]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
cl_main: Get new input events even if we're supposed to sleep
[xonotic/darkplaces.git] / gl_rmain.c
index aafef20bf3e04cc7d2d909b3a6720fd25417ec94..9773bdd3c46b0ab80b3171291c78ddf90f2a5f38 100644 (file)
@@ -204,6 +204,7 @@ cvar_t r_water_hideplayer = {CVAR_CLIENT | CVAR_SAVE, "r_water_hideplayer", "0",
 
 cvar_t r_lerpsprites = {CVAR_CLIENT | CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
 cvar_t r_lerpmodels = {CVAR_CLIENT | CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
+cvar_t r_nolerp_list = {CVAR_CLIENT | CVAR_SAVE, "r_nolerp_list", "progs/v_nail.mdl,progs/v_nail2.mdl,progs/flame.mdl,progs/flame2.mdl,progs/braztall.mdl,progs/brazshrt.mdl,progs/longtrch.mdl,progs/flame_pyre.mdl,progs/v_saw.mdl,progs/v_xfist.mdl,progs/h2stuff/newfire.mdl", "comma separated list of models that will not have their animations smoothed"};
 cvar_t r_lerplightstyles = {CVAR_CLIENT | CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
 cvar_t r_waterscroll = {CVAR_CLIENT | CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
 
@@ -1369,7 +1370,7 @@ static void R_SetupShader_SetPermutationGLSL(unsigned int mode, uint64_t permuta
                {
                        if (!r_glsl_permutation->compiled)
                        {
-                               Con_DPrintf("Compiling shader mode %u permutation %"PRIx64"\n", mode, permutation);
+                               Con_DPrintf("Compiling shader mode %u permutation %" PRIx64 "\n", mode, permutation);
                                R_GLSL_CompilePermutation(perm, mode, permutation);
                        }
                        if (!r_glsl_permutation->program)
@@ -1468,7 +1469,7 @@ static void R_GLSL_DumpShader_f(cmd_state_t *cmd)
                                Con_Printf("%s written\n", modeinfo[mode].filename);
                        }
                        else
-                               Con_Errorf("failed to write to %s\n", modeinfo[mode].filename);
+                               Con_Printf(CON_ERROR "failed to write to %s\n", modeinfo[mode].filename);
                }
        }
 }
@@ -1842,7 +1843,7 @@ void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdif
                // lightmapped wall
                if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
                        permutation |= SHADERPERMUTATION_GLOW;
-               if (r_refdef.fogenabled)
+               if (r_refdef.fogenabled && !notrippy)
                        permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
                if (t->colormapping)
                        permutation |= SHADERPERMUTATION_COLORMAPPING;
@@ -1965,7 +1966,7 @@ void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdif
                                if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
                                if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
                                if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
-                               if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, t->render_modellight_lightdir[0], t->render_modellight_lightdir[1], t->render_modellight_lightdir[2]);
+                               if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, t->render_modellight_lightdir_local[0], t->render_modellight_lightdir_local[1], t->render_modellight_lightdir_local[2]);
                        }
                        else
                        {
@@ -2950,10 +2951,18 @@ static int componentorder[4] = {0, 1, 2, 3};
 
 static rtexture_t *R_LoadCubemap(const char *basename)
 {
-       int i, j, cubemapsize;
+       int i, j, cubemapsize, forcefilter;
        unsigned char *cubemappixels, *image_buffer;
        rtexture_t *cubemaptexture;
        char name[256];
+
+       // HACK: if the cubemap name starts with a !, the cubemap is nearest-filtered
+       forcefilter = TEXF_FORCELINEAR;
+       if (basename && basename[0] == '!')
+       {
+               basename++;
+               forcefilter = TEXF_FORCENEAREST;
+       }
        // must start 0 so the first loadimagepixels has no requested width/height
        cubemapsize = 0;
        cubemappixels = NULL;
@@ -2996,7 +3005,7 @@ static rtexture_t *R_LoadCubemap(const char *basename)
                if (developer_loading.integer)
                        Con_Printf("loading cubemap \"%s\"\n", basename);
 
-               cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
+               cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | forcefilter | TEXF_CLAMP, -1, NULL);
                Mem_Free(cubemappixels);
        }
        else
@@ -3412,6 +3421,7 @@ void GL_Main_Init(void)
 
        Cvar_RegisterVariable(&r_lerpsprites);
        Cvar_RegisterVariable(&r_lerpmodels);
+       Cvar_RegisterVariable(&r_nolerp_list);
        Cvar_RegisterVariable(&r_lerplightstyles);
        Cvar_RegisterVariable(&r_waterscroll);
        Cvar_RegisterVariable(&r_bloom);
@@ -4138,8 +4148,8 @@ static void R_View_UpdateEntityVisible (void)
                        {
                                samples = ent->last_trace_visibility == 0 ? r_cullentities_trace_tempentitysamples.integer : r_cullentities_trace_samples.integer;
                                if (R_CanSeeBox(samples, r_cullentities_trace_eyejitter.value, r_cullentities_trace_enlarge.value, r_cullentities_trace_expand.value, r_cullentities_trace_pad.value, r_refdef.view.origin, ent->mins, ent->maxs))
-                                       ent->last_trace_visibility = realtime;
-                               if (ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
+                                       ent->last_trace_visibility = host.realtime;
+                               if (ent->last_trace_visibility < host.realtime - r_cullentities_trace_delay.value)
                                        r_refdef.viewcache.entityvisible[i] = 0;
                        }
                }
@@ -4285,12 +4295,16 @@ void R_HDR_UpdateIrisAdaptation(const vec3_t point)
                Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
 }
 
+extern cvar_t r_lockvisibility;
+extern cvar_t r_lockpvs;
+
 static void R_View_SetFrustum(const int *scissor)
 {
        int i;
        double fpx = +1, fnx = -1, fpy = +1, fny = -1;
        vec3_t forward, left, up, origin, v;
-
+       if(r_lockvisibility.integer || r_lockpvs.integer)
+               return;
        if(scissor)
        {
                // flipped x coordinates (because x points left here)
@@ -4631,7 +4645,7 @@ void R_RenderTarget_FreeUnused(qboolean force)
                // free resources for rendertargets that have not been used for a while
                // (note: this check is run after the frame render, so any targets used
                // this frame will not be affected even at low framerates)
-               if (r && (realtime - r->lastusetime > 0.2 || force))
+               if (r && (host.realtime - r->lastusetime > 0.2 || force))
                {
                        if (r->fbo)
                                R_Mesh_DestroyFramebufferObject(r->fbo);
@@ -4672,7 +4686,7 @@ r_rendertarget_t *R_RenderTarget_Get(int texturewidth, int textureheight, textyp
        for (i = 0; i < end; i++)
        {
                r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
-               if (r && r->lastusetime != realtime && r->texturewidth == texturewidth && r->textureheight == textureheight && r->depthtextype == depthtextype && r->colortextype[0] == colortextype0 && r->colortextype[1] == colortextype1 && r->colortextype[2] == colortextype2 && r->colortextype[3] == colortextype3)
+               if (r && r->lastusetime != host.realtime && r->texturewidth == texturewidth && r->textureheight == textureheight && r->depthtextype == depthtextype && r->colortextype[0] == colortextype0 && r->colortextype[1] == colortextype1 && r->colortextype[2] == colortextype2 && r->colortextype[3] == colortextype3)
                        break;
        }
        if (i == end)
@@ -4701,7 +4715,7 @@ r_rendertarget_t *R_RenderTarget_Get(int texturewidth, int textureheight, textyp
        }
        r_refdef.stats[r_stat_rendertargets_used]++;
        r_refdef.stats[r_stat_rendertargets_pixels] += r->texturewidth * r->textureheight;
-       r->lastusetime = realtime;
+       r->lastusetime = host.realtime;
        R_CalcTexCoordsForView(0, 0, r->texturewidth, r->textureheight, r->texturewidth, r->textureheight, r->texcoord2f);
        return r;
 }
@@ -4718,7 +4732,7 @@ static void R_Water_StartFrame(int viewwidth, int viewheight)
        waterwidth = (int)bound(16, viewwidth * r_water_resolutionmultiplier.value, viewwidth);
        waterheight = (int)bound(16, viewheight * r_water_resolutionmultiplier.value, viewheight);
 
-       if (!r_water.integer || r_showsurfaces.integer)
+       if (!r_water.integer || r_showsurfaces.integer || r_lockvisibility.integer || r_lockpvs.integer)
                waterwidth = waterheight = 0;
 
        // set up variables that will be used in shader setup
@@ -6721,7 +6735,8 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                for (q = 0; q < 3; q++)
                {
                        t->render_glowmod[q] = rsurface.entity->glowmod[q];
-                       t->render_modellight_lightdir[q] = q == 2;
+                       t->render_modellight_lightdir_world[q] = q == 2;
+                       t->render_modellight_lightdir_local[q] = q == 2;
                        t->render_modellight_ambient[q] = 1;
                        t->render_modellight_diffuse[q] = 0;
                        t->render_modellight_specular[q] = 0;
@@ -6740,7 +6755,8 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                {
                        t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
                        t->render_modellight_ambient[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
-                       t->render_modellight_lightdir[q] = q == 2;
+                       t->render_modellight_lightdir_world[q] = q == 2;
+                       t->render_modellight_lightdir_local[q] = q == 2;
                        t->render_modellight_diffuse[q] = 0;
                        t->render_modellight_specular[q] = 0;
                        t->render_lightmap_ambient[q] = 0;
@@ -6756,7 +6772,8 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                for (q = 0; q < 3; q++)
                {
                        t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
-                       t->render_modellight_lightdir[q] = q == 2;
+                       t->render_modellight_lightdir_world[q] = q == 2;
+                       t->render_modellight_lightdir_local[q] = q == 2;
                        t->render_modellight_ambient[q] = 0;
                        t->render_modellight_diffuse[q] = 0;
                        t->render_modellight_specular[q] = 0;
@@ -6774,7 +6791,8 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                for (q = 0; q < 3; q++)
                {
                        t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
-                       t->render_modellight_lightdir[q] = rsurface.entity->render_modellight_lightdir[q];
+                       t->render_modellight_lightdir_world[q] = rsurface.entity->render_modellight_lightdir_world[q];
+                       t->render_modellight_lightdir_local[q] = rsurface.entity->render_modellight_lightdir_local[q];
                        t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
                        t->render_modellight_diffuse[q] = rsurface.entity->render_modellight_diffuse[q] * r_refdef.view.colorscale;
                        t->render_modellight_specular[q] = rsurface.entity->render_modellight_specular[q] * r_refdef.view.colorscale;
@@ -6791,7 +6809,8 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                for (q = 0; q < 3; q++)
                {
                        t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
-                       t->render_modellight_lightdir[q] = q == 2;
+                       t->render_modellight_lightdir_world[q] = q == 2;
+                       t->render_modellight_lightdir_local[q] = q == 2;
                        t->render_modellight_ambient[q] = 0;
                        t->render_modellight_diffuse[q] = 0;
                        t->render_modellight_specular[q] = 0;
@@ -6815,7 +6834,8 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                for (q = 0; q < 3; q++)
                {
                        t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
-                       t->render_modellight_lightdir[q] = q == 2;
+                       t->render_modellight_lightdir_world[q] = q == 2;
+                       t->render_modellight_lightdir_local[q] = q == 2;
                        t->render_modellight_ambient[q] = 0;
                        t->render_modellight_diffuse[q] = 0;
                        t->render_modellight_specular[q] = 0;
@@ -6942,7 +6962,7 @@ texture_t *R_GetCurrentTexture(texture_t *t)
        // lightmaps mode looks bad with dlights using actual texturing, so turn
        // off the colormap and glossmap, but leave the normalmap on as it still
        // accurately represents the shading involved
-       if (gl_lightmaps.integer)
+       if (gl_lightmaps.integer && ent != &cl_meshentities[MESH_UI].render)
        {
                t->basetexture = r_texture_grey128;
                t->pantstexture = r_texture_black;
@@ -9465,6 +9485,8 @@ static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldor
                        surfaceindex = bih_surfaces[triangleindex];
                        surface = surfaces + surfaceindex;
                        texture = surface->texture;
+                       if (!texture)
+                               continue;
                        if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
                                continue;
                        if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
@@ -9483,6 +9505,8 @@ static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldor
                                continue;
                        // skip transparent surfaces
                        texture = surface->texture;
+                       if (!texture)
+                               continue;
                        if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
                                continue;
                        if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)