]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
- add support for server list refreshes to netconn (more refactoring will follow...
[xonotic/darkplaces.git] / gl_rmain.c
index 59523f553f087df4506c7664f2afc2b845707f92..034e54149975e763870b8c8cf57aba9db2045a2f 100644 (file)
@@ -824,6 +824,12 @@ static const char *builtinshaderstring =
 "      color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
 "#endif\n"
 "\n"
+"#ifdef USECONTRASTBOOST\n"
+"      color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhvec3(1, 1, 1));\n"
+"#endif\n"
+"\n"
+"      color.rgb *= SceneBrightness;\n"
+"\n"
 "#ifndef MODE_LIGHTSOURCE\n"
 "# ifdef USEREFLECTION\n"
 "      vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
@@ -838,12 +844,6 @@ 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 USECONTRASTBOOST\n"
-"      color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhvec3(1, 1, 1));\n"
-"#endif\n"
-"\n"
-"      color.rgb *= SceneBrightness;\n"
-"\n"
 "      gl_FragColor = vec4(color);\n"
 "}\n"
 "#endif // MODE_REFRACTION\n"
@@ -1350,7 +1350,7 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
                //   color.rgb *= [[SceneBrightness * ContrastBoost]];
                //   color.rgb /= [[(ContrastBoost - 1) / ContrastBoost]] * color.rgb + 1;
                // and Black:
-               //   color.rgb = [[SceneBrightness * ContrastBoost]] / ([[(ContrastBoost - 1) * SceneBrightness]] + 1 / color.rgb);
+               //   color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[(ContrastBoost - 1) * SceneBrightness]] * color.rgb + 1);
                // and do [[calculations]] here in the engine
                qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, (r_glsl_contrastboost.value - 1) * r_view.colorscale);
                if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale * r_glsl_contrastboost.value);
@@ -1363,6 +1363,21 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
                if (rsurface.rtlight || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD))
                        qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
                else
+               /*
+               {
+                       vec3_t fogvec;
+                       //   color.rgb *= SceneBrightness;
+                       VectorScale(r_refdef.fogcolor, r_view.colorscale, fogvec);
+                       if(r_glsl_permutation->loc_ContrastBoostCoeff >= 0) // need to support contrast boost
+                       {
+                               //   color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
+                               fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
+                               fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
+                               fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
+                       }
+                       qglUniform3fARB(r_glsl_permutation->loc_FogColor, fogvec[0], fogvec[1], fogvec[2]);
+               }
+               */
                        qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
        }
        if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
@@ -2543,7 +2558,7 @@ static void R_Water_StartFrame(void)
 
        // calculate desired texture sizes
        // can't use water if the card does not support the texture size
-       if (!r_water.integer || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
+       if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
                texturewidth = textureheight = waterwidth = waterheight = 0;
        else if (gl_support_arb_texture_non_power_of_two)
        {
@@ -3240,7 +3255,7 @@ void R_RenderScene(qboolean addwaterplanes)
 
                R_View_Update();
                if (r_timereport_active)
-                       R_TimeReport("watervisibility");
+                       R_TimeReport("watervis");
 
                if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawAddWaterPlanes)
                {