]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
update Blub's SDL patch
[xonotic/darkplaces.git] / gl_rmain.c
index cfeea6493eccc2db6c572d01f4625bd7f498d0ba..5976c1cddf1facf6f3bd1640c7370184f6572619 100644 (file)
@@ -112,6 +112,10 @@ cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture
 
 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
+cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
+cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
+cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
+cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
 
 extern qboolean v_flipped_state;
 
@@ -824,6 +828,12 @@ 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 +848,6 @@ 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 +1354,7 @@ 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 +1367,21 @@ 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]);
@@ -1886,6 +1905,11 @@ void GL_Main_Init(void)
        if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
                Cvar_SetValue("r_fullbrights", 0);
        R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
+
+       Cvar_RegisterVariable(&r_track_sprites);
+       Cvar_RegisterVariable(&r_track_sprites_flags);
+       Cvar_RegisterVariable(&r_track_sprites_scalew);
+       Cvar_RegisterVariable(&r_track_sprites_scaleh);
 }
 
 extern void R_Textures_Init(void);
@@ -2089,7 +2113,8 @@ static void R_View_UpdateEntityVisible (void)
                for (i = 0;i < r_refdef.numentities;i++)
                {
                        ent = r_refdef.entities[i];
-                       r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs));
+                       r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs)) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs));
+
                }
                if(r_cullentities_trace.integer)
                {
@@ -2112,7 +2137,7 @@ static void R_View_UpdateEntityVisible (void)
                for (i = 0;i < r_refdef.numentities;i++)
                {
                        ent = r_refdef.entities[i];
-                       r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs);
+                       r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
                }
        }
 
@@ -2294,8 +2319,6 @@ static void R_View_SetFrustum(void)
        r_view.frustum[5].dist = m[15] + m[14];
 #endif
 
-
-
        if (r_view.useperspective)
        {
                slopex = 1.0 / r_view.frustum_x;
@@ -2305,6 +2328,14 @@ static void R_View_SetFrustum(void)
                VectorMA(r_view.forward, -slopey, r_view.up  , r_view.frustum[2].normal);
                VectorMA(r_view.forward,  slopey, r_view.up  , r_view.frustum[3].normal);
                VectorCopy(r_view.forward, r_view.frustum[4].normal);
+               
+               // Leaving those out was a mistake, those were in the old code, and they
+               // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
+               // I couldn't reproduce it after adding those normalizations. --blub
+               VectorNormalize(r_view.frustum[0].normal);
+               VectorNormalize(r_view.frustum[1].normal);
+               VectorNormalize(r_view.frustum[2].normal);
+               VectorNormalize(r_view.frustum[3].normal);
 
                // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
                VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]);
@@ -3240,7 +3271,7 @@ 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)
                {