]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
Fix warnings for missing prototypes.
[xonotic/darkplaces.git] / gl_rmain.c
index 338950aab2c805b3a621852cebfb6f48b8557685..8572190380e502c71ed9f6a81b7d85c07334672f 100644 (file)
@@ -678,7 +678,8 @@ shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
        {"#define USETRIPPY\n", " trippy"},
        {"#define USEDEPTHRGB\n", " depthrgb"},
        {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
-       {"#define USESKELETAL\n", " skeletal"}
+       {"#define USESKELETAL\n", " skeletal"},
+       {"#define USEOCCLUDE\n", " occlude"}
 };
 
 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
@@ -895,7 +896,7 @@ extern qboolean r_shadow_shadowmapsampler;
 extern int r_shadow_shadowmappcf;
 qboolean R_CompileShader_CheckStaticParms(void)
 {
-       static int r_compileshader_staticparms_save[1];
+       static int r_compileshader_staticparms_save[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5];
        memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
        memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
 
@@ -1629,7 +1630,7 @@ static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, c
                                        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);
+                                       vsresult = qD3DXCompileShader(vertstring, (unsigned int)strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
                                if (vsbuffer)
                                {
                                        vsbinsize = ID3DXBuffer_GetBufferSize(vsbuffer);
@@ -1652,7 +1653,7 @@ static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, c
                                        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);
+                                       psresult = qD3DXCompileShader(fragstring, (unsigned int)strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
                                if (psbuffer)
                                {
                                        psbinsize = ID3DXBuffer_GetBufferSize(psbuffer);
@@ -1780,23 +1781,23 @@ static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode
 
        vertstring_length = 0;
        for (i = 0;i < vertstrings_count;i++)
-               vertstring_length += strlen(vertstrings_list[i]);
+               vertstring_length += (int)strlen(vertstrings_list[i]);
        vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
-       for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
+       for (i = 0;i < vertstrings_count;t += (int)strlen(vertstrings_list[i]), i++)
                memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
 
        geomstring_length = 0;
        for (i = 0;i < geomstrings_count;i++)
-               geomstring_length += strlen(geomstrings_list[i]);
+               geomstring_length += (int)strlen(geomstrings_list[i]);
        geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
-       for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
+       for (i = 0;i < geomstrings_count;t += (int)strlen(geomstrings_list[i]), i++)
                memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
 
        fragstring_length = 0;
        for (i = 0;i < fragstrings_count;i++)
-               fragstring_length += strlen(fragstrings_list[i]);
+               fragstring_length += (int)strlen(fragstrings_list[i]);
        fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
-       for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
+       for (i = 0;i < fragstrings_count;t += (int)strlen(fragstrings_list[i]), i++)
                memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
 
        // try to load the cached shader, or generate one
@@ -1900,7 +1901,7 @@ void R_GLSL_Restart_f(void)
                {
                        r_hlsl_permutation_t *p;
                        r_hlsl_permutation = NULL;
-                       limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
+                       limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
                        for (i = 0;i < limit;i++)
                        {
                                if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
@@ -1927,7 +1928,7 @@ void R_GLSL_Restart_f(void)
                {
                        r_glsl_permutation_t *p;
                        r_glsl_permutation = NULL;
-                       limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
+                       limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
                        for (i = 0;i < limit;i++)
                        {
                                if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
@@ -2202,6 +2203,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                permutation |= SHADERPERMUTATION_TRIPPY;
        if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
                permutation |= SHADERPERMUTATION_ALPHAKILL;
+       if (rsurface.texture->currentmaterialflags & MATERIALFLAG_OCCLUDE)
+               permutation |= SHADERPERMUTATION_OCCLUDE;
        if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
                permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
        if (rsurfacepass == RSURFPASS_BACKGROUND)
@@ -3400,6 +3403,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
        skinframe->fog = NULL;
        skinframe->reflect = NULL;
        skinframe->hasalpha = false;
+       // we could store the q2animname here too
 
        if (ddsbase)
        {
@@ -4493,9 +4497,6 @@ int R_CullBox(const vec3_t mins, const vec3_t maxs)
                return false;
        for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
        {
-               // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
-               if (i == 4)
-                       continue;
                p = r_refdef.view.frustum + i;
                switch(p->signbits)
                {
@@ -4835,7 +4836,7 @@ r_meshbuffer_t *R_BufferData_Store(size_t datasize, const void *data, r_bufferda
                Sys_Error("R_BufferData_Store: failed to create a new buffer of sufficient size\n");
 
        mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
-       offset = mem->current;
+       offset = (int)mem->current;
        mem->current += padsize;
 
        // upload the data to the buffer at the chosen offset
@@ -5213,18 +5214,20 @@ static void R_View_UpdateEntityVisible (void)
        int samples;
        entity_render_t *ent;
 
-       renderimask = r_refdef.envmap                                    ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
-               : r_fb.water.hideplayer                                      ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
-               : (chase_active.integer || r_fb.water.renderingscene)  ? RENDER_VIEWMODEL
-               :                                                          RENDER_EXTERIORMODEL;
+       if (r_refdef.envmap || r_fb.water.hideplayer)
+               renderimask = RENDER_EXTERIORMODEL | RENDER_VIEWMODEL;
+       else if (chase_active.integer || r_fb.water.renderingscene)
+               renderimask = RENDER_VIEWMODEL;
+       else
+               renderimask = RENDER_EXTERIORMODEL;
        if (!r_drawviewmodel.integer)
                renderimask |= RENDER_VIEWMODEL;
        if (!r_drawexteriormodel.integer)
                renderimask |= RENDER_EXTERIORMODEL;
+       memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
        if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
        {
                // worldmodel can check visibility
-               memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
                for (i = 0;i < r_refdef.scene.numentities;i++)
                {
                        ent = r_refdef.scene.entities[i];
@@ -5240,7 +5243,9 @@ static void R_View_UpdateEntityVisible (void)
                for (i = 0;i < r_refdef.scene.numentities;i++)
                {
                        ent = r_refdef.scene.entities[i];
-                       r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
+                       if (!(ent->flags & renderimask))
+                       if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
+                               r_refdef.viewcache.entityvisible[i] = true;
                }
        }
        if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
@@ -6161,7 +6166,7 @@ static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t
                                        memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
                        }
 
-                       r_fb.water.hideplayer = r_water_hideplayer.integer >= 2;
+                       r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 2) && !chase_active.integer);
                        R_ResetViewRendering3D(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
                        R_ClearScreen(r_refdef.fogenabled);
                        if(r_water_scissormode.integer & 2)
@@ -6190,7 +6195,7 @@ static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t
                                        continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
                        }
 
-                       r_fb.water.hideplayer = r_water_hideplayer.integer >= 1;
+                       r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 1) && !chase_active.integer);
 
                        r_refdef.view.clipplane = p->plane;
                        VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
@@ -6411,7 +6416,7 @@ static void R_Bloom_StartFrame(void)
                Cvar_SetValueQuick(&r_damageblur, 0);
        }
 
-       if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))
+       if (!((r_glsl_postprocess.integer || r_fxaa.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
@@ -8142,7 +8147,9 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                {
                        // use an alternate animation if the entity's frame is not 0,
                        // and only if the texture has an alternate animation
-                       if (rsurface.ent_alttextures && t->anim_total[1])
+                       if (t->animated == 2) // q2bsp
+                               t = t->anim_frames[0][ent->framegroupblend[0].frame % t->anim_total[0]];
+                       else if (rsurface.ent_alttextures && t->anim_total[1])
                                t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
                        else
                                t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
@@ -8173,7 +8180,7 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
 
        t->currentmaterialflags = t->basematerialflags;
-       t->currentalpha = rsurface.colormod[3];
+       t->currentalpha = rsurface.colormod[3] * t->basealpha;
        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_fb.water.enabled && !r_refdef.view.isoverlay)
@@ -10657,7 +10664,7 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_
        // in Quake3 maps as it causes problems with q3map2 sky tricks,
        // and skymasking also looks very bad when noclipping outside the
        // level, so don't use it then either.
-       if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
+       if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.skymasking && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
        {
                R_Mesh_ResetTextureState();
                if (skyrendermasked)
@@ -12720,6 +12727,7 @@ void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, i
 
        texture.update_lastrenderframe = -1; // regenerate this texture
        texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
+       texture.basealpha = 1.0f;
        texture.currentskinframe = skinframe;
        texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
        texture.offsetmapping = OFFSETMAPPING_OFF;