static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
+cvar_t r_usedepthtextures = {CVAR_SAVE, "r_usedepthtextures", "0", "use depth texture instead of depth renderbuffer where possible, may not be slower on some hardware"};
cvar_t r_viewfbo = {CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
cvar_t r_viewscale = {CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
cvar_t r_water_lowquality = {0, "r_water_lowquality", "0", "special option to accelerate water rendering, 1 disables shadows and particles, 2 disables all dynamic lights"};
+cvar_t r_water_hideplayer = {CVAR_SAVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
+cvar_t r_water_fbo = {CVAR_SAVE, "r_water_fbo", "1", "enables use of render to texture for water effects, otherwise copy to texture is used (slower)"};
cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
+
cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
-cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
-cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivalent to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
+cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
extern qboolean v_flipped_state;
-static struct r_bloomstate_s
-{
- qboolean enabled;
- qboolean hdr;
-
- int bloomwidth, bloomheight;
-
- textype_t texturetype;
- int viewfbo; // used to check if r_viewfbo cvar has changed
-
- int fbo_framebuffer; // non-zero if r_viewfbo is enabled and working
- rtexture_t *texture_framebuffercolor; // non-NULL if fbo_screen is non-zero
- rtexture_t *texture_framebufferdepth; // non-NULL if fbo_screen is non-zero
-
- int screentexturewidth, screentextureheight;
- rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
-
- int bloomtexturewidth, bloomtextureheight;
- rtexture_t *texture_bloom;
-
- // arrays for rendering the screen passes
- float screentexcoord2f[8];
- float bloomtexcoord2f[8];
- float offsettexcoord2f[8];
-
- r_viewport_t viewport;
-}
-r_bloomstate;
-
-r_waterstate_t r_waterstate;
+r_framebufferstate_t r_fb;
/// shadow volume bsp struct with automatically growing nodes buffer
svbsp_t r_svbsp;
{"#define USEOFFSETMAPPING\n", " offsetmapping"},
{"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
{"#define USESHADOWMAP2D\n", " shadowmap2d"},
- {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
- {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
- {"#define USESHADOWSAMPLER\n", " shadowsampler"},
- {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
+ {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"}, // TODO make this a static parm
+ {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"}, // TODO make this a static parm
+ {"#define USESHADOWSAMPLER\n", " shadowsampler"}, // TODO make this a static parm
+ {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
{"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
{"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
{"#define USEALPHAKILL\n", " alphakill"},
{"#define USEREFLECTCUBE\n", " reflectcube"},
{"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
{"#define USEBOUNCEGRID\n", " bouncegrid"},
- {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"},
+ {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
{"#define USETRIPPY\n", " trippy"},
+ {"#define USEDEPTHRGB\n", " depthrgb"},
};
// NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
int tex_Texture_Reflection;
int tex_Texture_ShadowMap2D;
int tex_Texture_CubeProjection;
- int tex_Texture_ScreenDepth;
int tex_Texture_ScreenNormalMap;
int tex_Texture_ScreenDiffuse;
int tex_Texture_ScreenSpecular;
int loc_Texture_Reflection;
int loc_Texture_ShadowMap2D;
int loc_Texture_CubeProjection;
- int loc_Texture_ScreenDepth;
int loc_Texture_ScreenNormalMap;
int loc_Texture_ScreenDiffuse;
int loc_Texture_ScreenSpecular;
static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
#define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
-qboolean R_CompileShader_CheckStaticParms(void)
+static qboolean R_CompileShader_CheckStaticParms(void)
{
static int r_compileshader_staticparms_save[1];
memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
else \
shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
-void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
+static void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
{
shaderstaticparms_count = 0;
int vertstrings_count = 0;
int geomstrings_count = 0;
int fragstrings_count = 0;
- const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
- const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
- const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
+ const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
+ const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
+ const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
if (p->compiled)
return;
p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
- p->loc_Texture_ScreenDepth = qglGetUniformLocation(p->program, "Texture_ScreenDepth");
p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
p->tex_Texture_Reflection = -1;
p->tex_Texture_ShadowMap2D = -1;
p->tex_Texture_CubeProjection = -1;
- p->tex_Texture_ScreenDepth = -1;
p->tex_Texture_ScreenNormalMap = -1;
p->tex_Texture_ScreenDiffuse = -1;
p->tex_Texture_ScreenSpecular = -1;
if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
- if (p->loc_Texture_ScreenDepth >= 0) {p->tex_Texture_ScreenDepth = sampler;qglUniform1i(p->loc_Texture_ScreenDepth , sampler);sampler++;}
if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
Mem_Free(fragmentstring);
}
-void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
+static void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
{
r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
if (r_glsl_permutation != perm)
int psresult = 0;
char temp[MAX_INPUTLINE];
const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
+ char vabuf[1024];
qboolean debugshader = gl_paranoid.integer != 0;
if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
if (!debugshader)
{
- vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
- psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
+ vsbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
+ psbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.psbin", cachename), r_main_mempool, true, &psbinsize);
}
if ((!vsbin && vertstring) || (!psbin && fragstring))
{
if (debugshader)
{
// vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
-// FS_WriteFile(va("%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
- FS_WriteFile(va("%s_vs.fx", cachename), vertstring, strlen(vertstring));
- vsresult = qD3DXCompileShaderFromFileA(va("%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
+// FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
+ FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vertstring, strlen(vertstring));
+ vsresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
}
else
vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
if (debugshader)
{
// psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
-// FS_WriteFile(va("%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
- FS_WriteFile(va("%s_ps.fx", cachename), fragstring, strlen(fragstring));
- psresult = qD3DXCompileShaderFromFileA(va("%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
+// FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
+ FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), fragstring, strlen(fragstring));
+ psresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
}
else
psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
int vertstrings_count = 0;
int geomstrings_count = 0;
int fragstrings_count = 0;
- const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
- const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
- const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
+ const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
+ const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
+ const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
if (p->compiled)
return;
}
#endif
-void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
+static void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
{
DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
}
-void R_GLSL_Restart_f(void)
+static void R_GLSL_Restart_f(void)
{
unsigned int i, limit;
if (glslshaderstring && glslshaderstring != builtinshaderstring)
}
}
-void R_GLSL_DumpShader_f(void)
+static void R_GLSL_DumpShader_f(void)
{
int i;
qfile_t *file;
Con_Printf("failed to write to hlsl/default.hlsl\n");
}
-void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy)
+void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
{
unsigned int permutation = 0;
if (r_trippy.integer && !notrippy)
permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
permutation |= SHADERPERMUTATION_GAMMARAMPS;
+ if (suppresstexalpha)
+ permutation |= SHADERPERMUTATION_REFLECTCUBE;
if (!second)
texturemode = GL_MODULATE;
if (vid.allowalphatocoverage)
}
}
-void R_SetupShader_DepthOrShadow(qboolean notrippy)
+void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
+{
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false);
+}
+
+void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb)
{
unsigned int permutation = 0;
if (r_trippy.integer && !notrippy)
permutation |= SHADERPERMUTATION_TRIPPY;
+ if (depthrgb)
+ permutation |= SHADERPERMUTATION_DEPTHRGB;
if (vid.allowalphatocoverage)
GL_AlphaToCoverage(false);
switch (vid.renderpath)
}
extern qboolean r_shadow_usingdeferredprepass;
-extern cvar_t r_shadow_deferred_8bitrange;
extern rtexture_t *r_shadow_attenuationgradienttexture;
extern rtexture_t *r_shadow_attenuation2dtexture;
extern rtexture_t *r_shadow_attenuation3dtexture;
extern qboolean r_shadow_shadowmapvsdct;
extern qboolean r_shadow_shadowmapsampler;
extern int r_shadow_shadowmappcf;
-extern rtexture_t *r_shadow_shadowmap2dtexture;
-extern rtexture_t *r_shadow_shadowmap2dcolortexture;
+extern rtexture_t *r_shadow_shadowmap2ddepthbuffer;
+extern rtexture_t *r_shadow_shadowmap2ddepthtexture;
extern rtexture_t *r_shadow_shadowmapvsdcttexture;
extern matrix4x4_t r_shadow_shadowmapmatrix;
extern int r_shadow_shadowmaplod; // changes for each light based on distance
extern int r_shadow_prepass_width;
extern int r_shadow_prepass_height;
-extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
+extern rtexture_t *r_shadow_prepassgeometrydepthbuffer;
extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
-extern rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
extern rtexture_t *r_shadow_prepasslightingspeculartexture;
permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
else if (r_shadow_shadowmappcf)
permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
+ if (r_shadow_shadowmap2ddepthbuffer)
+ permutation |= SHADERPERMUTATION_DEPTHRGB;
}
if (rsurface.texture->reflectmasktexture)
permutation |= SHADERPERMUTATION_REFLECTCUBE;
permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
else if (r_shadow_shadowmappcf)
permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
+ if (r_shadow_shadowmap2ddepthbuffer)
+ permutation |= SHADERPERMUTATION_DEPTHRGB;
}
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
permutation |= SHADERPERMUTATION_REFLECTION;
permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
else if (r_shadow_shadowmappcf)
permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
+ if (r_shadow_shadowmap2ddepthbuffer)
+ permutation |= SHADERPERMUTATION_DEPTHRGB;
}
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
permutation |= SHADERPERMUTATION_REFLECTION;
permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
else if (r_shadow_shadowmappcf)
permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
+ if (r_shadow_shadowmap2ddepthbuffer)
+ permutation |= SHADERPERMUTATION_DEPTHRGB;
}
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
permutation |= SHADERPERMUTATION_REFLECTION;
permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
else if (r_shadow_shadowmappcf)
permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
+ if (r_shadow_shadowmap2ddepthbuffer)
+ permutation |= SHADERPERMUTATION_DEPTHRGB;
}
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
permutation |= SHADERPERMUTATION_REFLECTION;
hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
- hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
- hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
+ hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
+ hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
}
hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
- hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
- hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
+ hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
+ hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
}
// additive passes are only darkened by fog, not tinted
if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
else
hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
- hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
- hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
+ hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
+ hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
- hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
+ hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
if (rsurface.texture->pantstexture)
hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
{
if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
}
-// if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
// if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
{
- R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
+ R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
if (rsurface.rtlight)
{
if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
- if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
- if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
+ if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
+ if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
}
if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
- if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
- if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
+ if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
+ if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
}
// additive passes are only darkened by fog, not tinted
if (r_glsl_permutation->loc_FogColor >= 0)
qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
}
if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
- if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4f(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) qglUniform4f(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_ScreenScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
+ if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
- if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
+ if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
if (r_glsl_permutation->loc_Color_Pants >= 0)
{
{
if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
}
- if (r_glsl_permutation->tex_Texture_ScreenDepth >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );
if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
{
- if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2dtexture );
+ if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
if (rsurface.rtlight)
{
if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
- DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
- DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
+ DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
+ DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
}
DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
- DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
- DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
+ DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
+ DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
}
// additive passes are only darkened by fog, not tinted
if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
else
DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
- DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
- DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
+ DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
+ DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
- DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
+ DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
{
{
if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
}
-// if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
// if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
{
- R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
+ R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
if (rsurface.rtlight)
{
if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
matrix4x4_t viewtolight;
matrix4x4_t lighttoview;
float viewtolight16f[16];
- float range = 1.0f / r_shadow_deferred_8bitrange.value;
// light source
mode = SHADERMODE_DEFERREDLIGHTSOURCE;
if (rtlight->currentcubemap != r_texture_whitecube)
permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
else if (r_shadow_shadowmappcf)
permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
+ if (r_shadow_shadowmap2ddepthbuffer)
+ permutation |= SHADERPERMUTATION_DEPTHRGB;
}
if (vid.allowalphatocoverage)
GL_AlphaToCoverage(false);
R_SetupShader_SetPermutationHLSL(mode, permutation);
hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
- hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
- hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
- hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
+ hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
+ hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
+ hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
- R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthcolortexture );
R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
- R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dcolortexture );
+ R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
#endif
break;
R_SetupShader_SetPermutationGLSL(mode, permutation);
if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
- if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
- if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
- if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
+ if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
+ if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
+ if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
- if (r_glsl_permutation->tex_Texture_ScreenDepth >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );
if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
- if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );
+ if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
break;
case RENDERPATH_GL11:
R_SetupShader_SetPermutationGLSL(mode, permutation);
DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1 , 1, false, viewtolight16f);
- DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
- DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
- DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
+ DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
+ DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
+ DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
DPSOFTRAST_Uniform1f( DPSOFTRAST_UNIFORM_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
- R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
- R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
+ R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
break;
}
int miplevel = R_PicmipForFlags(textureflags);
int savemiplevel = miplevel;
int mymiplevel;
+ char vabuf[1024];
if (cls.state == ca_dedicated)
return NULL;
Image_StripImageExtension(name, basename, sizeof(basename));
// check for DDS texture file first
- if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
+ if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
{
basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
if (basepixels == NULL)
skinframe->hasalpha = ddshasalpha;
VectorCopy(ddsavgcolor, skinframe->avgcolor);
if (r_loadfog && skinframe->hasalpha)
- skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
+ skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
//Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
}
else
pixels[j+2] = 255;
pixels[j+3] = basepixels[j+3];
}
- skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
+ skinframe->fog = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
Mem_Free(pixels);
}
}
#ifndef USE_GLES2
//Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
- R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
+ R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
- R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
+ R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
#endif
}
{
mymiplevel = savemiplevel;
if (r_loadnormalmap)
- skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel);
- skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
+ skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), false, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel);
+ skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
if (r_loadgloss)
- skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
- skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
- skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
- skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
+ skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
+ skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
+ skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
+ skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
}
// _norm is the name used by tenebrae and has been adopted as standard
if (r_loadnormalmap && skinframe->nmap == NULL)
{
mymiplevel = savemiplevel;
- if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
+ if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
{
- skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+ skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
Mem_Free(pixels);
pixels = NULL;
}
- else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
+ else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
{
pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
- skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+ skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
Mem_Free(pixels);
Mem_Free(bumppixels);
}
{
pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
- skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+ skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
Mem_Free(pixels);
}
#ifndef USE_GLES2
if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
- R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
+ R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
#endif
}
// _luma is supported only for tenebrae compatibility
// _glow is the preferred name
mymiplevel = savemiplevel;
- if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
+ if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
{
- skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+ skinframe->glow = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
#ifndef USE_GLES2
if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
- R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
+ R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
#endif
Mem_Free(pixels);pixels = NULL;
}
mymiplevel = savemiplevel;
- if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
+ if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
{
- skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+ skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
#ifndef USE_GLES2
if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
- R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
+ R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
#endif
Mem_Free(pixels);
pixels = NULL;
}
mymiplevel = savemiplevel;
- if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
+ if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
{
- skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+ skinframe->pants = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
#ifndef USE_GLES2
if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
- R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
+ R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
#endif
Mem_Free(pixels);
pixels = NULL;
}
mymiplevel = savemiplevel;
- if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
+ if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
{
- skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+ skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
#ifndef USE_GLES2
if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
- R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
+ R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
#endif
Mem_Free(pixels);
pixels = NULL;
}
mymiplevel = savemiplevel;
- if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
+ if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
{
- skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+ skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
#ifndef USE_GLES2
if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
- R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
+ R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
#endif
Mem_Free(pixels);
pixels = NULL;
int i;
unsigned char *temp1, *temp2;
skinframe_t *skinframe;
+ char vabuf[1024];
if (cls.state == ca_dedicated)
return NULL;
temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
temp2 = temp1 + width * height * 4;
Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
- skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
+ skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
Mem_Free(temp1);
}
skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
memcpy(fogpixels, skindata, width * height * 4);
for (i = 0;i < width * height * 4;i += 4)
fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
- skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
+ skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
Mem_Free(fogpixels);
}
}
int width;
int height;
unsigned char *skindata;
+ char vabuf[1024];
if (!skinframe->qpixels)
return;
// use either a custom palette or the quake palette
Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
- skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
+ skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
Mem_Free(temp1);
}
if (skinframe->qgenerateglow)
{
skinframe->qgenerateglow = false;
- skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
+ skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
}
if (colormapped)
{
skinframe->qgeneratebase = false;
- skinframe->base = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
- skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
- skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
+ skinframe->base = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
+ skinframe->pants = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
+ skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
}
else
{
{
int i;
skinframe_t *skinframe;
+ char vabuf[1024];
if (cls.state == ca_dedicated)
return NULL;
}
}
if (r_loadfog && skinframe->hasalpha)
- skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
+ skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
}
R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
static int componentorder[4] = {0, 1, 2, 3};
-rtexture_t *R_LoadCubemap(const char *basename)
+static rtexture_t *R_LoadCubemap(const char *basename)
{
int i, j, cubemapsize;
unsigned char *cubemappixels, *image_buffer;
return r_texture_cubemaps[i]->texture;
}
-void R_FreeCubemap(const char *basename)
-{
- int i;
-
- for (i = 0;i < r_texture_numcubemaps;i++)
- {
- if (r_texture_cubemaps[i] != NULL)
- {
- if (r_texture_cubemaps[i]->texture)
- {
- if (developer_loading.integer)
- Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i]->basename);
- R_FreeTexture(r_texture_cubemaps[i]->texture);
- Mem_Free(r_texture_cubemaps[i]);
- r_texture_cubemaps[i] = NULL;
- }
- }
- }
-}
-
-void R_FreeCubemaps(void)
-{
- int i;
- for (i = 0;i < r_texture_numcubemaps;i++)
- {
- if (developer_loading.integer)
- Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i]->basename);
- if (r_texture_cubemaps[i] != NULL)
- {
- if (r_texture_cubemaps[i]->texture)
- R_FreeTexture(r_texture_cubemaps[i]->texture);
- Mem_Free(r_texture_cubemaps[i]);
- }
- }
- r_texture_numcubemaps = 0;
-}
-
-void R_Main_FreeViewCache(void)
+static void R_Main_FreeViewCache(void)
{
if (r_refdef.viewcache.entityvisible)
Mem_Free(r_refdef.viewcache.entityvisible);
memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
}
-void R_Main_ResizeViewCache(void)
+static void R_Main_ResizeViewCache(void)
{
int numentities = r_refdef.scene.numentities;
int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
}
extern rtexture_t *loadingscreentexture;
-void gl_main_start(void)
+static void gl_main_start(void)
{
loadingscreentexture = NULL;
r_texture_blanknormalmap = NULL;
r_texture_fogheighttexture = NULL;
r_texture_gammaramps = NULL;
//r_texture_fogintensity = NULL;
- memset(&r_bloomstate, 0, sizeof(r_bloomstate));
- memset(&r_waterstate, 0, sizeof(r_waterstate));
+ memset(&r_fb, 0, sizeof(r_fb));
r_glsl_permutation = NULL;
memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
r_refdef.fogmasktable_density = 0;
}
-void gl_main_shutdown(void)
+static void gl_main_shutdown(void)
{
R_AnimCache_Free();
R_FrameData_Reset();
r_texture_gammaramps = NULL;
r_texture_numcubemaps = 0;
//r_texture_fogintensity = NULL;
- memset(&r_bloomstate, 0, sizeof(r_bloomstate));
- memset(&r_waterstate, 0, sizeof(r_waterstate));
+ memset(&r_fb, 0, sizeof(r_fb));
R_GLSL_Restart_f();
r_glsl_permutation = NULL;
hlslshaderstring = NULL;
}
-extern void CL_ParseEntityLump(char *entitystring);
-void gl_main_newmap(void)
+static void gl_main_newmap(void)
{
// FIXME: move this code to client
char *entities, entname[MAX_QPATH];
Cvar_RegisterVariable(&r_texture_dds_save);
Cvar_RegisterVariable(&r_textureunits);
Cvar_RegisterVariable(&gl_combine);
+ Cvar_RegisterVariable(&r_usedepthtextures);
Cvar_RegisterVariable(&r_viewfbo);
Cvar_RegisterVariable(&r_viewscale);
Cvar_RegisterVariable(&r_viewscale_fpsscaling);
Cvar_RegisterVariable(&r_water_reflectdistort);
Cvar_RegisterVariable(&r_water_scissormode);
Cvar_RegisterVariable(&r_water_lowquality);
+ Cvar_RegisterVariable(&r_water_hideplayer);
+ Cvar_RegisterVariable(&r_water_fbo);
Cvar_RegisterVariable(&r_lerpsprites);
Cvar_RegisterVariable(&r_lerpmodels);
Cvar_RegisterVariable(&r_bloom_resolution);
Cvar_RegisterVariable(&r_bloom_colorexponent);
Cvar_RegisterVariable(&r_bloom_colorsubtract);
- Cvar_RegisterVariable(&r_hdr);
Cvar_RegisterVariable(&r_hdr_scenebrightness);
Cvar_RegisterVariable(&r_hdr_glowintensity);
- Cvar_RegisterVariable(&r_hdr_range);
Cvar_RegisterVariable(&r_hdr_irisadaptation);
Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
+ Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
Cvar_RegisterVariable(&developer_texturelogging);
Cvar_RegisterVariable(&gl_lightmaps);
R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
}
-extern void R_Textures_Init(void);
-extern void GL_Draw_Init(void);
-extern void GL_Main_Init(void);
-extern void R_Shadow_Init(void);
-extern void R_Sky_Init(void);
-extern void GL_Surf_Init(void);
-extern void R_Particles_Init(void);
-extern void R_Explosion_Init(void);
-extern void gl_backend_init(void);
-extern void Sbar_Init(void);
-extern void R_LightningBeams_Init(void);
-extern void Mod_RenderInit(void);
-extern void Font_Init(void);
-
void Render_Init(void)
{
gl_backend_init();
}
}
-void R_FrameData_Resize(void)
+static void R_FrameData_Resize(void)
{
size_t wantedsize;
wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
}
}
-void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
+static void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
{
int i;
entity_render_t *ent;
renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
- : r_waterstate.renderingrefraction ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
- : (chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL
+ : r_fb.water.hideplayer ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
+ : (chase_active.integer || r_fb.water.renderingscene) ? RENDER_VIEWMODEL
: RENDER_EXTERIORMODEL;
if (!r_drawviewmodel.integer)
renderimask |= RENDER_VIEWMODEL;
}
/// only used if skyrendermasked, and normally returns false
-int R_DrawBrushModelsSky (void)
+static int R_DrawBrushModelsSky (void)
{
int i, sky;
entity_render_t *ent;
}
}
+static float irisvecs[7][3] = {{0, 0, 0}, {-1, 0, 0}, {1, 0, 0}, {0, -1, 0}, {0, 1, 0}, {0, 0, -1}, {0, 0, 1}};
+
void R_HDR_UpdateIrisAdaptation(const vec3_t point)
{
if (r_hdr_irisadaptation.integer)
{
+ vec3_t p;
vec3_t ambient;
vec3_t diffuse;
vec3_t diffusenormal;
- vec_t brightness;
+ vec3_t forward;
+ vec_t brightness = 0.0f;
vec_t goal;
vec_t current;
- R_CompleteLightPoint(ambient, diffuse, diffusenormal, point, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
- brightness = (ambient[0] + ambient[1] + ambient[2] + diffuse[0] + diffuse[1] + diffuse[2]) * (1.0f / 3.0f);
- brightness = max(0.0000001f, brightness);
+ vec_t d;
+ int c;
+ VectorCopy(r_refdef.view.forward, forward);
+ for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
+ {
+ p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
+ p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
+ p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
+ R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
+ d = DotProduct(forward, diffusenormal);
+ brightness += VectorLength(ambient);
+ if (d > 0)
+ brightness += d * VectorLength(diffuse);
+ }
+ brightness *= 1.0f / c;
+ brightness += 0.00001f; // make sure it's never zero
goal = r_hdr_irisadaptation_multiplier.value / brightness;
goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
current = r_hdr_irisadaptation_value.value;
//PlaneClassify(&frustum[4]);
}
-void R_View_UpdateWithScissor(const int *myscissor)
+static void R_View_UpdateWithScissor(const int *myscissor)
{
R_Main_ResizeViewCache();
R_View_SetFrustum(myscissor);
R_View_WorldVisibility(r_refdef.view.useclipplane);
R_View_UpdateEntityVisible();
R_View_UpdateEntityLighting();
+ R_AnimCache_CacheVisibleEntities();
}
-void R_View_Update(void)
+static void R_View_Update(void)
{
R_Main_ResizeViewCache();
R_View_SetFrustum(NULL);
R_View_WorldVisibility(r_refdef.view.useclipplane);
R_View_UpdateEntityVisible();
R_View_UpdateEntityLighting();
+ R_AnimCache_CacheVisibleEntities();
}
float viewscalefpsadjusted = 1.0f;
-void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
+static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
{
float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
scale = bound(0.03125f, scale, 1.0f);
*outheight = (int)ceil(height * scale);
}
-void R_Mesh_SetMainRenderTargets(void)
-{
- if (r_bloomstate.fbo_framebuffer)
- R_Mesh_SetRenderTargets(r_bloomstate.fbo_framebuffer, r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
- else
- R_Mesh_ResetRenderTargets();
-}
-
-void R_SetupView(qboolean allowwaterclippingplane)
+void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
{
const float *customclipplane = NULL;
float plane[4];
- int scaledwidth, scaledheight;
+ int /*rtwidth,*/ rtheight, scaledwidth, scaledheight;
if (r_refdef.view.useclipplane && allowwaterclippingplane)
{
// LordHavoc: couldn't figure out how to make this approach the
if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
}
+ //rtwidth = fbo ? R_TextureWidth(depthtexture ? depthtexture : colortexture) : vid.width;
+ rtheight = fbo ? R_TextureHeight(depthtexture ? depthtexture : colortexture) : vid.height;
+
R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
if (!r_refdef.view.useperspective)
- R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
+ R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
else if (vid.stencil && r_useinfinitefarclip.integer)
- R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
+ R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
else
- R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
- R_Mesh_SetMainRenderTargets();
+ R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
+ R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
R_SetViewport(&r_refdef.view.viewport);
if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
{
}
}
-void R_ResetViewRendering2D(void)
+void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
{
r_viewport_t viewport;
DrawQ_Finish();
// GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
- R_Mesh_ResetRenderTargets();
+ R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
R_SetViewport(&viewport);
GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
GL_Color(1, 1, 1, 1);
GL_CullFace(GL_NONE);
}
-void R_ResetViewRendering3D(void)
+void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
{
DrawQ_Finish();
- R_SetupView(true);
+ R_SetupView(true, fbo, depthtexture, colortexture);
GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
GL_Color(1, 1, 1, 1);
GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
}
-void R_RenderScene(void);
-void R_RenderWaterPlanes(void);
+void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
+void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
static void R_Water_StartFrame(void)
{
int i;
int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
r_waterstate_waterplane_t *p;
+ qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.samples < 2;
if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
return;
}
// allocate textures as needed
- if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
+ if (r_fb.water.texturewidth != texturewidth || r_fb.water.textureheight != textureheight || r_fb.water.camerawidth != camerawidth || r_fb.water.cameraheight != cameraheight || (r_fb.depthtexture && !usewaterfbo))
{
- r_waterstate.maxwaterplanes = MAX_WATERPLANES;
- for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
+ r_fb.water.maxwaterplanes = MAX_WATERPLANES;
+ for (i = 0, p = r_fb.water.waterplanes;i < r_fb.water.maxwaterplanes;i++, p++)
{
if (p->texture_refraction)
R_FreeTexture(p->texture_refraction);
p->texture_refraction = NULL;
+ if (p->fbo_refraction)
+ R_Mesh_DestroyFramebufferObject(p->fbo_refraction);
+ p->fbo_refraction = 0;
if (p->texture_reflection)
R_FreeTexture(p->texture_reflection);
p->texture_reflection = NULL;
+ if (p->fbo_reflection)
+ R_Mesh_DestroyFramebufferObject(p->fbo_reflection);
+ p->fbo_reflection = 0;
if (p->texture_camera)
R_FreeTexture(p->texture_camera);
p->texture_camera = NULL;
+ if (p->fbo_camera)
+ R_Mesh_DestroyFramebufferObject(p->fbo_camera);
+ p->fbo_camera = 0;
}
- memset(&r_waterstate, 0, sizeof(r_waterstate));
- r_waterstate.texturewidth = texturewidth;
- r_waterstate.textureheight = textureheight;
- r_waterstate.camerawidth = camerawidth;
- r_waterstate.cameraheight = cameraheight;
+ memset(&r_fb.water, 0, sizeof(r_fb.water));
+ r_fb.water.texturewidth = texturewidth;
+ r_fb.water.textureheight = textureheight;
+ r_fb.water.camerawidth = camerawidth;
+ r_fb.water.cameraheight = cameraheight;
}
- if (r_waterstate.texturewidth)
+ if (r_fb.water.texturewidth)
{
int scaledwidth, scaledheight;
- r_waterstate.enabled = true;
+ r_fb.water.enabled = true;
- // when doing a reduced render (HDR) we want to use a smaller area
- r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
- r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
- R_GetScaledViewSize(r_waterstate.waterwidth, r_waterstate.waterheight, &scaledwidth, &scaledheight);
+ // water resolution is usually reduced
+ r_fb.water.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
+ r_fb.water.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
+ R_GetScaledViewSize(r_fb.water.waterwidth, r_fb.water.waterheight, &scaledwidth, &scaledheight);
// set up variables that will be used in shader setup
- r_waterstate.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_waterstate.texturewidth;
- r_waterstate.screenscale[1] = 0.5f * (float)scaledheight / (float)r_waterstate.textureheight;
- r_waterstate.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_waterstate.texturewidth;
- r_waterstate.screencenter[1] = 0.5f * (float)scaledheight / (float)r_waterstate.textureheight;
+ r_fb.water.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
+ r_fb.water.screenscale[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
+ r_fb.water.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
+ r_fb.water.screencenter[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
}
- r_waterstate.maxwaterplanes = MAX_WATERPLANES;
- r_waterstate.numwaterplanes = 0;
+ r_fb.water.maxwaterplanes = MAX_WATERPLANES;
+ r_fb.water.numwaterplanes = 0;
}
void R_Water_AddWaterPlane(msurface_t *surface, int entno)
{
- int triangleindex, planeindex;
- const int *e;
- vec3_t vert[3];
- vec3_t normal;
- vec3_t center;
+ int planeindex, bestplaneindex, vertexindex;
+ vec3_t mins, maxs, normal, center, v, n;
+ vec_t planescore, bestplanescore;
mplane_t plane;
r_waterstate_waterplane_t *p;
texture_t *t = R_GetCurrentTexture(surface->texture);
- // 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;
- }
+ rsurface.texture = t;
+ RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
+ // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
+ if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
+ return;
+ // average the vertex normals, find the surface bounds (after deformvertexes)
+ Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
+ Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
+ VectorCopy(n, normal);
+ VectorCopy(v, mins);
+ VectorCopy(v, maxs);
+ for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
+ {
+ Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
+ Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
+ VectorAdd(normal, n, normal);
+ mins[0] = min(mins[0], v[0]);
+ mins[1] = min(mins[1], v[1]);
+ mins[2] = min(mins[2], v[2]);
+ maxs[0] = max(maxs[0], v[0]);
+ maxs[1] = max(maxs[1], v[1]);
+ maxs[2] = max(maxs[2], v[2]);
+ }
+ VectorNormalize(normal);
+ VectorMAM(0.5f, mins, 0.5f, maxs, center);
VectorCopy(normal, plane.normal);
VectorNormalize(plane.normal);
- plane.dist = DotProduct(vert[0], plane.normal);
+ plane.dist = DotProduct(center, plane.normal);
PlaneClassify(&plane);
if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
{
// skip backfaces (except if nocullface is set)
- if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
- return;
+// if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
+// return;
VectorNegate(plane.normal, plane.normal);
plane.dist *= -1;
PlaneClassify(&plane);
// find a matching plane if there is one
- for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
+ bestplaneindex = -1;
+ bestplanescore = 1048576.0f;
+ for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
+ {
if(p->camera_entity == t->camera_entity)
- if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
- break;
- if (planeindex >= r_waterstate.maxwaterplanes)
- return; // nothing we can do, out of planes
+ {
+ planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
+ if (bestplaneindex < 0 || bestplanescore > planescore)
+ {
+ bestplaneindex = planeindex;
+ bestplanescore = planescore;
+ }
+ }
+ }
+ planeindex = bestplaneindex;
+ p = r_fb.water.waterplanes + planeindex;
- // if this triangle does not fit any known plane rendered this frame, add one
- if (planeindex >= r_waterstate.numwaterplanes)
+ // if this surface does not fit any known plane rendered this frame, add one
+ if ((planeindex < 0 || bestplanescore > 0.001f) && r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
{
// store the new plane
- r_waterstate.numwaterplanes++;
+ planeindex = r_fb.water.numwaterplanes++;
+ p = r_fb.water.waterplanes + planeindex;
p->plane = plane;
// clear materialflags and pvs
p->materialflags = 0;
p->pvsvalid = false;
p->camera_entity = t->camera_entity;
- VectorCopy(surface->mins, p->mins);
- VectorCopy(surface->maxs, p->maxs);
+ VectorCopy(mins, p->mins);
+ VectorCopy(maxs, p->maxs);
}
else
{
- // merge mins/maxs
- p->mins[0] = min(p->mins[0], surface->mins[0]);
- p->mins[1] = min(p->mins[1], surface->mins[1]);
- p->mins[2] = min(p->mins[2], surface->mins[2]);
- p->maxs[0] = max(p->maxs[0], surface->maxs[0]);
- p->maxs[1] = max(p->maxs[1], surface->maxs[1]);
- p->maxs[2] = max(p->maxs[2], surface->maxs[2]);
+ // merge mins/maxs when we're adding this surface to the plane
+ p->mins[0] = min(p->mins[0], mins[0]);
+ p->mins[1] = min(p->mins[1], mins[1]);
+ p->mins[2] = min(p->mins[2], mins[2]);
+ p->maxs[0] = max(p->maxs[0], maxs[0]);
+ p->maxs[1] = max(p->maxs[1], maxs[1]);
+ p->maxs[2] = max(p->maxs[2], maxs[2]);
}
// merge this surface's materialflags into the waterplane
p->materialflags |= t->currentmaterialflags;
if(!(p->materialflags & MATERIALFLAG_CAMERA))
{
// merge this surface's PVS into the waterplane
- VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
&& r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
{
extern cvar_t r_drawparticles;
extern cvar_t r_drawdecals;
-static void R_Water_ProcessPlanes(void)
+static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
{
int myscissor[4];
r_refdef_view_t originalview;
int planeindex, qualityreduction = 0, old_r_dynamic = 0, old_r_shadows = 0, old_r_worldrtlight = 0, old_r_dlight = 0, old_r_particles = 0, old_r_decals = 0;
r_waterstate_waterplane_t *p;
vec3_t visorigin;
+ qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.samples < 2;
+ char vabuf[1024];
originalview = r_refdef.view;
}
// make sure enough textures are allocated
- for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
+ for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
{
if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
{
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_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
+ p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_refraction", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
if (!p->texture_refraction)
goto error;
+ if (usewaterfbo)
+ {
+ if (r_fb.water.depthtexture == NULL)
+ r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
+ if (p->fbo_refraction == 0)
+ p->fbo_refraction = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_refraction, NULL, NULL, NULL);
+ }
}
else if (p->materialflags & MATERIALFLAG_CAMERA)
{
if (!p->texture_camera)
- p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
+ p->texture_camera = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_camera", planeindex), r_fb.water.camerawidth, r_fb.water.cameraheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
if (!p->texture_camera)
goto error;
+ if (usewaterfbo)
+ {
+ if (r_fb.water.depthtexture == NULL)
+ r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
+ if (p->fbo_camera == 0)
+ p->fbo_camera = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_camera, NULL, NULL, NULL);
+ }
}
if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
{
if (!p->texture_reflection)
- p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
+ p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_reflection", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
if (!p->texture_reflection)
goto error;
+ if (usewaterfbo)
+ {
+ if (r_fb.water.depthtexture == NULL)
+ r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
+ if (p->fbo_reflection == 0)
+ p->fbo_reflection = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_reflection, NULL, NULL, NULL);
+ }
}
}
// render views
r_refdef.view = originalview;
r_refdef.view.showdebug = false;
- r_refdef.view.width = r_waterstate.waterwidth;
- r_refdef.view.height = r_waterstate.waterheight;
+ r_refdef.view.width = r_fb.water.waterwidth;
+ r_refdef.view.height = r_fb.water.waterheight;
r_refdef.view.useclipplane = true;
myview = r_refdef.view;
- r_waterstate.renderingscene = true;
- for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
+ r_fb.water.renderingscene = true;
+ for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
{
if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
{
r_refdef.view = myview;
if(r_water_scissormode.integer)
{
- R_SetupView(true);
+ R_SetupView(true, p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
}
memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
}
- R_ResetViewRendering3D();
+ r_fb.water.hideplayer = r_water_hideplayer.integer >= 2;
+ R_ResetViewRendering3D(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
R_ClearScreen(r_refdef.fogenabled);
if(r_water_scissormode.integer & 2)
R_View_UpdateWithScissor(myscissor);
R_View_Update();
if(r_water_scissormode.integer & 1)
GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
- R_RenderScene();
+ R_RenderScene(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
- R_Mesh_CopyToTexture(p->texture_reflection, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
+ if (!p->fbo_reflection)
+ R_Mesh_CopyToTexture(p->texture_reflection, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
+ r_fb.water.hideplayer = false;
}
// render the normal view scene and copy into texture
r_refdef.view = myview;
if(r_water_scissormode.integer)
{
- R_SetupView(true);
+ R_SetupView(true, p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
}
- r_waterstate.renderingrefraction = true;
+ r_fb.water.hideplayer = r_water_hideplayer.integer >= 1;
r_refdef.view.clipplane = p->plane;
VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
{
// we need to perform a matrix transform to render the view... so let's get the transformation matrix
- r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
+ r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
R_RenderView_UpdateViewVectors();
if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
PlaneClassify(&r_refdef.view.clipplane);
- R_ResetViewRendering3D();
+ R_ResetViewRendering3D(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
R_ClearScreen(r_refdef.fogenabled);
if(r_water_scissormode.integer & 2)
R_View_UpdateWithScissor(myscissor);
R_View_Update();
if(r_water_scissormode.integer & 1)
GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
- R_RenderScene();
+ R_RenderScene(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
- R_Mesh_CopyToTexture(p->texture_refraction, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
- r_waterstate.renderingrefraction = false;
+ if (!p->fbo_refraction)
+ R_Mesh_CopyToTexture(p->texture_refraction, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
+ r_fb.water.hideplayer = false;
}
else if (p->materialflags & MATERIALFLAG_CAMERA)
{
VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
- r_refdef.view.width = r_waterstate.camerawidth;
- r_refdef.view.height = r_waterstate.cameraheight;
+ r_refdef.view.width = r_fb.water.camerawidth;
+ r_refdef.view.height = r_fb.water.cameraheight;
r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
+ r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
+ r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
if(p->camera_entity)
{
PlaneClassify(&r_refdef.view.clipplane);
- R_ResetViewRendering3D();
+ r_fb.water.hideplayer = false;
+
+ R_ResetViewRendering3D(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
R_ClearScreen(r_refdef.fogenabled);
R_View_Update();
- R_RenderScene();
+ R_RenderScene(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
- R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
- r_waterstate.renderingrefraction = false;
+ if (!p->fbo_camera)
+ R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
+ r_fb.water.hideplayer = false;
}
}
if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
- r_waterstate.renderingscene = false;
+ r_fb.water.renderingscene = false;
r_refdef.view = originalview;
- R_ResetViewRendering3D();
- R_ClearScreen(r_refdef.fogenabled);
+ R_ResetViewRendering3D(fbo, depthtexture, colortexture);
+ if (!r_fb.water.depthtexture)
+ R_ClearScreen(r_refdef.fogenabled);
R_View_Update();
goto finish;
error:
r_refdef.view = originalview;
- r_waterstate.renderingscene = false;
+ r_fb.water.renderingscene = false;
Cvar_SetValueQuick(&r_water, 0);
Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
finish:
}
}
-void R_Bloom_StartFrame(void)
+static void R_Bloom_StartFrame(void)
{
+ int i;
int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
int viewwidth, viewheight;
- textype_t textype;
+ qboolean useviewfbo = r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object && vid.samples < 2;
+ textype_t textype = TEXTYPE_COLORBUFFER;
+
+ switch (vid.renderpath)
+ {
+ case RENDERPATH_GL20:
+ r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
+ if (vid.support.ext_framebuffer_object)
+ {
+ if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
+ if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
+ }
+ break;
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
+ case RENDERPATH_D3D9:
+ case RENDERPATH_D3D10:
+ case RENDERPATH_D3D11:
+ r_fb.usedepthtextures = false;
+ break;
+ case RENDERPATH_SOFT:
+ r_fb.usedepthtextures = true;
+ break;
+ }
if (r_viewscale_fpsscaling.integer)
{
// set bloomwidth and bloomheight to the bloom resolution that will be
// used (often less than the screen resolution for faster rendering)
- r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
- r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
- r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
- r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
- r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
+ r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
+ r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
+ r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
+ r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
+ r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
// calculate desired texture sizes
if (vid.support.arb_texture_non_power_of_two)
{
screentexturewidth = vid.width;
screentextureheight = vid.height;
- bloomtexturewidth = r_bloomstate.bloomwidth;
- bloomtextureheight = r_bloomstate.bloomheight;
+ bloomtexturewidth = r_fb.bloomwidth;
+ bloomtextureheight = r_fb.bloomheight;
}
else
{
- for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
- for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
- for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
- for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
+ for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
+ for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
+ for (bloomtexturewidth = 1;bloomtexturewidth < r_fb.bloomwidth ;bloomtexturewidth *= 2);
+ for (bloomtextureheight = 1;bloomtextureheight < r_fb.bloomheight;bloomtextureheight *= 2);
}
- if ((r_hdr.integer || r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
+ if ((r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
{
- Cvar_SetValueQuick(&r_hdr, 0);
Cvar_SetValueQuick(&r_bloom, 0);
Cvar_SetValueQuick(&r_motionblur, 0);
Cvar_SetValueQuick(&r_damageblur, 0);
}
- if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial)) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)) && r_viewfbo.integer < 1 && r_viewscale.value == 1.0f && !r_viewscale_fpsscaling.integer)
+ if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))
+ && !r_bloom.integer
+ && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0))
+ && !useviewfbo
+ && r_viewscale.value == 1.0f
+ && !r_viewscale_fpsscaling.integer)
screentexturewidth = screentextureheight = 0;
- if (!r_hdr.integer && !r_bloom.integer)
+ if (!r_bloom.integer)
bloomtexturewidth = bloomtextureheight = 0;
- textype = TEXTYPE_COLORBUFFER;
- switch (vid.renderpath)
+ // allocate textures as needed
+ if (r_fb.screentexturewidth != screentexturewidth
+ || r_fb.screentextureheight != screentextureheight
+ || r_fb.bloomtexturewidth != bloomtexturewidth
+ || r_fb.bloomtextureheight != bloomtextureheight
+ || r_fb.textype != textype
+ || useviewfbo != (r_fb.fbo != 0))
{
- case RENDERPATH_GL20:
- case RENDERPATH_GLES2:
- if (vid.support.ext_framebuffer_object)
+ for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
{
- if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
- if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
+ if (r_fb.bloomtexture[i])
+ R_FreeTexture(r_fb.bloomtexture[i]);
+ r_fb.bloomtexture[i] = NULL;
+
+ if (r_fb.bloomfbo[i])
+ R_Mesh_DestroyFramebufferObject(r_fb.bloomfbo[i]);
+ r_fb.bloomfbo[i] = 0;
}
- break;
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GLES1:
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- case RENDERPATH_SOFT:
- break;
- }
- // allocate textures as needed
- if (r_bloomstate.screentexturewidth != screentexturewidth
- || r_bloomstate.screentextureheight != screentextureheight
- || r_bloomstate.bloomtexturewidth != bloomtexturewidth
- || r_bloomstate.bloomtextureheight != bloomtextureheight
- || r_bloomstate.texturetype != textype
- || r_bloomstate.viewfbo != r_viewfbo.integer)
- {
- if (r_bloomstate.texture_bloom)
- R_FreeTexture(r_bloomstate.texture_bloom);
- r_bloomstate.texture_bloom = NULL;
- if (r_bloomstate.texture_screen)
- R_FreeTexture(r_bloomstate.texture_screen);
- r_bloomstate.texture_screen = NULL;
- if (r_bloomstate.fbo_framebuffer)
- R_Mesh_DestroyFramebufferObject(r_bloomstate.fbo_framebuffer);
- r_bloomstate.fbo_framebuffer = 0;
- if (r_bloomstate.texture_framebuffercolor)
- R_FreeTexture(r_bloomstate.texture_framebuffercolor);
- r_bloomstate.texture_framebuffercolor = NULL;
- if (r_bloomstate.texture_framebufferdepth)
- R_FreeTexture(r_bloomstate.texture_framebufferdepth);
- r_bloomstate.texture_framebufferdepth = NULL;
- r_bloomstate.screentexturewidth = screentexturewidth;
- r_bloomstate.screentextureheight = screentextureheight;
- if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
- r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
- if (r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object)
- {
- // FIXME: choose depth bits based on a cvar
- r_bloomstate.texture_framebufferdepth = R_LoadTextureShadowMap2D(r_main_texturepool, "framebufferdepth", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, 24, false);
- r_bloomstate.texture_framebuffercolor = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
- r_bloomstate.fbo_framebuffer = R_Mesh_CreateFramebufferObject(r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
- R_Mesh_SetRenderTargets(r_bloomstate.fbo_framebuffer, r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
-#ifndef USE_GLES2
- // render depth into one texture and normalmap into the other
- if (qglDrawBuffer)
+ if (r_fb.fbo)
+ R_Mesh_DestroyFramebufferObject(r_fb.fbo);
+ r_fb.fbo = 0;
+
+ if (r_fb.colortexture)
+ R_FreeTexture(r_fb.colortexture);
+ r_fb.colortexture = NULL;
+
+ if (r_fb.depthtexture)
+ R_FreeTexture(r_fb.depthtexture);
+ r_fb.depthtexture = NULL;
+
+ if (r_fb.ghosttexture)
+ R_FreeTexture(r_fb.ghosttexture);
+ r_fb.ghosttexture = NULL;
+
+ r_fb.screentexturewidth = screentexturewidth;
+ r_fb.screentextureheight = screentextureheight;
+ r_fb.bloomtexturewidth = bloomtexturewidth;
+ r_fb.bloomtextureheight = bloomtextureheight;
+ r_fb.textype = textype;
+
+ if (r_fb.screentexturewidth && r_fb.screentextureheight)
+ {
+ if (r_motionblur.value > 0 || r_damageblur.value > 0)
+ r_fb.ghosttexture = R_LoadTexture2D(r_main_texturepool, "framebuffermotionblur", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
+ r_fb.ghosttexture_valid = false;
+ r_fb.colortexture = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
+ if (useviewfbo)
{
- int status;
- qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
- qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
- status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
- if (status != GL_FRAMEBUFFER_COMPLETE)
- Con_Printf("R_Bloom_StartFrame: glCheckFramebufferStatusEXT returned %i\n", status);
+ r_fb.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
+ r_fb.fbo = R_Mesh_CreateFramebufferObject(r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
+ R_Mesh_SetRenderTargets(r_fb.fbo, r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
+ }
+ }
+
+ if (r_fb.bloomtexturewidth && r_fb.bloomtextureheight)
+ {
+ for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
+ {
+ r_fb.bloomtexture[i] = R_LoadTexture2D(r_main_texturepool, "framebufferbloom", r_fb.bloomtexturewidth, r_fb.bloomtextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
+ if (useviewfbo)
+ r_fb.bloomfbo[i] = R_Mesh_CreateFramebufferObject(NULL, r_fb.bloomtexture[i], NULL, NULL, NULL);
}
-#endif
}
- r_bloomstate.bloomtexturewidth = bloomtexturewidth;
- r_bloomstate.bloomtextureheight = bloomtextureheight;
- if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
- r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
- r_bloomstate.viewfbo = r_viewfbo.integer;
- r_bloomstate.texturetype = textype;
}
- // when doing a reduced render (HDR) we want to use a smaller area
- r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
- r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
- r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
- r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
- r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
+ // bloom texture is a different resolution
+ r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
+ r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
+ r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
+ r_fb.bloomwidth = bound(1, r_fb.bloomwidth, r_fb.bloomtexturewidth);
+ r_fb.bloomheight = bound(1, r_fb.bloomheight, r_fb.bloomtextureheight);
// set up a texcoord array for the full resolution screen image
// (we have to keep this around to copy back during final render)
- r_bloomstate.screentexcoord2f[0] = 0;
- r_bloomstate.screentexcoord2f[1] = (float)viewheight / (float)r_bloomstate.screentextureheight;
- r_bloomstate.screentexcoord2f[2] = (float)viewwidth / (float)r_bloomstate.screentexturewidth;
- r_bloomstate.screentexcoord2f[3] = (float)viewheight / (float)r_bloomstate.screentextureheight;
- r_bloomstate.screentexcoord2f[4] = (float)viewwidth / (float)r_bloomstate.screentexturewidth;
- r_bloomstate.screentexcoord2f[5] = 0;
- r_bloomstate.screentexcoord2f[6] = 0;
- r_bloomstate.screentexcoord2f[7] = 0;
+ r_fb.screentexcoord2f[0] = 0;
+ r_fb.screentexcoord2f[1] = (float)viewheight / (float)r_fb.screentextureheight;
+ r_fb.screentexcoord2f[2] = (float)viewwidth / (float)r_fb.screentexturewidth;
+ r_fb.screentexcoord2f[3] = (float)viewheight / (float)r_fb.screentextureheight;
+ r_fb.screentexcoord2f[4] = (float)viewwidth / (float)r_fb.screentexturewidth;
+ r_fb.screentexcoord2f[5] = 0;
+ r_fb.screentexcoord2f[6] = 0;
+ r_fb.screentexcoord2f[7] = 0;
// set up a texcoord array for the reduced resolution bloom image
// (which will be additive blended over the screen image)
- r_bloomstate.bloomtexcoord2f[0] = 0;
- r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
- r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
- r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
- r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
- r_bloomstate.bloomtexcoord2f[5] = 0;
- r_bloomstate.bloomtexcoord2f[6] = 0;
- r_bloomstate.bloomtexcoord2f[7] = 0;
+ r_fb.bloomtexcoord2f[0] = 0;
+ r_fb.bloomtexcoord2f[1] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
+ r_fb.bloomtexcoord2f[2] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
+ r_fb.bloomtexcoord2f[3] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
+ r_fb.bloomtexcoord2f[4] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
+ r_fb.bloomtexcoord2f[5] = 0;
+ r_fb.bloomtexcoord2f[6] = 0;
+ r_fb.bloomtexcoord2f[7] = 0;
switch(vid.renderpath)
{
int i;
for (i = 0;i < 4;i++)
{
- r_bloomstate.screentexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.screentexturewidth;
- r_bloomstate.screentexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.screentextureheight;
- r_bloomstate.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.bloomtexturewidth;
- r_bloomstate.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.bloomtextureheight;
+ r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth;
+ r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight;
+ r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth;
+ r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight;
}
}
break;
}
- if ((r_hdr.integer || r_bloom.integer) && r_bloomstate.bloomwidth)
- {
- r_bloomstate.enabled = true;
- r_bloomstate.hdr = r_hdr.integer != 0 && !r_bloomstate.fbo_framebuffer;
- }
-
- R_Viewport_InitOrtho(&r_bloomstate.viewport, &identitymatrix, r_refdef.view.x, vid.height - r_bloomstate.bloomheight - r_refdef.view.y, r_bloomstate.bloomwidth, r_bloomstate.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
+ R_Viewport_InitOrtho(&r_fb.bloomviewport, &identitymatrix, r_refdef.view.x, (r_fb.bloomfbo[0] ? r_fb.bloomtextureheight : vid.height) - r_fb.bloomheight - r_refdef.view.y, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
- if (r_bloomstate.fbo_framebuffer)
+ if (r_fb.fbo)
r_refdef.view.clear = true;
}
-void R_Bloom_CopyBloomTexture(float colorscale)
+static void R_Bloom_MakeTexture(void)
{
+ int x, range, dir;
+ float xoffset, yoffset, r, brighten;
+ rtexture_t *intex;
+ float colorscale = r_bloom_colorscale.value;
+
r_refdef.stats.bloom++;
+ if (!r_fb.fbo)
+ {
+ R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
+ r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
+ }
+
// scale down screen texture to the bloom texture size
CHECKGLERROR
- R_Mesh_SetMainRenderTargets();
- R_SetViewport(&r_bloomstate.viewport);
+ r_fb.bloomindex = 0;
+ R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
+ R_SetViewport(&r_fb.bloomviewport);
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_Color(colorscale, colorscale, colorscale, 1);
// D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
case RENDERPATH_SOFT:
- R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
+ R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
break;
case RENDERPATH_D3D9:
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
- R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
+ R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
break;
}
// TODO: do boxfilter scale-down in shader?
- R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1, false, true);
+ R_SetupShader_Generic(r_fb.colortexture, NULL, GL_MODULATE, 1, false, true, true);
R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
- r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
+ r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
- // we now have a bloom image in the framebuffer
- // copy it into the bloom image texture for later processing
- R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
- r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
-}
-
-void R_Bloom_CopyHDRTexture(void)
-{
- R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
- r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
-}
-
-void R_Bloom_MakeTexture(void)
-{
- int x, range, dir;
- float xoffset, yoffset, r, brighten;
-
- r_refdef.stats.bloom++;
-
- R_ResetViewRendering2D();
-
- // we have a bloom image in the framebuffer
- CHECKGLERROR
- R_SetViewport(&r_bloomstate.viewport);
+ // we now have a properly scaled bloom image
+ if (!r_fb.bloomfbo[r_fb.bloomindex])
+ {
+ // copy it into the bloom texture
+ R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
+ r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
+ }
+ // multiply bloom image by itself as many times as desired
for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
{
+ intex = r_fb.bloomtexture[r_fb.bloomindex];
+ 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_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
- R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1, false, true);
+ 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.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
+ r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
- // copy the vertically blurred bloom view to a texture
- R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
- r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
+ if (!r_fb.bloomfbo[r_fb.bloomindex])
+ {
+ // copy the darkened image to a texture
+ R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
+ r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
+ }
}
- range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
+ range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
brighten = r_bloom_brighten.value;
- if (r_bloomstate.hdr)
- brighten *= r_hdr_range.value;
brighten = sqrt(brighten);
if(range >= 1)
brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
- R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1, false, true);
for (dir = 0;dir < 2;dir++)
{
+ intex = r_fb.bloomtexture[r_fb.bloomindex];
+ r_fb.bloomindex ^= 1;
+ R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
// blend on at multiple vertical offsets to achieve a vertical blur
// TODO: do offset blends using GLSL
// TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
GL_BlendFunc(GL_ONE, GL_ZERO);
+ R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
for (x = -range;x <= range;x++)
{
if (!dir){xoffset = 0;yoffset = x;}
else {xoffset = x;yoffset = 0;}
- xoffset /= (float)r_bloomstate.bloomtexturewidth;
- yoffset /= (float)r_bloomstate.bloomtextureheight;
+ xoffset /= (float)r_fb.bloomtexturewidth;
+ yoffset /= (float)r_fb.bloomtextureheight;
// compute a texcoord array with the specified x and y offset
- r_bloomstate.offsettexcoord2f[0] = xoffset+0;
- r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
- r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
- r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
- r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
- r_bloomstate.offsettexcoord2f[5] = yoffset+0;
- r_bloomstate.offsettexcoord2f[6] = xoffset+0;
- r_bloomstate.offsettexcoord2f[7] = yoffset+0;
+ r_fb.offsettexcoord2f[0] = xoffset+0;
+ r_fb.offsettexcoord2f[1] = yoffset+(float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
+ r_fb.offsettexcoord2f[2] = xoffset+(float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
+ r_fb.offsettexcoord2f[3] = yoffset+(float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
+ r_fb.offsettexcoord2f[4] = xoffset+(float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
+ r_fb.offsettexcoord2f[5] = yoffset+0;
+ r_fb.offsettexcoord2f[6] = xoffset+0;
+ r_fb.offsettexcoord2f[7] = yoffset+0;
// this r value looks like a 'dot' particle, fading sharply to
// black at the edges
// (probably not realistic but looks good enough)
if(range >= 1)
r *= (1 - x*x/(float)(range*range));
GL_Color(r, r, r, 1);
- R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
+ R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
- r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
+ r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
GL_BlendFunc(GL_ONE, GL_ONE);
}
- // copy the vertically blurred bloom view to a texture
- R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
- r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
+ if (!r_fb.bloomfbo[r_fb.bloomindex])
+ {
+ // copy the vertically or horizontally blurred bloom view to a texture
+ R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
+ r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
+ }
}
}
-void R_HDR_RenderBloomTexture(void)
-{
- int oldwidth, oldheight;
- float oldcolorscale;
- qboolean oldwaterstate;
-
- oldwaterstate = r_waterstate.enabled;
- oldcolorscale = r_refdef.view.colorscale;
- oldwidth = r_refdef.view.width;
- oldheight = r_refdef.view.height;
- r_refdef.view.width = r_bloomstate.bloomwidth;
- r_refdef.view.height = r_bloomstate.bloomheight;
-
- if(r_hdr.integer < 2)
- r_waterstate.enabled = false;
-
- // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
- // TODO: add exposure compensation features
- // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
-
- r_refdef.view.showdebug = false;
- r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
-
- R_ResetViewRendering3D();
-
- R_ClearScreen(r_refdef.fogenabled);
- if (r_timereport_active)
- R_TimeReport("HDRclear");
-
- R_View_Update();
- if (r_timereport_active)
- R_TimeReport("visibility");
-
- // only do secondary renders with HDR if r_hdr is 2 or higher
- r_waterstate.numwaterplanes = 0;
- if (r_waterstate.enabled)
- R_RenderWaterPlanes();
-
- r_refdef.view.showdebug = true;
- R_RenderScene();
- r_waterstate.numwaterplanes = 0;
-
- R_ResetViewRendering2D();
-
- R_Bloom_CopyHDRTexture();
- R_Bloom_MakeTexture();
-
- // restore the view settings
- r_waterstate.enabled = oldwaterstate;
- r_refdef.view.width = oldwidth;
- r_refdef.view.height = oldheight;
- r_refdef.view.colorscale = oldcolorscale;
-
- R_ResetViewRendering3D();
-
- R_ClearScreen(r_refdef.fogenabled);
- if (r_timereport_active)
- R_TimeReport("viewclear");
-}
-
-static void R_BlendView(void)
+static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
{
unsigned int permutation;
float uservecs[4][4];
case RENDERPATH_SOFT:
case RENDERPATH_GLES2:
permutation =
- (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
+ (r_fb.bloomtexture[r_fb.bloomindex] ? SHADERPERMUTATION_BLOOM : 0)
| (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
| ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
| (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
| ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
- if (r_bloomstate.texture_screen)
+ if (r_fb.colortexture)
{
- // make sure the buffer is available
- if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
-
- R_ResetViewRendering2D();
- R_Mesh_SetMainRenderTargets();
+ if (!r_fb.fbo)
+ {
+ R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
+ r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
+ }
- if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
+ if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
{
// declare variables
float blur_factor, blur_mouseaccel, blur_velocity;
// from the goal, pick an averaged value between goal and last value
cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
-
+
// enforce minimum amount of blur
blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
-
+
//Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
// calculate values into a standard alpha
/
max(0.0001, cl.time - cl.oldtime) // fps independent
);
-
+
// randomization for the blur value to combat persistent ghosting
cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
-
+
// apply the blur
- if (cl.motionbluralpha > 0 && !r_refdef.envmap)
+ R_ResetViewRendering2D(fbo, depthtexture, colortexture);
+ if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
{
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_Color(1, 1, 1, cl.motionbluralpha);
case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
case RENDERPATH_SOFT:
- R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
+ R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
break;
case RENDERPATH_D3D9:
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
- R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
+ R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
break;
}
- R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1, false, true);
+ R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true);
R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
}
-
- // updates old view angles for next pass
+
+ // updates old view angles for next pass
VectorCopy(cl.viewangles, blur_oldangles);
- }
- // copy view into the screen texture
- R_Mesh_CopyToTexture(r_bloomstate.texture_screen, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
- r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
+ // copy view into the ghost texture
+ R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
+ r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
+ r_fb.ghosttexture_valid = true;
+ }
}
- else if (!r_bloomstate.texture_bloom)
+ else
{
+ // no r_fb.colortexture means we're rendering to the real fb
// we may still have to do view tint...
if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
{
// apply a color tint to the whole view
- R_ResetViewRendering2D();
+ R_ResetViewRendering2D(0, NULL, NULL);
GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
- R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, true);
+ R_SetupShader_Generic_NoTexture(false, true);
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
}
break; // no screen processing, no bloom, skip it
}
- if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
+ if (r_fb.bloomtexture[0])
{
- // render simple bloom effect
- // copy the screen and shrink it and darken it for the bloom process
- R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
// make the bloom texture
R_Bloom_MakeTexture();
}
if (r_glsl_postprocess_uservec4_enable.integer)
sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
- R_ResetViewRendering2D();
+ R_ResetViewRendering2D(0, NULL, NULL); // here we render to the real framebuffer!
GL_Color(1, 1, 1, 1);
GL_BlendFunc(GL_ONE, GL_ZERO);
{
case RENDERPATH_GL20:
case RENDERPATH_GLES2:
- R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
+ R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
- if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_bloomstate.texture_screen);
- if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_bloomstate.texture_bloom );
+ if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_fb.colortexture);
+ if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_fb.bloomtexture[r_fb.bloomindex]);
if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
if (r_glsl_permutation->loc_ViewTintColor >= 0) qglUniform4f(r_glsl_permutation->loc_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
- if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
+ if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
if (r_glsl_permutation->loc_UserVec1 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
if (r_glsl_permutation->loc_UserVec2 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
if (r_glsl_permutation->loc_UserVec3 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
case RENDERPATH_D3D9:
#ifdef SUPPORTD3D
// D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
- R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
+ R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
- R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
- R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
+ R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
+ R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
- hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
+ hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
case RENDERPATH_SOFT:
- R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
+ R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
- R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
- R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
+ R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
+ R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
- DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
+ DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
{
// apply a color tint to the whole view
- R_ResetViewRendering2D();
+ R_ResetViewRendering2D(0, NULL, NULL);
GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
- R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, true);
+ R_SetupShader_Generic_NoTexture(false, true);
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
}
matrix4x4_t r_waterscrollmatrix;
-void R_UpdateFog(void) // needs to be called before HDR subrender too, as that changes colorscale!
+void R_UpdateFog(void)
{
// Nehahra fog
if (gamemode == GAME_NEHAHRA)
}
}
-int R_SortEntities_Compare(const void *ap, const void *bp)
+static int R_SortEntities_Compare(const void *ap, const void *bp)
{
const entity_render_t *a = *(const entity_render_t **)ap;
const entity_render_t *b = *(const entity_render_t **)bp;
// everything we compared is equal
return 0;
}
-void R_SortEntities(void)
+static void R_SortEntities(void)
{
// below or equal 2 ents, sorting never gains anything
if(r_refdef.scene.numentities <= 2)
================
*/
int dpsoftrast_test;
-extern void R_Shadow_UpdateBounceGridTexture(void);
extern cvar_t r_shadow_bouncegrid;
void R_RenderView(void)
{
matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
+ int fbo;
+ rtexture_t *depthtexture;
+ rtexture_t *colortexture;
dpsoftrast_test = r_test.integer;
if (r_refdef.view.isoverlay)
{
// TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
+ R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
R_TimeReport("depthclear");
r_refdef.view.showdebug = false;
- r_waterstate.enabled = false;
- r_waterstate.numwaterplanes = 0;
+ r_fb.water.enabled = false;
+ r_fb.water.numwaterplanes = 0;
- R_RenderScene();
+ R_RenderScene(0, NULL, NULL);
r_refdef.view.matrix = originalmatrix;
if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
{
r_refdef.view.matrix = originalmatrix;
- return; //Host_Error ("R_RenderView: NULL worldmodel");
+ return;
}
r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
R_Bloom_StartFrame();
R_Water_StartFrame();
+ // now we probably have an fbo to render into
+ fbo = r_fb.fbo;
+ depthtexture = r_fb.depthtexture;
+ colortexture = r_fb.colortexture;
+
CHECKGLERROR
if (r_timereport_active)
R_TimeReport("viewsetup");
- R_ResetViewRendering3D();
+ R_ResetViewRendering3D(fbo, depthtexture, colortexture);
- if (r_refdef.view.clear || r_refdef.fogenabled)
+ if (r_refdef.view.clear || r_refdef.fogenabled || fbo)
{
R_ClearScreen(r_refdef.fogenabled);
if (r_timereport_active)
}
r_refdef.view.clear = true;
- // this produces a bloom texture to be used in R_BlendView() later
- if (r_bloomstate.hdr)
- {
- R_HDR_RenderBloomTexture();
- // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
- r_textureframe++; // used only by R_GetCurrentTexture
- }
-
r_refdef.view.showdebug = true;
R_View_Update();
if (r_timereport_active && r_shadow_bouncegrid.integer)
R_TimeReport("bouncegrid");
- r_waterstate.numwaterplanes = 0;
- if (r_waterstate.enabled)
- R_RenderWaterPlanes();
+ r_fb.water.numwaterplanes = 0;
+ if (r_fb.water.enabled)
+ R_RenderWaterPlanes(fbo, depthtexture, colortexture);
- R_RenderScene();
- r_waterstate.numwaterplanes = 0;
+ R_RenderScene(fbo, depthtexture, colortexture);
+ r_fb.water.numwaterplanes = 0;
- R_BlendView();
+ R_BlendView(fbo, depthtexture, colortexture);
if (r_timereport_active)
R_TimeReport("blendview");
CHECKGLERROR
}
-void R_RenderWaterPlanes(void)
+void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
{
if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
{
if (r_timereport_active)
R_TimeReport("watermodels");
- if (r_waterstate.numwaterplanes)
+ if (r_fb.water.numwaterplanes)
{
- R_Water_ProcessPlanes();
+ R_Water_ProcessPlanes(fbo, depthtexture, colortexture);
if (r_timereport_active)
R_TimeReport("waterscenes");
}
}
-extern void R_DrawLightningBeams (void);
-extern void VM_CL_AddPolygonsToMeshQueue (void);
-extern void R_DrawPortals (void);
extern cvar_t cl_locs_show;
static void R_DrawLocs(void);
static void R_DrawEntityBBoxes(void);
static void R_DrawModelDecals(void);
-extern void R_DrawModelShadows(void);
-extern void R_DrawModelShadowMaps(void);
extern cvar_t cl_decals_newsystem;
extern qboolean r_shadow_usingdeferredprepass;
-void R_RenderScene(void)
+void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
{
qboolean shadowmapping = false;
if (skyrendermasked && skyrenderlater)
{
// we have to force off the water clipping plane while rendering sky
- R_SetupView(false);
+ R_SetupView(false, fbo, depthtexture, colortexture);
R_Sky();
- R_SetupView(true);
+ R_SetupView(true, fbo, depthtexture, colortexture);
if (r_timereport_active)
R_TimeReport("sky");
}
}
- R_AnimCache_CacheVisibleEntities();
- if (r_timereport_active)
- R_TimeReport("animation");
-
- R_Shadow_PrepareLights();
+ R_Shadow_PrepareLights(fbo, depthtexture, colortexture);
if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
R_Shadow_PrepareModelShadows();
if (r_timereport_active)
if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
{
- R_DrawModelShadowMaps();
- R_ResetViewRendering3D();
+ R_ResetViewRendering3D(fbo, depthtexture, colortexture);
+ R_DrawModelShadowMaps(fbo, depthtexture, colortexture);
+ R_ResetViewRendering3D(fbo, depthtexture, colortexture);
// don't let sound skip if going slow
if (r_refdef.scene.extraupdate)
S_ExtraUpdate ();
if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
{
- R_DrawModelShadows();
- R_ResetViewRendering3D();
+ R_ResetViewRendering3D(fbo, depthtexture, colortexture);
+ R_DrawModelShadows(fbo, depthtexture, colortexture);
+ R_ResetViewRendering3D(fbo, depthtexture, colortexture);
// don't let sound skip if going slow
if (r_refdef.scene.extraupdate)
S_ExtraUpdate ();
if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
{
- R_DrawModelShadows();
- R_ResetViewRendering3D();
+ R_ResetViewRendering3D(fbo, depthtexture, colortexture);
+ R_DrawModelShadows(fbo, depthtexture, colortexture);
+ R_ResetViewRendering3D(fbo, depthtexture, colortexture);
// don't let sound skip if going slow
if (r_refdef.scene.extraupdate)
S_ExtraUpdate ();
R_TimeReport("lightning");
}
- VM_CL_AddPolygonsToMeshQueue();
+ if (cl.csqc_loaded)
+ VM_CL_AddPolygonsToMeshQueue(CLVM_prog);
if (r_refdef.view.showdebug)
{
// don't let sound skip if going slow
if (r_refdef.scene.extraupdate)
S_ExtraUpdate ();
-
- R_ResetViewRendering2D();
}
static const unsigned short bboxelements[36] =
1, 0, 2, 1, 2, 3,
};
-void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
+static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
{
int i;
float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
}
R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
R_Mesh_ResetTextureState();
- R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
+ R_SetupShader_Generic_NoTexture(false, false);
R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
}
static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
{
+ prvm_prog_t *prog = SVVM_prog;
int i;
float color[4];
prvm_edict_t *edict;
- prvm_prog_t *prog_save = prog;
// this function draws bounding boxes of server entities
if (!sv.active)
return;
GL_CullFace(GL_NONE);
- R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
+ R_SetupShader_Generic_NoTexture(false, false);
- prog = 0;
- SV_VM_Begin();
for (i = 0;i < numsurfaces;i++)
{
edict = PRVM_EDICT_NUM(surfacelist[i]);
GL_CullFace(r_refdef.view.cullface_front);
R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
}
- SV_VM_End();
- prog = prog_save;
}
static void R_DrawEntityBBoxes(void)
int i;
prvm_edict_t *edict;
vec3_t center;
- prvm_prog_t *prog_save = prog;
+ prvm_prog_t *prog = SVVM_prog;
// this function draws bounding boxes of server entities
if (!sv.active)
return;
- prog = 0;
- SV_VM_Begin();
for (i = 0;i < prog->num_edicts;i++)
{
edict = PRVM_EDICT_NUM(i);
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);
}
- SV_VM_End();
- prog = prog_save;
}
static const int nomodelelement3i[24] =
0.5f, 0.0f, 0.0f, 1.0f
};
-void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
+static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
{
int i;
float f1, f2, *c;
}
}
// R_Mesh_ResetTextureState();
- R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
+ R_SetupShader_Generic_NoTexture(false, false);
R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
}
vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
}
-int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
+static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
{
int i;
float *vertex3f;
}
}
-void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
+static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
{
int i;
int *e, element[3];
return (float) f;
}
-void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
+static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
{
int w, h, idx;
double f;
Matrix4x4_Concat(texmatrix, &matrix, &temp);
}
-void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
+static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
{
int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
char name[MAX_QPATH];
t->currentalpha = rsurface.colormod[3];
if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
t->currentalpha *= r_wateralpha.value;
- if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
+ if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
- if(!r_waterstate.enabled || r_refdef.view.isoverlay)
+ if(!r_fb.water.enabled || r_refdef.view.isoverlay)
t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
if (!(rsurface.ent_flags & RENDER_LIGHT))
t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
else if (t->currentalpha < 1)
t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
+ // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
+ if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
+ t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
if (rsurface.ent_flags & RENDER_DOUBLESIDED)
t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
}
-void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
+static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
{
int i;
for (i = 0;i < numelements;i++)
r_waterstate_waterplane_t *p;
qboolean prepared = false;
bestd = 0;
- for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
+ for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
{
if(p->camera_entity != rsurface.texture->camera_entity)
continue;
// transparent sky would be ridiculous
if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
return;
- R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
+ R_SetupShader_Generic_NoTexture(false, false);
skyrenderlater = true;
RSurf_SetupDepthAndCulling();
GL_DepthMask(true);
R_Mesh_ResetTextureState();
if (skyrendermasked)
{
- R_SetupShader_DepthOrShadow(false);
+ R_SetupShader_DepthOrShadow(false, false);
// depth-only (masking)
GL_ColorMask(0,0,0,0);
// just to make sure that braindead drivers don't draw
}
else
{
- R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
+ R_SetupShader_Generic_NoTexture(false, false);
// fog sky
GL_BlendFunc(GL_ONE, GL_ZERO);
RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
extern rtexture_t *r_shadow_prepasslightingspeculartexture;
static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
{
- if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
+ if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
return;
if (prepass)
{
GL_DepthMask(true);
R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
RSurf_DrawBatch();
+ return;
}
// bind lightmap texture
{
// render water or distortion background
GL_DepthMask(true);
- R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex), false);
+ R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
RSurf_DrawBatch();
// blend surface on top
GL_DepthMask(false);
{
// render surface with reflection texture as input
GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
- R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex), false);
+ R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
RSurf_DrawBatch();
}
}
float c[4];
// R_Mesh_ResetTextureState();
- R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
+ R_SetupShader_Generic_NoTexture(false, false);
if(rsurface.texture && rsurface.texture->currentskinframe)
{
RSurf_DrawBatch_GL11_ClampColor();
R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
- R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
+ R_SetupShader_Generic_NoTexture(false, false);
RSurf_DrawBatch();
}
else if (!r_refdef.view.showdebug)
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthMask(true);
// R_Mesh_ResetTextureState();
- R_SetupShader_DepthOrShadow(false);
+ R_SetupShader_DepthOrShadow(false, false);
}
RSurf_SetupDepthAndCulling();
RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
{
if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
return;
- if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
+ if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
return;
RSurf_SetupDepthAndCulling();
RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
CHECKGLERROR
}
-void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
+static void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
{
int i, j;
texture_t *texture;
CHECKGLERROR
}
-void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
+static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
{
int i, j;
texture_t *texture;
20,21,22, 20,22,23
};
-void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
+static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
{
int i, j;
cl_locnode_t *loc = (cl_locnode_t *)ent;
vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
- R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
+ R_SetupShader_Generic_NoTexture(false, false);
R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
}
GL_DepthTest(true);
GL_CullFace(GL_NONE);
GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
- R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false);
+ R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false, false);
R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
}
}
}
extern cvar_t mod_collision_bih;
-void R_DrawDebugModel(void)
+static void R_DrawDebugModel(void)
{
entity_render_t *ent = rsurface.entity;
int i, j, k, l, flagsmask;
{
float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
- R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
+ R_SetupShader_Generic_NoTexture(false, false);
GL_DepthTest(false);
GL_DepthMask(false);
GL_DepthRange(0, 1);
flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
// R_Mesh_ResetTextureState();
- R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
+ R_SetupShader_Generic_NoTexture(false, false);
GL_DepthRange(0, 1);
GL_DepthTest(!r_showdisabledepthtest.integer);
GL_DepthMask(false);
#endif
}
-extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
int r_maxsurfacelist = 0;
const msurface_t **r_surfacelist = NULL;
void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)