\n" "}\n" "\n" "#endif // VERTEX_SHADER\n" @@ -483,6 +537,8 @@ static const char *builtinshaderstring = "uniform sampler2D Texture_Lightmap;\n" "uniform sampler2D Texture_Deluxemap;\n" "uniform sampler2D Texture_Glow;\n" +"uniform sampler2D Texture_Reflection;\n" +"uniform sampler2D Texture_Refraction;\n" "\n" "uniform myhvec3 LightColor;\n" "uniform myhvec3 AmbientColor;\n" @@ -492,6 +548,14 @@ static const char *builtinshaderstring = "uniform myhvec3 Color_Shirt;\n" "uniform myhvec3 FogColor;\n" "\n" +"#ifdef USEWATER\n" +"uniform vec4 DistortScaleRefractReflect;\n" +"uniform vec4 ScreenScaleRefractReflect;\n" +"uniform vec4 ScreenCenterRefractReflect;\n" +"uniform myhvec3 RefractColor;\n" +"uniform myhvec3 ReflectColor;\n" +"#endif\n" +"\n" "uniform myhalf GlowScale;\n" "uniform myhalf SceneBrightness;\n" "#ifdef USECONTRASTBOOST\n" @@ -661,6 +725,23 @@ static const char *builtinshaderstring = " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n" "#endif\n" "\n" +"#ifdef USEWATER\n" +"#ifdef MODE_LIGHTSOURCE\n" +" color.rgb *= color.a;\n" +"#else\n" +" myhalf Fresnel = myhalf(max(pow(min(1, 1.0 - normalize(EyeVector).z), 5), 0.1));\n" +" vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n" +" //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" +" vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect;\n" +" color.rgb = mix(mix(myhvec3(texture2D(Texture_Refraction, ScreenTexCoord.xy)) * RefractColor, myhvec3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor, Fresnel), color.rgb, color.a);\n" +" //color.rgb = myhvec3(texture2D(Texture_Refraction, ScreenTexCoord.xy)); // testing only\n" +" //color.rgb = myhvec3(texture2D(Texture_Reflection, ScreenTexCoord.zw)); // testing only\n" +" //vec4 RefractionPosition = ModelViewProjectionPosition + ModelViewProjectionPosition_svector * distort.x + ModelViewProjectionPosition_tvector * distort.y;\n" +" //vec4 ReflectionPosition = ModelViewProjectionPosition + ModelViewProjectionPosition_svector * distort.w + ModelViewProjectionPosition_tvector * distort.z;\n" +" //color.rgb += mix(myhvec3(texture2DProj(Texture_Refraction, RefractionPosition)) * RefractColor, myhvec3(texture2DProj(Texture_Reflection, ReflectionPosition)) * ReflectColor, Fresnel);\n" +"#endif\n" +"#endif\n" +"\n" "#ifdef USECONTRASTBOOST\n" " color.rgb = color.rgb * SceneBrightness / (ContrastBoostCoeff * color.rgb + myhvec3(1, 1, 1));\n" "#else\n" @@ -680,6 +761,7 @@ const char *permutationinfo[][2] = {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"}, {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"}, {"#define MODE_LIGHTDIRECTION\n", " lightdirection"}, + {"#define USEWATER\n", " water"}, {"#define USEGLOW\n", " glow"}, {"#define USEFOG\n", " fog"}, {"#define USECOLORMAPPING\n", " colormapping"}, @@ -778,6 +860,8 @@ void R_GLSL_CompilePermutation(const char *filename, int permutation) p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap"); p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap"); p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow"); + p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction"); + p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection"); p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor"); p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition"); p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition"); @@ -797,6 +881,11 @@ void R_GLSL_CompilePermutation(const char *filename, int permutation) p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor"); p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir"); p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff"); + p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect"); + p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect"); + p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect"); + p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor"); + p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor"); // initialize the samplers to refer to the texture units we use if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal, 0); if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color, 1); @@ -809,6 +898,8 @@ void R_GLSL_CompilePermutation(const char *filename, int permutation) if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8); if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow, 9); if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation, 10); + if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction, 11); + if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection, 12); CHECKGLERROR qglUseProgramObjectARB(0);CHECKGLERROR } @@ -886,6 +977,8 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl } if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0) permutation |= SHADERPERMUTATION_CONTRASTBOOST; + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER) + permutation |= SHADERPERMUTATION_USEWATER; } else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) { @@ -906,6 +999,8 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl } if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0) permutation |= SHADERPERMUTATION_CONTRASTBOOST; + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER) + permutation |= SHADERPERMUTATION_USEWATER; } else if (modellighting) { @@ -929,6 +1024,8 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl } if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0) permutation |= SHADERPERMUTATION_CONTRASTBOOST; + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER) + permutation |= SHADERPERMUTATION_USEWATER; } else { @@ -971,6 +1068,8 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl } if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0) permutation |= SHADERPERMUTATION_CONTRASTBOOST; + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER) + permutation |= SHADERPERMUTATION_USEWATER; } if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program) { @@ -1054,6 +1153,8 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl //if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(7, R_GetTexture(r_texture_white)); //if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(rsurface.texture->currentskinframe->glow)); + if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(11, R_GetTexture(r_texture_white)); // changed per surface + if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(12, R_GetTexture(r_texture_white)); // changed per surface if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value); if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0) { @@ -1097,6 +1198,11 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip); if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower); if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value); + if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_glsl_water_refractdistort.value, r_glsl_water_refractdistort.value, r_glsl_water_reflectdistort.value, r_glsl_water_reflectdistort.value); + if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]); + if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]); + if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_RefractColor, r_glsl_water_refractcolor_r.value, r_glsl_water_refractcolor_g.value, r_glsl_water_refractcolor_b.value); + if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_ReflectColor, r_glsl_water_reflectcolor_r.value, r_glsl_water_reflectcolor_g.value, r_glsl_water_reflectcolor_b.value); CHECKGLERROR return permutation; } @@ -1470,6 +1576,7 @@ void gl_main_start(void) } R_BuildFogTexture(); memset(&r_bloomstate, 0, sizeof(r_bloomstate)); + memset(&r_waterstate, 0, sizeof(r_waterstate)); memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations)); memset(&r_svbsp, 0, sizeof (r_svbsp)); } @@ -1494,6 +1601,7 @@ void gl_main_shutdown(void) r_texture_whitecube = NULL; r_texture_normalizationcube = NULL; memset(&r_bloomstate, 0, sizeof(r_bloomstate)); + memset(&r_waterstate, 0, sizeof(r_waterstate)); R_GLSL_Restart_f(); } @@ -1573,6 +1681,17 @@ void GL_Main_Init(void) Cvar_RegisterVariable(&r_glsl_offsetmapping); Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping); Cvar_RegisterVariable(&r_glsl_offsetmapping_scale); + Cvar_RegisterVariable(&r_glsl_water); + Cvar_RegisterVariable(&r_glsl_water_resolutionmultiplier); + Cvar_RegisterVariable(&r_glsl_water_clippingplanebias); + Cvar_RegisterVariable(&r_glsl_water_refractcolor_r); + Cvar_RegisterVariable(&r_glsl_water_refractcolor_g); + Cvar_RegisterVariable(&r_glsl_water_refractcolor_b); + Cvar_RegisterVariable(&r_glsl_water_reflectcolor_r); + Cvar_RegisterVariable(&r_glsl_water_reflectcolor_g); + Cvar_RegisterVariable(&r_glsl_water_reflectcolor_b); + Cvar_RegisterVariable(&r_glsl_water_refractdistort); + Cvar_RegisterVariable(&r_glsl_water_reflectdistort); Cvar_RegisterVariable(&r_glsl_deluxemapping); Cvar_RegisterVariable(&r_lerpsprites); Cvar_RegisterVariable(&r_lerpmodels); @@ -1653,7 +1772,7 @@ int R_CullBox(const vec3_t mins, const vec3_t maxs) { int i; mplane_t *p; - for (i = 0;i < 4;i++) + for (i = 0;i < r_view.numfrustumplanes;i++) { p = r_view.frustum + i; switch(p->signbits) @@ -1790,7 +1909,7 @@ static void R_View_UpdateEntityVisible (void) if (!r_drawentities.integer) return; - renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : (chase_active.integer ? 0 : RENDER_EXTERIORMODEL); + renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL); if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs) { // worldmodel can check visibility @@ -1852,8 +1971,8 @@ int R_DrawBrushModelsSky (void) return sky; } -void R_DrawNoModel(entity_render_t *ent); -void R_DrawModels(void) +static void R_DrawNoModel(entity_render_t *ent); +static void R_DrawModels(void) { int i; entity_render_t *ent; @@ -1874,7 +1993,7 @@ void R_DrawModels(void) } } -void R_DrawModelsDepth(void) +static void R_DrawModelsDepth(void) { int i; entity_render_t *ent; @@ -1893,8 +2012,28 @@ void R_DrawModelsDepth(void) } } +static void R_DrawModelsAddWaterPlanes(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->DrawAddWaterPlanes != NULL) + ent->model->DrawAddWaterPlanes(ent); + } +} + static void R_View_SetFrustum(void) { + int i; double slopex, slopey; // break apart the view matrix into vectors for various purposes @@ -2000,12 +2139,16 @@ static void R_View_SetFrustum(void) r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal) + r_view.ortho_y; r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip; } + r_view.numfrustumplanes = 5; - PlaneClassify(&r_view.frustum[0]); - PlaneClassify(&r_view.frustum[1]); - PlaneClassify(&r_view.frustum[2]); - PlaneClassify(&r_view.frustum[3]); - PlaneClassify(&r_view.frustum[4]); + if (r_view.useclipplane) + { + r_view.numfrustumplanes = 6; + r_view.frustum[5] = r_view.clipplane; + } + + for (i = 0;i < r_view.numfrustumplanes;i++) + PlaneClassify(r_view.frustum + i); // LordHavoc: note to all quake engine coders, Quake had a special case // for 90 degrees which assumed a square view (wrong), so I removed it, @@ -2040,11 +2183,11 @@ static void R_View_SetFrustum(void) void R_View_Update(void) { R_View_SetFrustum(); - R_View_WorldVisibility(); + R_View_WorldVisibility(r_view.useclipplane); R_View_UpdateEntityVisible(); } -void R_SetupView(const matrix4x4_t *matrix) +void R_SetupView(void) { if (!r_view.useperspective) GL_SetupView_Mode_Ortho(-r_view.ortho_x, -r_view.ortho_y, r_view.ortho_x, r_view.ortho_y, -r_refdef.farclip, r_refdef.farclip); @@ -2053,7 +2196,17 @@ void R_SetupView(const matrix4x4_t *matrix) else GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip); - GL_SetupView_Orientation_FromEntity(matrix); + GL_SetupView_Orientation_FromEntity(&r_view.matrix); + + if (r_view.useclipplane) + { + // LordHavoc: couldn't figure out how to make this approach the + vec_t dist = r_view.clipplane.dist - r_glsl_water_clippingplanebias.value; + vec_t viewdist = DotProduct(r_view.origin, r_view.clipplane.normal); + if (viewdist < r_view.clipplane.dist + r_glsl_water_clippingplanebias.value) + dist = r_view.clipplane.dist; + GL_SetupView_ApplyCustomNearClipPlane(r_view.clipplane.normal[0], r_view.clipplane.normal[1], r_view.clipplane.normal[2], dist); + } } void R_ResetViewRendering2D(void) @@ -2100,7 +2253,7 @@ void R_ResetViewRendering3D(void) // GL is weird because it's bottom to top, r_view.y is top to bottom qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR - R_SetupView(&r_view.matrix); + R_SetupView(); GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height); GL_Color(1, 1, 1, 1); GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1); @@ -2119,7 +2272,7 @@ void R_ResetViewRendering3D(void) qglStencilMask(~0);CHECKGLERROR qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR - GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces + GL_CullFace(r_view.cullface_back); } /* @@ -2183,7 +2336,170 @@ void R_ResetViewRendering3D(void) "#endif // FRAGMENT_SHADER\n" */ -void R_RenderScene(void); +void R_RenderScene(qboolean addwaterplanes); + +static void R_Water_StartFrame(void) +{ + int i; + int texturewidth, textureheight; + r_waterstate_waterplane_t *p; + + r_waterstate.maxwaterplanes = 0; + + // set waterwidth and waterheight to the water resolution that will be + // used (often less than the screen resolution for faster rendering) + r_waterstate.waterwidth = (int)bound(1, r_view.width * r_glsl_water_resolutionmultiplier.value, r_view.width); + r_waterstate.waterheight = (int)bound(1, r_view.height * r_glsl_water_resolutionmultiplier.value, r_view.height); + + // calculate desired texture sizes + if (gl_support_arb_texture_non_power_of_two) + { + texturewidth = r_waterstate.waterwidth; + textureheight = r_waterstate.waterheight; + } + else + { + for (texturewidth = 1;texturewidth < r_waterstate.waterwidth ;texturewidth *= 2); + for (textureheight = 1;textureheight < r_waterstate.waterheight;textureheight *= 2); + } + + if (!r_glsl_water.integer) + texturewidth = textureheight = 0; + + // allocate textures as needed + if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight) + { + for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++) + { + if (p->texture_refraction) + R_FreeTexture(p->texture_refraction); + p->texture_refraction = NULL; + if (p->texture_reflection) + R_FreeTexture(p->texture_reflection); + p->texture_reflection = NULL; + } + r_waterstate.texturewidth = texturewidth; + r_waterstate.textureheight = textureheight; + } + + if ((!texturewidth && !textureheight) || texturewidth > gl_max_texture_size || textureheight > gl_max_texture_size) + { + // can't use water if the parameters are too weird + // can't use water if the card does not support the texture size + memset(&r_waterstate, 0, sizeof(r_waterstate)); + return; + } + + r_waterstate.enabled = true; + + r_waterstate.maxwaterplanes = MAX_WATERPLANES; + + // set up variables that will be used in shader setup + r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth; + r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight; + r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth; + r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight; +} + +static void R_Water_AddWaterPlane(msurface_t *surface) +{ + int triangleindex, planeindex; + const int *e; + vec3_t vert[3]; + vec3_t normal; + r_waterstate_waterplane_t *p; + // just use the first triangle with a valid normal for any decisions + VectorClear(normal); + for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3) + { + Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]); + Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]); + Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]); + TriangleNormal(vert[0], vert[1], vert[2], normal); + if (VectorLength2(normal) >= 0.001) + break; + } + for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++) + if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1) + break; + // if this triangle does not fit any known plane rendered this frame, render textures for it + if (planeindex >= r_waterstate.numwaterplanes && planeindex < r_waterstate.maxwaterplanes) + { + // store the new plane + r_waterstate.numwaterplanes++; + VectorCopy(normal, p->plane.normal); + VectorNormalize(p->plane.normal); + p->plane.dist = DotProduct(vert[0], p->plane.normal); + PlaneClassify(&p->plane); + // flip the plane if it does not face the viewer + if (PlaneDiff(r_view.origin, &p->plane) < 0) + { + VectorNegate(p->plane.normal, p->plane.normal); + p->plane.dist *= -1; + PlaneClassify(&p->plane); + } + } +} + +static void R_Water_ProcessPlanes(void) +{ + r_view_t originalview; + int planeindex; + r_waterstate_waterplane_t *p; + + for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++) + { + if (!p->texture_refraction) + { + p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL); + p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL); + } + + originalview = r_view; + r_view.showdebug = false; + r_view.width = r_waterstate.waterwidth; + r_view.height = r_waterstate.waterheight; + r_view.useclipplane = true; + + r_view.clipplane = p->plane; + VectorNegate(r_view.clipplane.normal, r_view.clipplane.normal); + r_view.clipplane.dist = -r_view.clipplane.dist; + PlaneClassify(&r_view.clipplane); + r_waterstate.renderingscene = true; + // render the normal view scene and copy into texture + // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted) + R_RenderScene(false); + + // copy view into the screen texture + R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction)); + GL_ActiveTexture(0); + CHECKGLERROR + qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR + + // render reflected scene and copy into texture + Matrix4x4_Reflect(&r_view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2); + r_view.clipplane = p->plane; + // reverse the cullface settings for this render + r_view.cullface_front = GL_FRONT; + r_view.cullface_back = GL_BACK; + + R_ResetViewRendering3D(); + R_ClearScreen(); + + R_RenderScene(false); + + R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection)); + GL_ActiveTexture(0); + CHECKGLERROR + qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR + + R_ResetViewRendering3D(); + R_ClearScreen(); + + r_view = originalview; + r_waterstate.renderingscene = false; + } +} void R_Bloom_StartFrame(void) { @@ -2452,7 +2768,8 @@ void R_HDR_RenderBloomTexture(void) r_view.colorscale = r_bloom_colorscale.value * r_hdr_scenebrightness.value; if (r_hdr.integer) r_view.colorscale /= r_hdr_range.value; - R_RenderScene(); + r_waterstate.numwaterplanes = 0; + R_RenderScene(r_waterstate.enabled); r_view.showdebug = true; R_ResetViewRendering2D(); @@ -2536,7 +2853,7 @@ static void R_BlendView(void) } } -void R_RenderScene(void); +void R_RenderScene(qboolean addwaterplanes); matrix4x4_t r_waterscrollmatrix; @@ -2622,22 +2939,19 @@ void R_RenderView(void) R_Shadow_UpdateWorldLightSelection(); + R_Bloom_StartFrame(); + R_Water_StartFrame(); + CHECKGLERROR if (r_timereport_active) R_TimeReport("setup"); - R_View_Update(); - if (r_timereport_active) - R_TimeReport("visibility"); - R_ResetViewRendering3D(); R_ClearScreen(); if (r_timereport_active) R_TimeReport("clear"); - R_Bloom_StartFrame(); - r_view.showdebug = true; // this produces a bloom texture to be used in R_BlendView() later @@ -2645,7 +2959,8 @@ void R_RenderView(void) R_HDR_RenderBloomTexture(); r_view.colorscale = r_hdr_scenebrightness.value; - R_RenderScene(); + r_waterstate.numwaterplanes = 0; + R_RenderScene(r_waterstate.enabled); R_BlendView(); if (r_timereport_active) @@ -2662,18 +2977,50 @@ 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) +void R_RenderScene(qboolean addwaterplanes) { + if (addwaterplanes) + { + R_ResetViewRendering3D(); + + R_View_Update(); + if (r_timereport_active) + R_TimeReport("watervisibility"); + + if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->Draw) + { + r_refdef.worldmodel->DrawAddWaterPlanes(r_refdef.worldentity); + if (r_timereport_active) + R_TimeReport("waterworld"); + } + + // don't let sound skip if going slow + if (r_refdef.extraupdate) + S_ExtraUpdate (); + + R_DrawModelsAddWaterPlanes(); + if (r_timereport_active) + R_TimeReport("watermodels"); + + R_Water_ProcessPlanes(); + if (r_timereport_active) + R_TimeReport("waterscenes"); + } + + R_ResetViewRendering3D(); + // don't let sound skip if going slow if (r_refdef.extraupdate) S_ExtraUpdate (); - R_ResetViewRendering3D(); - R_MeshQueue_BeginScene(); R_SkyStartFrame(); + R_View_Update(); + if (r_timereport_active) + R_TimeReport("visibility"); + Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0); if (cl.csqc_vidvars.drawworld) @@ -2773,14 +3120,14 @@ void R_RenderScene(void) if (r_timereport_active) R_TimeReport("showlocs"); } - + if (r_drawportals.integer) { R_DrawPortals(); if (r_timereport_active) R_TimeReport("portals"); } - + if (r_showbboxes.value > 0) { R_DrawEntityBBoxes(); @@ -2887,7 +3234,7 @@ static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtligh color[3] *= r_showbboxes.value; color[3] = bound(0, color[3], 1); GL_DepthTest(!r_showdisabledepthtest.integer); - GL_CullFace(GL_BACK); + GL_CullFace(r_view.cullface_front); R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]); } SV_VM_End(); @@ -2972,7 +3319,7 @@ void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1); GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset); GL_DepthTest(!(ent->effects & EF_NODEPTHTEST)); - GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces + GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_view.cullface_back); R_Mesh_VertexPointer(nomodelvertex3f, 0, 0); if (r_refdef.fogenabled) { @@ -3060,10 +3407,10 @@ void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_ { scalex1 = -scalex1; scalex2 = -scalex2; - GL_CullFace(GL_BACK); + GL_CullFace(r_view.cullface_front); } else - GL_CullFace(GL_FRONT); + GL_CullFace(r_view.cullface_back); GL_DepthMask(false); GL_DepthRange(0, depthshort ? 0.0625 : 1); @@ -3329,7 +3676,12 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t) t->currentmaterialflags = t->basematerialflags; t->currentalpha = ent->alpha; if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer)) + { t->currentalpha *= r_wateralpha.value; + // if rendering refraction/reflection, disable transparency + if (r_waterstate.enabled && (t->currentalpha < 1 || (t->currentmaterialflags & MATERIALFLAG_ALPHA))) + t->currentmaterialflags |= MATERIALFLAG_WATERSHADER; + } if (!(ent->flags & RENDER_LIGHT)) t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT; if (ent->effects & EF_ADDITIVE) @@ -3344,6 +3696,8 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t) t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE; if (t->backgroundnumskinframes && !(t->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)) t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND; + if (t->currentmaterialflags & MATERIALFLAG_WATERSHADER) + t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_CUSTOMBLEND); for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && (tcmod->tcmod || i < 1);i++, tcmod++) { @@ -3413,8 +3767,8 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t) { if (r_shadow_glossintensity.value > 0) { - t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_black; - t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_black; + t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white; + t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white; t->specularscale = r_shadow_glossintensity.value; } } @@ -4244,6 +4598,59 @@ void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacel } } +static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit) +{ + int i, planeindex, vertexindex; + float d, bestd; + vec3_t vert; + const float *v; + r_waterstate_waterplane_t *p, *bestp; + msurface_t *surface; + if (r_waterstate.renderingscene) + return; + for (i = 0;i < texturenumsurfaces;i++) + { + surface = texturesurfacelist[i]; + if (lightmaptexunit >= 0) + R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture)); + if (deluxemaptexunit >= 0) + R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture)); + // pick the closest matching water plane + bestd = 0; + bestp = NULL; + for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++) + { + d = 0; + for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3) + { + Matrix4x4_Transform(&rsurface.matrix, v, vert); + d += fabs(PlaneDiff(vert, &p->plane)); + } + if (bestd > d || !bestp) + { + bestd = d; + bestp = p; + } + } + if (bestp) + { + if (refractiontexunit >= 0) + R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction)); + if (reflectiontexunit >= 0) + R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection)); + } + else + { + if (refractiontexunit >= 0) + R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black)); + if (reflectiontexunit >= 0) + R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black)); + } + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle)); + } +} + static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit) { int i; @@ -4601,7 +5008,7 @@ static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurfa GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1); GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset); 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_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back); if (rsurface.mode != RSURFMODE_SHOWSURFACES) { rsurface.mode = RSURFMODE_SHOWSURFACES; @@ -4637,7 +5044,7 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **te GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1); GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset); 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_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back); GL_DepthMask(true); // LordHavoc: HalfLife maps have freaky skypolys so don't use // skymasking on them, and Quake3 never did sky masking (unlike @@ -4716,9 +5123,19 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **t } if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) - RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1); + { + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER) + RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? 12 : -1); + else + RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1); + } else - RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); + { + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER) + RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? 12 : -1); + else + RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); + } if (rsurface.texture->backgroundnumskinframes && !(rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)) { } @@ -4987,6 +5404,8 @@ static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **textur { if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST))) return; + if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)) + return; if (rsurface.mode != RSURFMODE_MULTIPASS) rsurface.mode = RSURFMODE_MULTIPASS; if (r_depthfirst.integer == 3) @@ -5004,7 +5423,7 @@ static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **textur } GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1); GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset); - GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces + GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back); GL_DepthTest(true); GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(true); @@ -5030,7 +5449,7 @@ static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **textur GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1); GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset); GL_DepthTest(true); - GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces + GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back); GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(writedepth); GL_Color(1,1,1,1); @@ -5048,7 +5467,7 @@ static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **textur 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_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back); GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(writedepth); GL_Color(1,1,1,1); @@ -5084,7 +5503,7 @@ static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **textur GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1); GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset); 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_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back); GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2); GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED)); GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0); @@ -5146,11 +5565,19 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const RSurf_CleanUp(); } -void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly) +void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes) { int i, j; vec3_t tempcenter, center; texture_t *texture; + // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one + if (addwaterplanes) + { + for (i = 0;i < numsurfaces;i++) + if (surfacelist[i]->texture->currentframe->currentmaterialflags & MATERIALFLAG_WATERSHADER) + R_Water_AddWaterPlane(surfacelist[i]); + return; + } // break the surface list down into batches by texture and use of lightmapping for (i = 0;i < numsurfaces;i = j) { @@ -5379,7 +5806,7 @@ void R_DrawTrianglesAndNormals(entity_render_t *ent, qboolean drawtris, qboolean } extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface); -void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly) +void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes) { int i, j, endj, f, flagsmask; int counttriangles = 0; @@ -5395,7 +5822,7 @@ void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean dep RSurf_ActiveWorldEntity(); // update light styles - if (!skysurfaces && !depthonly && model->brushq1.light_styleupdatechains) + if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.light_styleupdatechains) { for (i = 0;i < model->brushq1.light_styles;i++) { @@ -5410,7 +5837,7 @@ void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean dep } R_UpdateAllTextureInfo(r_refdef.worldentity); - flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL); + flagsmask = addwaterplanes ? MATERIALFLAG_WATERSHADER : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL)); f = 0; t = NULL; rsurface.uselightmaptexture = false; @@ -5439,25 +5866,28 @@ void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean dep counttriangles += surface->num_triangles; if (numsurfacelist >= maxsurfacelist) { - R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly); + R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes); numsurfacelist = 0; } } } } if (numsurfacelist) - R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly); + R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes); r_refdef.stats.entities_triangles += counttriangles; RSurf_CleanUp(); - if (r_showcollisionbrushes.integer && r_view.showdebug && !skysurfaces && !depthonly) - R_DrawCollisionBrushes(r_refdef.worldentity); + if (r_view.showdebug) + { + if (r_showcollisionbrushes.integer && !skysurfaces && !addwaterplanes && !depthonly) + R_DrawCollisionBrushes(r_refdef.worldentity); - if ((r_showtris.integer || r_shownormals.integer) && r_view.showdebug && !depthonly) - R_DrawTrianglesAndNormals(r_refdef.worldentity, r_showtris.integer, r_shownormals.integer, flagsmask); + if ((r_showtris.integer || r_shownormals.integer) && !addwaterplanes && !depthonly) + R_DrawTrianglesAndNormals(r_refdef.worldentity, r_showtris.integer, r_shownormals.integer, flagsmask); + } } -void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly) +void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes) { int i, f, flagsmask; int counttriangles = 0; @@ -5481,7 +5911,7 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly); // update light styles - if (!skysurfaces && !depthonly && model->brushq1.light_styleupdatechains) + if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.light_styleupdatechains) { for (i = 0;i < model->brushq1.light_styles;i++) { @@ -5496,7 +5926,7 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr } R_UpdateAllTextureInfo(ent); - flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL); + flagsmask = addwaterplanes ? MATERIALFLAG_WATERSHADER : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL)); f = 0; t = NULL; rsurface.uselightmaptexture = false; @@ -5517,22 +5947,22 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr counttriangles += surface->num_triangles; if (numsurfacelist >= maxsurfacelist) { - R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly); + R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes); numsurfacelist = 0; } } } if (numsurfacelist) - R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly); + R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes); r_refdef.stats.entities_triangles += counttriangles; RSurf_CleanUp(); if (r_view.showdebug) { - if (r_showcollisionbrushes.integer && !skysurfaces && !depthonly) + if (r_showcollisionbrushes.integer && !skysurfaces && !addwaterplanes && !depthonly) R_DrawCollisionBrushes(ent); - if ((r_showtris.integer || r_shownormals.integer) && !depthonly) + if ((r_showtris.integer || r_shownormals.integer) && !addwaterplanes && !depthonly) R_DrawTrianglesAndNormals(ent, r_showtris.integer, r_shownormals.integer, flagsmask); } } diff --git a/gl_rsurf.c b/gl_rsurf.c index 1dd4c27c..cdd43926 100644 --- a/gl_rsurf.c +++ b/gl_rsurf.c @@ -404,7 +404,7 @@ void R_DrawPortals(void) } } -void R_View_WorldVisibility(void) +void R_View_WorldVisibility(qboolean forcenovis) { int i, j, *mark; mleaf_t *leaf; @@ -430,7 +430,7 @@ void R_View_WorldVisibility(void) // if floating around in the void (no pvs data available, and no // portals available), simply use all on-screen leafs. - if (!viewleaf || viewleaf->clusterindex < 0) + if (!viewleaf || viewleaf->clusterindex < 0 || forcenovis) { // no visibility method: (used when floating around in the void) // simply cull each leaf to the frustum (view pyramid) @@ -524,9 +524,20 @@ void R_Q1BSP_DrawSky(entity_render_t *ent) if (ent->model == NULL) return; if (ent == r_refdef.worldentity) - R_DrawWorldSurfaces(true, true, false); + R_DrawWorldSurfaces(true, true, false, false); else - R_DrawModelSurfaces(ent, true, true, false); + R_DrawModelSurfaces(ent, true, true, false, false); +} + +void R_Q1BSP_DrawAddWaterPlanes(entity_render_t *ent) +{ + model_t *model = ent->model; + if (model == NULL) + return; + if (ent == r_refdef.worldentity) + R_DrawWorldSurfaces(false, false, false, true); + else + R_DrawModelSurfaces(ent, false, false, false, true); } void R_Q1BSP_Draw(entity_render_t *ent) @@ -535,9 +546,9 @@ void R_Q1BSP_Draw(entity_render_t *ent) if (model == NULL) return; if (ent == r_refdef.worldentity) - R_DrawWorldSurfaces(false, true, false); + R_DrawWorldSurfaces(false, true, false, false); else - R_DrawModelSurfaces(ent, false, true, false); + R_DrawModelSurfaces(ent, false, true, false, false); } void R_Q1BSP_DrawDepth(entity_render_t *ent) @@ -546,9 +557,9 @@ void R_Q1BSP_DrawDepth(entity_render_t *ent) if (model == NULL) return; if (ent == r_refdef.worldentity) - R_DrawWorldSurfaces(false, false, true); + R_DrawWorldSurfaces(false, false, true, false); else - R_DrawModelSurfaces(ent, false, false, true); + R_DrawModelSurfaces(ent, false, false, true, false); } typedef struct r_q1bsp_getlightinfo_s diff --git a/glquake.h b/glquake.h index 93f67e98..5cd68abf 100644 --- a/glquake.h +++ b/glquake.h @@ -250,6 +250,13 @@ extern int gl_max_anisotropy; #define GL_POLYGON_STIPPLE 0x0B42 +#define GL_CLIP_PLANE0 0x3000 +#define GL_CLIP_PLANE1 0x3001 +#define GL_CLIP_PLANE2 0x3002 +#define GL_CLIP_PLANE3 0x3003 +#define GL_CLIP_PLANE4 0x3004 +#define GL_CLIP_PLANE5 0x3005 + #endif extern int gl_max_texture_size; @@ -589,6 +596,9 @@ extern void (GLAPIENTRY *qglCopyTexSubImage2D)(GLenum target, GLint level, GLint extern void (GLAPIENTRY *qglPolygonOffset)(GLfloat factor, GLfloat units); extern void (GLAPIENTRY *qglPolygonMode)(GLenum face, GLenum mode); +extern void (GLAPIENTRY *qglClipPlane)(GLenum plane, const GLdouble *equation); +extern void (GLAPIENTRY *qglGetClipPlane)(GLenum plane, GLdouble *equation); + //[515]: added on 29.07.2005 extern void (GLAPIENTRY *qglLineWidth)(GLfloat width); extern void (GLAPIENTRY *qglPointSize)(GLfloat size); diff --git a/matrixlib.c b/matrixlib.c index 7e4783e2..5f5ea106 100644 --- a/matrixlib.c +++ b/matrixlib.c @@ -365,6 +365,35 @@ void Matrix4x4_Normalize (matrix4x4_t *out, matrix4x4_t *in1) Matrix4x4_Scale(out, scale, 1); } +void Matrix4x4_Reflect (matrix4x4_t *out, double normalx, double normaly, double normalz, double dist, double axisscale) +{ + int i; + double d; + double p[4], p2[4]; + p[0] = normalx; + p[1] = normaly; + p[2] = normalz; + p[3] = -dist; + p2[0] = p[0] * axisscale; + p2[1] = p[1] * axisscale; + p2[2] = p[2] * axisscale; + p2[3] = 0; + for (i = 0;i < 4;i++) + { +#ifdef MATRIX4x4_OPENGLORIENTATION + d = out->m[i][0] * p[0] + out->m[i][1] * p[1] + out->m[i][2] * p[2] + out->m[i][3] * p[3]; + out->m[i][0] += p2[0] * d; + out->m[i][1] += p2[1] * d; + out->m[i][2] += p2[2] * d; +#else + d = out->m[0][i] * p[0] + out->m[1][i] * p[1] + out->m[2][i] * p[2] + out->m[3][i] * p[3]; + out->m[0][i] += p2[0] * d; + out->m[1][i] += p2[1] * d; + out->m[2][i] += p2[2] * d; +#endif + } +} + void Matrix4x4_CreateIdentity (matrix4x4_t *out) { out->m[0][0]=1.0f; diff --git a/matrixlib.h b/matrixlib.h index f510f3d9..480dec15 100644 --- a/matrixlib.h +++ b/matrixlib.h @@ -42,6 +42,9 @@ void Matrix4x4_Invert_Simple (matrix4x4_t *out, const matrix4x4_t *in1); // creates a matrix that does the same rotation and translation as the matrix // provided, but no uniform scaling, does not support scale3 matrices void Matrix4x4_Normalize (matrix4x4_t *out, matrix4x4_t *in1); +// modifies a matrix to have all vectors and origin reflected across the plane +// to the opposite side (at least if axisscale is -2) +void Matrix4x4_Reflect (matrix4x4_t *out, double normalx, double normaly, double normalz, double dist, double axisscale); // creates an identity matrix // (a matrix which does nothing) diff --git a/model_alias.c b/model_alias.c index ec808b70..c53867e4 100644 --- a/model_alias.c +++ b/model_alias.c @@ -787,6 +787,7 @@ void Mod_IDP0_Load(model_t *mod, void *buffer, void *bufferend) loadmodel->type = mod_alias; loadmodel->DrawSky = NULL; + loadmodel->DrawAddWaterPlanes = NULL; loadmodel->Draw = R_Q1BSP_Draw; loadmodel->DrawDepth = R_Q1BSP_DrawDepth; loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume; @@ -1106,6 +1107,7 @@ void Mod_IDP2_Load(model_t *mod, void *buffer, void *bufferend) loadmodel->type = mod_alias; loadmodel->DrawSky = NULL; + loadmodel->DrawAddWaterPlanes = NULL; loadmodel->Draw = R_Q1BSP_Draw; loadmodel->DrawDepth = R_Q1BSP_DrawDepth; loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume; @@ -1341,6 +1343,7 @@ void Mod_IDP3_Load(model_t *mod, void *buffer, void *bufferend) loadmodel->type = mod_alias; loadmodel->DrawSky = NULL; + loadmodel->DrawAddWaterPlanes = NULL; loadmodel->Draw = R_Q1BSP_Draw; loadmodel->DrawDepth = R_Q1BSP_DrawDepth; loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume; @@ -1545,6 +1548,7 @@ void Mod_ZYMOTICMODEL_Load(model_t *mod, void *buffer, void *bufferend) } loadmodel->DrawSky = NULL; + loadmodel->DrawAddWaterPlanes = NULL; loadmodel->Draw = R_Q1BSP_Draw; loadmodel->DrawDepth = R_Q1BSP_DrawDepth; loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume; @@ -1840,6 +1844,7 @@ void Mod_DARKPLACESMODEL_Load(model_t *mod, void *buffer, void *bufferend) } loadmodel->DrawSky = NULL; + loadmodel->DrawAddWaterPlanes = NULL; loadmodel->Draw = R_Q1BSP_Draw; loadmodel->DrawDepth = R_Q1BSP_DrawDepth; loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume; @@ -2111,6 +2116,7 @@ void Mod_PSKMODEL_Load(model_t *mod, void *buffer, void *bufferend) loadmodel->type = mod_alias; loadmodel->DrawSky = NULL; + loadmodel->DrawAddWaterPlanes = NULL; loadmodel->Draw = R_Q1BSP_Draw; loadmodel->DrawDepth = R_Q1BSP_DrawDepth; loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume; diff --git a/model_brush.c b/model_brush.c index e1accd99..6c776b30 100644 --- a/model_brush.c +++ b/model_brush.c @@ -3595,8 +3595,9 @@ void Mod_Q1BSP_Load(model_t *mod, void *buffer, void *bufferend) for (j = 0;j < mod->nummodelsurfaces;j++) mod->surfacelist[j] = mod->firstmodelsurface + j; - // this gets altered below if sky is used + // this gets altered below if sky or water is used mod->DrawSky = NULL; + mod->DrawAddWaterPlanes = NULL; mod->Draw = R_Q1BSP_Draw; mod->DrawDepth = R_Q1BSP_DrawDepth; mod->GetLightInfo = R_Q1BSP_GetLightInfo; @@ -3628,6 +3629,8 @@ void Mod_Q1BSP_Load(model_t *mod, void *buffer, void *bufferend) // we only need to have a drawsky function if it is used(usually only on world model) if (surface->texture->basematerialflags & MATERIALFLAG_SKY) mod->DrawSky = R_Q1BSP_DrawSky; + if (surface->texture->basematerialflags & MATERIALFLAG_WATERALPHA) + mod->DrawAddWaterPlanes = R_Q1BSP_DrawAddWaterPlanes; // calculate bounding shapes for (k = 0, vec = (loadmodel->surfmesh.data_vertex3f + 3 * surface->num_firstvertex);k < surface->num_vertices;k++, vec += 3) { @@ -5589,6 +5592,7 @@ void Mod_Q3BSP_Load(model_t *mod, void *buffer, void *bufferend) mod->CompileShadowVolume = R_Q1BSP_CompileShadowVolume; mod->DrawShadowVolume = R_Q1BSP_DrawShadowVolume; mod->DrawLight = R_Q1BSP_DrawLight; + mod->DrawAddWaterPlanes = NULL; mod_base = (unsigned char *)header; @@ -5720,12 +5724,20 @@ void Mod_Q3BSP_Load(model_t *mod, void *buffer, void *bufferend) mod->radius2 = modelradius * modelradius; for (j = 0;j < mod->nummodelsurfaces;j++) - if (mod->data_surfaces[j + mod->firstmodelsurface].texture->surfaceflags & Q3SURFACEFLAG_SKY) + if (mod->data_surfaces[j + mod->firstmodelsurface].texture->basematerialflags & MATERIALFLAG_SKY) break; if (j < mod->nummodelsurfaces) mod->DrawSky = R_Q1BSP_DrawSky; else mod->DrawSky = NULL; + + for (j = 0;j < mod->nummodelsurfaces;j++) + if (mod->data_surfaces[j + mod->firstmodelsurface].texture->basematerialflags & MATERIALFLAG_WATERALPHA) + break; + if (j < mod->nummodelsurfaces) + mod->DrawAddWaterPlanes = R_Q1BSP_DrawAddWaterPlanes; + else + mod->DrawAddWaterPlanes = NULL; } } diff --git a/model_brush.h b/model_brush.h index a4019060..980a6ba5 100644 --- a/model_brush.h +++ b/model_brush.h @@ -98,6 +98,8 @@ mplane_t; #define MATERIALFLAG_NOCULLFACE 65536 // render with a very short depth range (like 10% of normal), this causes entities to appear infront of most of the scene #define MATERIALFLAG_SHORTDEPTHRANGE 131072 +// render refraction and reflection (note: this is always opaque, the shader does the alpha effect) +#define MATERIALFLAG_WATERSHADER 262144 // combined mask of all attributes that require depth sorted rendering #define MATERIALFLAGMASK_DEPTHSORTED (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST) diff --git a/model_shared.h b/model_shared.h index 36580fd1..f179f724 100644 --- a/model_shared.h +++ b/model_shared.h @@ -820,6 +820,8 @@ typedef struct model_s const char *modeldatatypestring; // draw the model's sky polygons (only used by brush models) void(*DrawSky)(struct entity_render_s *ent); + // draw refraction/reflection textures for the model's water polygons (only used by brush models) + void(*DrawAddWaterPlanes)(struct entity_render_s *ent); // draw the model using lightmap/dlight shading void(*Draw)(struct entity_render_s *ent); // draw the model to the depth buffer (no color rendering at all) @@ -928,6 +930,7 @@ int Mod_Q1BSP_SuperContentsFromNativeContents(struct model_s *model, int nativec // a lot of model formats use the Q1BSP code, so here are the prototypes... struct entity_render_s; +void R_Q1BSP_DrawAddWaterPlanes(struct entity_render_s *ent); void R_Q1BSP_DrawSky(struct entity_render_s *ent); void R_Q1BSP_Draw(struct entity_render_s *ent); void R_Q1BSP_DrawDepth(struct entity_render_s *ent); diff --git a/model_sprite.c b/model_sprite.c index 94b5b372..8fec8a66 100644 --- a/model_sprite.c +++ b/model_sprite.c @@ -237,6 +237,7 @@ void Mod_IDSP_Load(model_t *mod, void *buffer, void *bufferend) loadmodel->CompileShadowVolume = NULL; loadmodel->DrawShadowVolume = NULL; loadmodel->DrawLight = NULL; + loadmodel->DrawAddWaterPlanes = NULL; version = LittleLong(((dsprite_t *)buffer)->version); if (version == SPRITE_VERSION || version == SPRITE32_VERSION) @@ -355,6 +356,7 @@ void Mod_IDS2_Load(model_t *mod, void *buffer, void *bufferend) loadmodel->CompileShadowVolume = NULL; loadmodel->DrawShadowVolume = NULL; loadmodel->DrawLight = NULL; + loadmodel->DrawAddWaterPlanes = NULL; pinqsprite = (dsprite2_t *)buffer; diff --git a/r_explosion.c b/r_explosion.c index 48ce2ef3..9f5888dc 100644 --- a/r_explosion.c +++ b/r_explosion.c @@ -190,7 +190,7 @@ static void R_DrawExplosion_TransparentCallback(const entity_render_t *ent, cons GL_DepthRange(0, 1); GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset); GL_DepthTest(true); - GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces + GL_CullFace(r_view.cullface_back); R_Mesh_Matrix(&identitymatrix); R_Mesh_ColorPointer(NULL, 0, 0); diff --git a/r_shadow.c b/r_shadow.c index afdd9bbb..1ea3a7c3 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -895,11 +895,11 @@ void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *verte if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL) { // decrement stencil if backface is behind depthbuffer - GL_CullFace(GL_BACK); // quake is backwards, this culls front faces + GL_CullFace(r_view.cullface_front); qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR R_Mesh_Draw(0, numvertices, numtriangles, element3i, 0, 0); // increment stencil if frontface is behind depthbuffer - GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces + GL_CullFace(r_view.cullface_back); qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR } R_Mesh_Draw(0, numvertices, numtriangles, element3i, 0, 0); @@ -1033,7 +1033,7 @@ void R_Shadow_RenderMode_Reset(void) qglStencilMask(~0);CHECKGLERROR qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR - GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces + GL_CullFace(r_view.cullface_back); GL_Color(1, 1, 1, 1); GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1); GL_BlendFunc(GL_ONE, GL_ZERO); @@ -1051,17 +1051,17 @@ void R_Shadow_RenderMode_StencilShadowVolumes(qboolean clearstencil) if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SEPARATESTENCIL) { GL_CullFace(GL_NONE); - qglStencilOpSeparate(GL_BACK, GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR // quake is backwards, this is front faces - qglStencilOpSeparate(GL_FRONT, GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR // quake is backwards, this is back faces + qglStencilOpSeparate(r_view.cullface_front, GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR + qglStencilOpSeparate(r_view.cullface_back, GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR } else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE) { GL_CullFace(GL_NONE); qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR - qglActiveStencilFaceEXT(GL_BACK);CHECKGLERROR // quake is backwards, this is front faces + qglActiveStencilFaceEXT(r_view.cullface_front);CHECKGLERROR qglStencilMask(~0);CHECKGLERROR qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR - qglActiveStencilFaceEXT(GL_FRONT);CHECKGLERROR // quake is backwards, this is back faces + qglActiveStencilFaceEXT(r_view.cullface_back);CHECKGLERROR qglStencilMask(~0);CHECKGLERROR qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR } @@ -2244,7 +2244,7 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1); GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset); 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_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back); nmap = rsurface.texture->currentskinframe->nmap; if (gl_lightmaps.integer) nmap = r_texture_blanknormalmap; @@ -2660,11 +2660,11 @@ void R_Shadow_DrawWorldShadow(int numsurfaces, int *surfacelist, const unsigned if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL) { // decrement stencil if backface is behind depthbuffer - GL_CullFace(GL_BACK); // quake is backwards, this culls front faces + GL_CullFace(r_view.cullface_front); qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->ebo, 0); // increment stencil if frontface is behind depthbuffer - GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces + GL_CullFace(r_view.cullface_back); qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR } R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->ebo, 0); @@ -3061,7 +3061,7 @@ void R_ShadowVolumeLighting(qboolean visible) R_Shadow_RenderMode_End(); } -extern void R_SetupView(const matrix4x4_t *matrix); +extern void R_SetupView(void); extern cvar_t r_shadows_throwdistance; void R_DrawModelShadows(void) { @@ -3143,7 +3143,7 @@ void R_DrawModelShadows(void) R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0); // restoring the perspective view is done by R_RenderScene - //R_SetupView(&r_view.matrix); + //R_SetupView(); // restore other state to normal R_Shadow_RenderMode_End(); diff --git a/render.h b/render.h index 889ed640..a275000c 100644 --- a/render.h +++ b/render.h @@ -136,7 +136,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole 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); skinframe_t *R_SkinFrame_LoadMissing(void); -void R_View_WorldVisibility(); +void R_View_WorldVisibility(qboolean forcenovis); void R_DrawParticles(void); void R_DrawExplosions(void); @@ -353,8 +353,8 @@ struct msurface_s; void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t); void R_UpdateAllTextureInfo(entity_render_t *ent); void R_QueueTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist); -void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly); -void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly); +void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes); +void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes); void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist); void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist); @@ -363,17 +363,18 @@ void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacel #define SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE (1<<1) // (lightmap) use directional pixel shading from texture containing modelspace light directions (deluxemap) #define SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE (1<<2) // (lightmap) use directional pixel shading from texture containing tangentspace light directions (deluxemap) #define SHADERPERMUTATION_MODE_LIGHTDIRECTION (1<<3) // (lightmap) use directional pixel shading from fixed light direction (q3bsp) -#define SHADERPERMUTATION_GLOW (1<<4) // (lightmap) blend in an additive glow texture -#define SHADERPERMUTATION_FOG (1<<5) // tint the color by fog color or black if using additive blend mode -#define SHADERPERMUTATION_COLORMAPPING (1<<6) // indicates this is a colormapped skin -#define SHADERPERMUTATION_DIFFUSE (1<<7) // (lightsource) whether to use directional shading -#define SHADERPERMUTATION_CONTRASTBOOST (1<<8) // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma) -#define SHADERPERMUTATION_SPECULAR (1<<9) // (lightsource or deluxemapping) render specular effects -#define SHADERPERMUTATION_CUBEFILTER (1<<10) // (lightsource) use cubemap light filter -#define SHADERPERMUTATION_OFFSETMAPPING (1<<11) // adjust texcoords to roughly simulate a displacement mapped surface -#define SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING (1<<12) // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!) - -#define SHADERPERMUTATION_MAX (1<<13) // how many permutations are possible +#define SHADERPERMUTATION_USEWATER (1<<4) // add a blend of screen-space reflection and refraction textures to the fragment color (with perturbed texture fetches) +#define SHADERPERMUTATION_GLOW (1<<5) // (lightmap) blend in an additive glow texture +#define SHADERPERMUTATION_FOG (1<<6) // tint the color by fog color or black if using additive blend mode +#define SHADERPERMUTATION_COLORMAPPING (1<<7) // indicates this is a colormapped skin +#define SHADERPERMUTATION_DIFFUSE (1<<8) // (lightsource) whether to use directional shading +#define SHADERPERMUTATION_CONTRASTBOOST (1<<9) // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma) +#define SHADERPERMUTATION_SPECULAR (1<<10) // (lightsource or deluxemapping) render specular effects +#define SHADERPERMUTATION_CUBEFILTER (1<<11) // (lightsource) use cubemap light filter +#define SHADERPERMUTATION_OFFSETMAPPING (1<<12) // adjust texcoords to roughly simulate a displacement mapped surface +#define SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING (1<<13) // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!) + +#define SHADERPERMUTATION_MAX (1<<14) // how many permutations are possible #define SHADERPERMUTATION_MASK (SHADERPERMUTATION_MAX - 1) // mask of valid indexing bits for r_glsl_permutations[] array // these are additional flags used only by R_GLSL_CompilePermutation @@ -398,6 +399,8 @@ typedef struct r_glsl_permutation_s int loc_Texture_Lightmap; int loc_Texture_Deluxemap; int loc_Texture_Glow; + int loc_Texture_Refraction; + int loc_Texture_Reflection; int loc_FogColor; int loc_LightPosition; int loc_EyePosition; @@ -417,6 +420,11 @@ typedef struct r_glsl_permutation_s int loc_SpecularColor; int loc_LightDir; int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost + int loc_DistortScaleRefractReflect; + int loc_ScreenScaleRefractReflect; + int loc_ScreenCenterRefractReflect; + int loc_RefractColor; + int loc_ReflectColor; } r_glsl_permutation_t; diff --git a/todo b/todo index 58607abb..7a016f33 100644 --- a/todo +++ b/todo @@ -1,14 +1,15 @@ - todo: difficulty ratings are: 0 = trivial, 1 = easy, 2 = easy-moderate, 3 = moderate, 4 = moderate-hard, 5 = hard, 6 = hard++, 7 = nightmare, d = done, -d = done but have not notified the people who asked for it, f = failed, -f = failed but have not notified the people who asked for it -d (Amish, Fuh) feature darkplaces client: add qw protocol support (making darkplaces work as a qwcl client) (Amish, Fuh) +-d (Stribbs, Jimmy Freestone) feature darkplaces renderer: add HalfLife2 style water rendering (Mitchell, Stribbs, Jimmy Freestone) 0 bug darkplaces client qw: add .mvd demo support 0 bug darkplaces client qw: add .qwd demo support +0 bug darkplaces client qw: add spectator cvar (Plague Monkey Rat) +0 bug darkplaces client qw: add spectator prediction +0 bug darkplaces client qw: cl_netinputpacketspersecond 20 is too low for QW physics to behave properly, add a separate cl_netinputpacketspersecond_qw cvar which defaults to 72 (Plague Monkey Rat) 0 bug darkplaces client qw: inactive player entities are showing up at 0 0 0 (Plague Monkey Rat) 0 bug darkplaces client qw: qw skins should only be active on progs/player.mdl (Plague Monkey Rat) 0 bug darkplaces client qw: qw/skins/*.pcx need to be cropped to 296x194 and loaded as internal textures so they are split into multiple layers (Plague Monkey Rat) 0 bug darkplaces client qw: restrict wateralpha and such cvars according to what is permitted in qw serverinfo? -0 bug darkplaces client qw: cl_netinputpacketspersecond 20 is too low for QW physics to behave properly, add a separate cl_netinputpacketspersecond_qw cvar which defaults to 72 (Plague Monkey Rat) -0 bug darkplaces client qw: add spectator cvar (Plague Monkey Rat) -0 bug darkplaces client qw: add spectator prediction 0 bug darkplaces client: can't move mouse around in nexuiz menu if vid_mouse is 0 0 bug darkplaces client: if you press 1 during the demo loop when quake starts, escape doesn't do anything until you hit some other key (daemon) 0 bug darkplaces loader: crash when a mdl model has more replacement skins than the model contains (Lardarse) @@ -18,6 +19,7 @@ 0 bug darkplaces memory: memstats doesn't account for memory used by VBO/EBO buffers in models 0 bug darkplaces qc FRIK_FILE: when opening a file for writing that already has the data/ prefix in its path, it should not add another data/ prefix (daemon) 0 bug darkplaces readme: it would be a very good idea to add documentation of sv_gameplayfix_* cvars in the readme as a means to run broken mods (xaGe) +0 bug darkplaces readme: readme says that q3 shaders are not supported, this is not true, describe the working features in detail (qqshka) 0 bug darkplaces renderer: GL13 path has broken handling of unlit surfaces in Nexuiz toxic.bsp - the small red light surfaces are black in GL13 path (m0rfar) 0 bug darkplaces renderer: if an animated model has transparent surfaces, each one calls RSurf_ActiveModelEntity, recomputing all vertices 0 bug darkplaces renderer: if an animated model is entirely transparent, the RSurf_ActiveModelEntity call updating vertices is completely wasted @@ -207,7 +209,6 @@ 0 optimization darkplaces loader: remove the loop unrolling in Image_Resample32LerpLine and Image_Resample24LerpLine and related functions, as the loop is really too long to get much benefit, and it might even not fit in the L1 instruction cache on Pentium1 (fuh) 0 optimization darkplaces particles: make pt_rain spawning do a single downward trace and set a timer for the impact, to reduce collision load (LordHavoc) 0 optimization darkplaces renderer: add r_null.c so that dedicated server doesn't need renderer -0 optimization darkplaces renderer: change water distortion textures from multiple 2D textures to one 3D texture for smoother animation (Tomaz) 0 optimization darkplaces renderer: store p->past->clusterindex into p->clusterindex to speed up R_WorldVisibility, also store p->past - data_leafs index into p->leafindex, and move the CullBox check to last (Vic) 0 optimization darkplaces renderer: support GL_ATI_separate_stencil since ATI does not support GL_EXT_stencil_two_side and GL_ATI_separate_stencil was integrated in OpenGL2.0 (romi) 0 optimization darkplaces server: implement first unused/last used entity range optimization on entity spawn/remove similar to the client particles (LordHavoc) @@ -455,8 +456,6 @@ 5 feature dpzoo.map: make some things that make the player bigger/smaller to demonstrate scaling and better viewheight handling and brush collisions (depends on brush collisions) 5 feature hmap2: fix tjunctions on leaky maps 6 feature darkplaces client: add a "edit" command that can edit text files (I.E. .qc and progs.src) using a dialog window (allow multiple), and then add a "frikqcc" command to run it on the current mod (if it's in the command path at least) -6 feature darkplaces renderer: add HalfLife2 style water rendering (Mitchell, Stribbs, Jimmy Freestone) -6 feature darkplaces renderer: add cubemap reflections like UT2003 somehow (perhaps entities would define the reflection maps for rooms, and a water entity would take care of the rest?) (TEU, Nexuiz) 6 feature darkplaces renderer: figure out an LOD scheme for really large outdoor environments (Uffe) 7 feature darkplaces protocol,renderer: add DP_EF_REFRACT which turns an entity into a refraction effect similar to doom3 shockwave/heathaze (Supajoe) 7 feature darkplaces renderer: make it work on Savage4 again (Ender) @@ -1368,8 +1367,10 @@ f darkplaces: should add quake3 shader support even though the language is utter f dpmod: figure out why the dbsg isn't selectable in deathmatch 7 mode f dpmod: make tarbabies have a self.resist_explosive = 3; like zombies (Sajt) f feature darkplaces client: add back cl_particles_lighting cvar and add back the particle lighting (romi) +f feature darkplaces renderer: add cubemap reflections like UT2003 somehow (perhaps entities would define the reflection maps for rooms, and a water entity would take care of the rest?) f feature darkplaces server: add an extension to check if a file exists outside the data directory, FRIK_FILE can do this but only inside data directory (Error) f feature dpmod: include .lit and .dlit files for all id1 maps - this idea was rejected due to download size f feature dpmod: include .vis files for all id1 maps - this idea rejected due to lack of .vis support and download size f hqbsp: CreateBrushFaces should use RadiusFromBounds for its rotation box code, but hmap is obsolete (Vic) +f optimization darkplaces renderer: change water distortion textures from multiple 2D textures to one 3D texture for smoother animation (Tomaz) f optimization darkplaces visibility: R_Q3BSP_RecursiveWorldNode should take clipflags parameter and do not cull a node against a plane if the parent node is totally on one side of the plane (Vic) \ No newline at end of file diff --git a/vid_shared.c b/vid_shared.c index fda1757c..c96fd0c2 100644 --- a/vid_shared.c +++ b/vid_shared.c @@ -256,6 +256,9 @@ void (GLAPIENTRY *qglPolygonOffset)(GLfloat factor, GLfloat units); void (GLAPIENTRY *qglPolygonMode)(GLenum face, GLenum mode); void (GLAPIENTRY *qglPolygonStipple)(const GLubyte *mask); +void (GLAPIENTRY *qglClipPlane)(GLenum plane, const GLdouble *equation); +void (GLAPIENTRY *qglGetClipPlane)(GLenum plane, GLdouble *equation); + //[515]: added on 29.07.2005 void (GLAPIENTRY *qglLineWidth)(GLfloat width); void (GLAPIENTRY *qglPointSize)(GLfloat size); @@ -507,6 +510,8 @@ static dllfunction_t opengl110funcs[] = {"glPolygonOffset", (void **) &qglPolygonOffset}, {"glPolygonMode", (void **) &qglPolygonMode}, {"glPolygonStipple", (void **) &qglPolygonStipple}, + {"glClipPlane", (void **) &qglClipPlane}, + {"glGetClipPlane", (void **) &qglGetClipPlane}, {NULL, NULL} }; -- 2.39.2