cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
cvar_t r_transparent_alphatocoverage = {0, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
+cvar_t r_transparent_sortsurfacesbynearest = {0, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
+cvar_t r_transparent_useplanardistance = {0, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
);
- hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
+ hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias);
hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
);
- if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
+ if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
);
- DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
+ DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias);
DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
Cvar_RegisterVariable(&r_deformvertexes);
Cvar_RegisterVariable(&r_transparent);
Cvar_RegisterVariable(&r_transparent_alphatocoverage);
+ Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
+ Cvar_RegisterVariable(&r_transparent_useplanardistance);
Cvar_RegisterVariable(&r_showoverdraw);
Cvar_RegisterVariable(&r_showbboxes);
Cvar_RegisterVariable(&r_showsurfaces);
r_fb.bloomindex ^= 1;
R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
x *= 2;
- r = bound(0, r_bloom_colorexponent.value / x, 1);
- GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
- GL_Color(r,r,r,1);
+ r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
+ if (!r_fb.bloomfbo[r_fb.bloomindex])
+ {
+ GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); // square it and multiply by two
+ GL_Color(r,r,r,1); // apply fix factor
+ }
+ else
+ {
+ if(x <= 2)
+ GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
+ GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
+ GL_Color(1,1,1,1); // no fix factor supported here
+ }
R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.bloomtexcoord2f);
R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
{
r_refdef.lightmapintensity *= r_fakelight_intensity.value;
}
+ else if (r_refdef.scene.worldmodel)
+ {
+ r_refdef.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
+ }
if (r_showsurfaces.integer)
{
r_refdef.scene.rtworld = false;
case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
+ case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break;
default: Vector4Set(color, 0, 0, 0, 0.50);break;
}
color[3] *= r_showbboxes.value;
if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
continue;
VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
- R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
+ R_MeshQueue_AddTransparent(MESHQUEUE_SORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
}
}
vec3_t org;
Matrix4x4_OriginFromMatrix(&ent->matrix, org);
if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
- R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
+ R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? MESHQUEUE_SORT_HUD : MESHQUEUE_SORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
else
R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
}
rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
}
-static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
+static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
{
// transparent surfaces get pushed off into the transparent queue
int surfacelistindex;
for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
{
surface = texturesurfacelist[surfacelistindex];
- tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
- tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
- tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
+ if (r_transparent_sortsurfacesbynearest.integer)
+ {
+ tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
+ tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
+ tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
+ }
+ else
+ {
+ tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
+ tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
+ tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
+ }
Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
- if (queueentity->transparent_offset) // transparent offset
+ if (rsurface.entity->transparent_offset) // transparent offset
{
- center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
- center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
- center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
+ center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
+ center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
+ center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
}
- R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
+ R_MeshQueue_AddTransparent((rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) ? MESHQUEUE_SORT_HUD : ((rsurface.entity->flags & RENDER_WORLDOBJECT) ? MESHQUEUE_SORT_SKY : MESHQUEUE_SORT_DISTANCE), center, R_DrawSurface_TransparentCallback, rsurface.entity, surface - rsurface.modelsurfaces, rsurface.rtlight);
}
}
static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
{
- const entity_render_t *queueentity = r_refdef.scene.worldentity;
CHECKGLERROR
if (depthonly)
R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
if (!rsurface.texture->currentnumlayers)
return;
if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
- R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
+ R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
else
R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
}
R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
else if (!rsurface.texture->currentnumlayers)
return;
- else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
+ else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
{
// in the deferred case, transparent surfaces were queued during prepass
if (!r_shadow_usingdeferredprepass)
- R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
+ R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
}
else
{
R_FrameData_ReturnToMark();
}
-static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
+static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
{
CHECKGLERROR
if (depthonly)
if (!rsurface.texture->currentnumlayers)
return;
if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
- R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
+ R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
else
R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
}
R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
else if (!rsurface.texture->currentnumlayers)
return;
- else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
+ else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
{
// in the deferred case, transparent surfaces were queued during prepass
if (!r_shadow_usingdeferredprepass)
- R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
+ R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
}
else
{
;
}
// render the range of surfaces
- R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
+ R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
}
R_FrameData_ReturnToMark();
}
for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
{
VectorLerp(loc->mins, 0.5f, loc->maxs, center);
- R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
+ R_MeshQueue_AddTransparent(MESHQUEUE_SORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
}
}